pandemonium_engine_minimal/servers/rendering/rendering_server_canvas_helper.h

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2023-12-14 21:54:22 +01:00
#ifndef RENDERING_SERVER_CANVAS_HELPER_H
#define RENDERING_SERVER_CANVAS_HELPER_H
/**************************************************************************/
/* visual_server_canvas_helper.h */
/**************************************************************************/
/* 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 "core/containers/fixed_array.h"
#include "core/containers/local_vector.h"
#include "core/containers/rid.h"
#include "core/math/color.h"
#include "core/math/rect2.h"
class MultiRect;
class RenderingServerCanvasHelper {
public:
struct State {
RID item;
RID texture;
Color modulate;
RID normal_map;
uint32_t flags = 0;
bool operator==(const State &p_state) const {
return ((item == p_state.item) &&
(texture == p_state.texture) &&
(modulate == p_state.modulate) &&
(normal_map == p_state.normal_map) &&
(flags == p_state.flags));
}
bool operator!=(const State &p_state) const { return !(*this == p_state); }
};
private:
// There is a single mutex for tilemaps, only one quadrant can be adding
// at a time.
static LocalVector<MultiRect> _tilemap_multirects;
static Mutex _tilemap_mutex;
public:
static void tilemap_begin();
static void tilemap_add_rect(RID p_canvas_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), bool p_clip_uv = false);
static void tilemap_end();
static bool _multirect_enabled;
};
class MultiRect {
friend class RenderingServerCanvasHelper;
public:
enum { MAX_RECTS = 2048 };
private:
RenderingServerCanvasHelper::State state;
bool state_set = false;
FixedArray<Rect2, MAX_RECTS, true> rects;
FixedArray<Rect2, MAX_RECTS, true> sources;
static uint32_t flags_from_rects(Rect2 &r_rect, Rect2 &r_source);
bool overlaps(const Rect2 &p_rect) const {
for (uint32_t n = 0; n < rects.size(); n++) {
if (rects[n].intersects(p_rect)) {
return true;
}
}
return false;
}
bool add_pre_flipped(const Rect2 &p_rect, const Rect2 &p_src_rect);
public:
// Simple API
void add_rect(RID p_canvas_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), bool p_clip_uv = false);
// Efficient API
void begin(const RenderingServerCanvasHelper::State &p_state);
bool add(const Rect2 &p_rect, const Rect2 &p_src_rect, bool p_commit_on_flip_change = true);
bool is_empty() const { return rects.is_empty(); }
bool is_full() const { return rects.is_full(); }
// Always called in destructor, but can be used explicitly
// for multiple draws, or to time the flush.
void flush();
~MultiRect() { flush(); }
};
#endif // RENDERING_SERVER_CANVAS_HELPER_H