/**************************************************************************/
/*  visual_server_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     */
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/* 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,   */
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/**************************************************************************/

#include "visual_server_viewport.h"

#include "core/project_settings.h"
#include "visual_server_canvas.h"
#include "visual_server_globals.h"
#include "visual_server_scene.h"

static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewport, VisualServerCanvas::Canvas *p_canvas, VisualServerViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
	Transform2D xf = p_viewport->global_transform;

	float scale = 1.0;

	if (p_viewport->canvas_map.has(p_canvas->parent)) {
		Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
		xf = xf * c_xform;
		scale = p_canvas->parent_scale;
	}

	Transform2D c_xform = p_canvas_data->transform;
	xf = xf * c_xform;

	if (scale != 1.0 && !VSG::canvas->disable_scale) {
		Vector2 pivot = p_vp_size * 0.5;
		Transform2D xfpivot;
		xfpivot.set_origin(pivot);
		Transform2D xfscale;
		xfscale.scale(Vector2(scale, scale));

		xf = xfpivot.affine_inverse() * xf;
		xf = xfscale * xf;
		xf = xfpivot * xf;
	}

	return xf;
}

void VisualServerViewport::_draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
	Ref<ARVRInterface> arvr_interface;
	if (ARVRServer::get_singleton() != nullptr) {
		arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
	}

	if (p_viewport->use_arvr && arvr_interface.is_valid()) {
		VSG::scene->render_camera(arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
	} else {
		VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
	}
}

void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
	/* Camera should always be BEFORE any other 3D */

	bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
	int scenario_canvas_max_layer = 0;

	if (!p_viewport->hide_canvas && !p_viewport->disable_environment && VSG::scene->scenario_owner.owns(p_viewport->scenario)) {
		VisualServerScene::Scenario *scenario = VSG::scene->scenario_owner.get(p_viewport->scenario);
		ERR_FAIL_COND(!scenario);
		if (VSG::scene_render->is_environment(scenario->environment)) {
			scenario_draw_canvas_bg = VSG::scene_render->environment_get_background(scenario->environment) == VS::ENV_BG_CANVAS;

			scenario_canvas_max_layer = VSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
		}
	}

	bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera);

	if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
		VSG::rasterizer->clear_render_target(p_viewport->transparent_bg ? Color(0, 0, 0, 0) : clear_color);
		if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
			p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER;
		}
	}

	if (!scenario_draw_canvas_bg && can_draw_3d) {
		_draw_3d(p_viewport, p_eye);
	}

	if (!p_viewport->hide_canvas) {
		Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;

		Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
		RasterizerCanvas::Light *lights = nullptr;
		RasterizerCanvas::Light *lights_with_shadow = nullptr;
		RasterizerCanvas::Light *lights_with_mask = nullptr;
		Rect2 shadow_rect;

		for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
			VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);

			Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);

			//find lights in canvas

			for (Set<RasterizerCanvas::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
				RasterizerCanvas::Light *cl = F->get();
				if (cl->enabled && cl->texture.is_valid()) {
					//not super efficient..
					Size2 tsize = VSG::storage->texture_size_with_proxy(cl->texture);
					// Skip using lights with texture of 0 size
					if (!tsize.x || !tsize.y) {
						continue;
					}
					tsize *= cl->scale;

					Vector2 offset = tsize / 2.0;
					cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);

					if (!VSG::canvas->_interpolation_data.interpolation_enabled || !cl->interpolated) {
						cl->xform_cache = xf * cl->xform_curr;
					} else {
						real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
						TransformInterpolator::interpolate_transform_2d(cl->xform_prev, cl->xform_curr, cl->xform_cache, f);
						cl->xform_cache = xf * cl->xform_cache;
					}

					if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
						cl->filter_next_ptr = lights;
						lights = cl;
						cl->texture_cache = nullptr;
						Transform2D scale;
						scale.scale(cl->rect_cache.size);
						scale.elements[2] = cl->rect_cache.position;
						cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
						cl->light_shader_pos = cl->xform_cache[2];
						if (cl->shadow_buffer.is_valid()) {
							cl->shadows_next_ptr = lights_with_shadow;
							if (lights_with_shadow == nullptr) {
								shadow_rect = cl->xform_cache.xform(cl->rect_cache);
							} else {
								shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
							}
							lights_with_shadow = cl;
							cl->radius_cache = cl->rect_cache.size.length();
						}
						if (cl->mode == VS::CANVAS_LIGHT_MODE_MASK) {
							cl->mask_next_ptr = lights_with_mask;
							lights_with_mask = cl;
						}
					}

