/*************************************************************************/ /* visual_server_viewport.h */ /*************************************************************************/ /* 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 */ /* 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. */ /*************************************************************************/ #ifndef VISUALSERVERVIEWPORT_H #define VISUALSERVERVIEWPORT_H #include "core/self_list.h" #include "rasterizer.h" #include "servers/visual_server.h" class VisualServerViewport { public: struct CanvasBase : public RID_Data { }; struct Viewport : public RID_Data { RID self; RID parent; Size2i size; RID camera; RID scenario; VS::ViewportUpdateMode update_mode; RID render_target; RID render_target_texture; int viewport_to_screen; Rect2 viewport_to_screen_rect; bool viewport_render_direct_to_screen; bool hide_scenario; bool hide_canvas; bool disable_environment; bool disable_3d; bool disable_3d_by_usage; bool keep_3d_linear; RID shadow_atlas; int shadow_atlas_size; int render_info[VS::VIEWPORT_RENDER_INFO_MAX]; VS::ViewportDebugDraw debug_draw; VS::ViewportClearMode clear_mode; bool transparent_bg; struct CanvasKey { int64_t stacking; RID canvas; bool operator<(const CanvasKey &p_canvas) const { if (stacking == p_canvas.stacking) { return canvas < p_canvas.canvas; } return stacking < p_canvas.stacking; } CanvasKey() { stacking = 0; } CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) { canvas = p_canvas; int64_t sign = p_layer < 0 ? -1 : 1; stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer; } int get_layer() const { return stacking >> 32; } }; struct CanvasData { CanvasBase *canvas; Transform2D transform; int layer; int sublayer; }; Transform2D global_transform; Map canvas_map; Viewport() { update_mode = VS::VIEWPORT_UPDATE_WHEN_VISIBLE; clear_mode = VS::VIEWPORT_CLEAR_ALWAYS; transparent_bg = false; disable_environment = false; viewport_to_screen = 0; shadow_atlas_size = 0; disable_3d = false; disable_3d_by_usage = false; keep_3d_linear = false; debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED; for (int i = 0; i < VS::VIEWPORT_RENDER_INFO_MAX; i++) { render_info[i] = 0; } } }; mutable RID_Owner viewport_owner; struct ViewportSort { _FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const { bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2(); bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2(); if (left_to_screen == right_to_screen) { return p_left->parent == p_right->self; } return right_to_screen; } }; Vector active_viewports; private: Color clear_color; void _draw_3d(Viewport *p_viewport); void _draw_viewport(Viewport *p_viewport); public: RID viewport_create(); void viewport_set_size(RID p_viewport, int p_width, int p_height); void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), int p_screen = 0); void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable); void viewport_detach(RID p_viewport); void viewport_set_active(RID p_viewport, bool p_active); void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport); void viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode); void viewport_set_vflip(RID p_viewport, bool p_enable); void viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode); RID viewport_get_texture(RID p_viewport) const; void viewport_set_hide_scenario(RID p_viewport, bool p_hide); void viewport_set_hide_canvas(RID p_viewport, bool p_hide); void viewport_set_disable_environment(RID p_viewport, bool p_disable); void viewport_set_disable_3d(RID p_viewport, bool p_disable); void viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear); void viewport_attach_camera(RID p_viewport, RID p_camera); void viewport_set_scenario(RID p_viewport, RID p_scenario); void viewport_attach_canvas(RID p_viewport, RID p_canvas); void viewport_remove_canvas(RID p_viewport, RID p_canvas); void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset); void viewport_set_transparent_background(RID p_viewport, bool p_enabled); void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform); void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer); void viewport_set_shadow_atlas_size(RID p_viewport, int p_size); void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv); void viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa); void viewport_set_use_fxaa(RID p_viewport, bool p_fxaa); void viewport_set_use_debanding(RID p_viewport, bool p_debanding); void viewport_set_sharpen_intensity(RID p_viewport, float p_intensity); void viewport_set_hdr(RID p_viewport, bool p_enabled); void viewport_set_use_32_bpc_depth(RID p_viewport, bool p_enabled); void viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage); virtual int viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info); virtual void viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw); void set_default_clear_color(const Color &p_color); void draw_viewports(); bool free(RID p_rid); VisualServerViewport(); virtual ~VisualServerViewport() {} }; #endif // VISUALSERVERVIEWPORT_H