mirror of
https://github.com/Relintai/pandemonium_engine.git
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202 lines
7.3 KiB
C++
202 lines
7.3 KiB
C++
#ifndef VISUALSERVERVIEWPORT_H
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#define VISUALSERVERVIEWPORT_H
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/*************************************************************************/
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/* visual_server_viewport.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/self_list.h"
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#include "rasterizer.h"
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#include "servers/visual_server.h"
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class VisualServerViewport {
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public:
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struct CanvasBase : public RID_Data {
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};
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struct Viewport : public RID_Data {
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RID self;
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RID parent;
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Size2i size;
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RID camera;
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RID scenario;
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VS::ViewportUpdateMode update_mode;
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RID render_target;
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RID render_target_texture;
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int viewport_to_screen;
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Rect2 viewport_to_screen_rect;
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bool viewport_render_direct_to_screen;
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bool hide_scenario;
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bool hide_canvas;
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bool disable_environment;
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bool disable_3d;
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bool disable_3d_by_usage;
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bool keep_3d_linear;
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RID shadow_atlas;
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int shadow_atlas_size;
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int render_info[VS::VIEWPORT_RENDER_INFO_MAX];
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VS::ViewportDebugDraw debug_draw;
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VS::ViewportClearMode clear_mode;
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bool transparent_bg;
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struct CanvasKey {
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int64_t stacking;
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RID canvas;
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bool operator<(const CanvasKey &p_canvas) const {
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if (stacking == p_canvas.stacking) {
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return canvas < p_canvas.canvas;
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}
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return stacking < p_canvas.stacking;
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}
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CanvasKey() {
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stacking = 0;
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}
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CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) {
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canvas = p_canvas;
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int64_t sign = p_layer < 0 ? -1 : 1;
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stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer;
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}
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int get_layer() const { return stacking >> 32; }
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};
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struct CanvasData {
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CanvasBase *canvas;
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Transform2D transform;
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int layer;
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int sublayer;
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};
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Transform2D global_transform;
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Map<RID, CanvasData> canvas_map;
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Viewport() {
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update_mode = VS::VIEWPORT_UPDATE_WHEN_VISIBLE;
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clear_mode = VS::VIEWPORT_CLEAR_ALWAYS;
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transparent_bg = false;
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disable_environment = false;
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viewport_to_screen = 0;
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shadow_atlas_size = 0;
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disable_3d = false;
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disable_3d_by_usage = false;
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keep_3d_linear = false;
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debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
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for (int i = 0; i < VS::VIEWPORT_RENDER_INFO_MAX; i++) {
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render_info[i] = 0;
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}
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}
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};
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mutable RID_Owner<Viewport> viewport_owner;
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struct ViewportSort {
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_FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const {
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bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2();
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bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2();
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if (left_to_screen == right_to_screen) {
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return p_left->parent == p_right->self;
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}
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return right_to_screen;
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}
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};
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Vector<Viewport *> active_viewports;
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private:
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Color clear_color;
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void _draw_3d(Viewport *p_viewport);
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void _draw_viewport(Viewport *p_viewport);
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public:
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RID viewport_create();
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void viewport_set_size(RID p_viewport, int p_width, int p_height);
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void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), int p_screen = 0);
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void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable);
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void viewport_detach(RID p_viewport);
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void viewport_set_active(RID p_viewport, bool p_active);
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void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport);
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void viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode);
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void viewport_set_vflip(RID p_viewport, bool p_enable);
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void viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode);
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RID viewport_get_texture(RID p_viewport) const;
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void viewport_set_hide_scenario(RID p_viewport, bool p_hide);
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void viewport_set_hide_canvas(RID p_viewport, bool p_hide);
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void viewport_set_disable_environment(RID p_viewport, bool p_disable);
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void viewport_set_disable_3d(RID p_viewport, bool p_disable);
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void viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear);
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void viewport_attach_camera(RID p_viewport, RID p_camera);
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void viewport_set_scenario(RID p_viewport, RID p_scenario);
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void viewport_attach_canvas(RID p_viewport, RID p_canvas);
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void viewport_remove_canvas(RID p_viewport, RID p_canvas);
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void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset);
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void viewport_set_transparent_background(RID p_viewport, bool p_enabled);
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void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
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void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
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void viewport_set_shadow_atlas_size(RID p_viewport, int p_size);
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void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
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void viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa);
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void viewport_set_use_fxaa(RID p_viewport, bool p_fxaa);
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void viewport_set_use_debanding(RID p_viewport, bool p_debanding);
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void viewport_set_sharpen_intensity(RID p_viewport, float p_intensity);
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void viewport_set_hdr(RID p_viewport, bool p_enabled);
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void viewport_set_use_32_bpc_depth(RID p_viewport, bool p_enabled);
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void viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage);
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virtual int viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info);
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virtual void viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw);
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void set_default_clear_color(const Color &p_color);
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void draw_viewports();
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bool free(RID p_rid);
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VisualServerViewport();
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virtual ~VisualServerViewport() {}
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};
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#endif // VISUALSERVERVIEWPORT_H
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