					VSG::canvas_render->light_internal_update(cl->light_internal, cl);
				}
			}

			canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();
		}

		if (lights_with_shadow) {
			//update shadows if any

			RasterizerCanvas::LightOccluderInstance *occluders = nullptr;

			//make list of occluders
			for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
				VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
				Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);

				for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
					RasterizerCanvas::LightOccluderInstance *occluder = F->get();
					if (!occluder->enabled) {
						continue;
					}

					if (!VSG::canvas->_interpolation_data.interpolation_enabled || !occluder->interpolated) {
						occluder->xform_cache = xf * occluder->xform_curr;
					} else {
						real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
						TransformInterpolator::interpolate_transform_2d(occluder->xform_prev, occluder->xform_curr, occluder->xform_cache, f);
						occluder->xform_cache = xf * occluder->xform_cache;
					}

					if (shadow_rect.intersects_transformed(occluder->xform_cache, occluder->aabb_cache)) {
						occluder->next = occluders;
						occluders = occluder;
					}
				}
			}
			//update the light shadowmaps with them
			RasterizerCanvas::Light *light = lights_with_shadow;
			while (light) {
				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);
				light = light->shadows_next_ptr;
			}

			//VSG::canvas_render->reset_canvas();
		}

		VSG::rasterizer->restore_render_target(!scenario_draw_canvas_bg && can_draw_3d);

		if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
			if (!can_draw_3d) {
				VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
			} else {
				_draw_3d(p_viewport, p_eye);
			}
			scenario_draw_canvas_bg = false;
		}

		for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
			VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get()->canvas);

			Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);

			RasterizerCanvas::Light *canvas_lights = nullptr;

			RasterizerCanvas::Light *ptr = lights;
			int canvas_layer_id = E->get()->layer;
			while (ptr) {
				if (canvas_layer_id >= ptr->layer_min && canvas_layer_id <= ptr->layer_max) {
					ptr->next_ptr = canvas_lights;
					canvas_lights = ptr;
				}
				ptr = ptr->filter_next_ptr;
			}

			VSG::canvas->render_canvas(canvas, xform, canvas_lights, lights_with_mask, clip_rect, canvas_layer_id);

			if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
				if (!can_draw_3d) {
					VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
				} else {
					_draw_3d(p_viewport, p_eye);
				}

				scenario_draw_canvas_bg = false;
			}
		}

		if (scenario_draw_canvas_bg) {
			if (!can_draw_3d) {
				VSG::scene->render_empty_scene(p_viewport->scenario, p_viewport->shadow_atlas);
			} else {
				_draw_3d(p_viewport, p_eye);
			}
		}

		//VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
	}
}

void VisualServerViewport::draw_viewports() {
	// get our arvr interface in case we need it
	Ref<ARVRInterface> arvr_interface;

	if (ARVRServer::get_singleton() != nullptr) {
		arvr_interface = ARVRServer::get_singleton()->get_primary_interface();

		// process all our active interfaces
		ARVRServer::get_singleton()->_process();
	}

	if (Engine::get_singleton()->is_editor_hint()) {
		clear_color = GLOBAL_GET("rendering/environment/default_clear_color");
	}

	//sort viewports
	active_viewports.sort_custom<ViewportSort>();

	//draw viewports
	for (int i = 0; i < active_viewports.size(); i++) {
		Viewport *vp = active_viewports[i];

		if (vp->update_mode == VS::VIEWPORT_UPDATE_DISABLED) {
			continue;
		}

		ERR_CONTINUE(!vp->render_target.is_valid());

		if (vp->use_arvr) {
			// In ARVR mode it is our interface that controls our size
			if (arvr_interface.is_valid()) {
				// override our size, make sure it matches our required size
				vp->size = arvr_interface->get_render_targetsize();
			} else {
				// reset this, we can't render the output without a valid interface (this will likely be so when we're in the editor)
				vp->size = Vector2(0, 0);
			}
		}

		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));
		visible = visible && vp->size.x > 1 && vp->size.y > 1;

		if (!visible) {
			continue;
		}

		VSG::storage->render_target_clear_used(vp->render_target);

		if (vp->use_arvr && arvr_interface.is_valid()) {
			VSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);

			// render mono or left eye first
			ARVRInterface::Eyes leftOrMono = arvr_interface->is_stereo() ? ARVRInterface::EYE_LEFT : ARVRInterface::EYE_MONO;

			// check for an external texture destination for our left eye/mono
			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));

			// set our render target as current
			VSG::rasterizer->set_current_render_target(vp->render_target);

			// and draw left eye/mono
			_draw_viewport(vp, leftOrMono);
			arvr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);

			// render right eye
			if (leftOrMono == ARVRInterface::EYE_LEFT) {
				// check for an external texture destination for our right eye
				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));

				// commit for eye may have changed the render target
				VSG::rasterizer->set_current_render_target(vp->render_target);

				_draw_viewport(vp, ARVRInterface::EYE_RIGHT);
				arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
			}

			// and for our frame timing, mark when we've finished committing our eyes
			ARVRServer::get_singleton()->_mark_commit();
		} else {
			VSG::storage->render_target_set_external_texture(vp->render_target, 0, 0);
			VSG::rasterizer->set_current_render_target(vp->render_target);

			VSG::scene_render->set_debug_draw_mode(vp->debug_draw);
			VSG::storage->render_info_begin_capture();

			// render standard mono camera
			_draw_viewport(vp);

			VSG::storage->render_info_end_capture();
			vp->render_info[VS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_OBJECTS_IN_FRAME);
			vp->render_info[VS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_VERTICES_IN_FRAME);
			vp->render_info[VS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_MATERIAL_CHANGES_IN_FRAME);
			vp->render_info[VS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SHADER_CHANGES_IN_FRAME);
			vp->render_info[VS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_SURFACE_CHANGES_IN_FRAME);
			vp->render_info[VS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_DRAW_CALLS_IN_FRAME);
			vp->render_info[VS::VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME] = VSG::storage->get_captured_render_info(VS::INFO_2D_ITEMS_IN_FRAME);
			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);

			if (vp->viewport_to_screen_rect != Rect2() && (!vp->viewport_render_direct_to_screen || !VSG::rasterizer->is_low_end())) {
				//copy to screen if set as such
				VSG::rasterizer->set_current_render_target(RID());
				VSG::rasterizer->blit_render_target_to_screen(vp->render_target, vp->viewport_to_screen_rect, vp->viewport_to_screen);
			}
		}

		if (vp->update_mode == VS::VIEWPORT_UPDATE_ONCE) {
			vp->update_mode = VS::VIEWPORT_UPDATE_DISABLED;
		}
		VSG::scene_render->set_debug_draw_mode(VS::VIEWPORT_DEBUG_DRAW_DISABLED);
	}
}

RID VisualServerViewport::viewport_create() {
	Viewport *viewport = memnew(Viewport);

	RID rid = viewport_owner.make_rid(viewport);

	viewport->self = rid;
	viewport->hide_scenario = false;
	viewport->hide_canvas = false;
	viewport->render_target = VSG::storage->render_target_create();
	viewport->shadow_atlas = VSG::scene_render->shadow_atlas_create();
	viewport->viewport_render_direct_to_screen = false;

	return rid;
}

void VisualServerViewport::viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) {
	Viewport *viewport = viewport_owner.getornull(p_viewport);
	ERR_FAIL_COND(!viewport);

	if (viewport->use_arvr == p_use_arvr) {
		return;
	}

	viewport->use_arvr = p_use_arvr;
	if (!viewport->use_arvr && viewport->size.width > 0 && viewport->size.height > 0) {
		// No longer controlled by our XR server, make sure we reset it
		VSG::storage->render_target_set_size(viewport->render_target, viewport->size.width, viewport->size.height);
	}
}

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() {
}
