mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
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116 lines
4.7 KiB
C++
116 lines
4.7 KiB
C++
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#ifndef RENDERING_SERVER_CANVAS_HELPER_H
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#define RENDERING_SERVER_CANVAS_HELPER_H
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/**************************************************************************/
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/* visual_server_canvas_helper.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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/containers/fixed_array.h"
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#include "core/containers/local_vector.h"
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#include "core/containers/rid.h"
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#include "core/math/color.h"
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#include "core/math/rect2.h"
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class MultiRect;
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class RenderingServerCanvasHelper {
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public:
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struct State {
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RID item;
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RID texture;
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Color modulate;
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RID normal_map;
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uint32_t flags = 0;
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bool operator==(const State &p_state) const {
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return ((item == p_state.item) &&
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(texture == p_state.texture) &&
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(modulate == p_state.modulate) &&
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(normal_map == p_state.normal_map) &&
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(flags == p_state.flags));
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}
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bool operator!=(const State &p_state) const { return !(*this == p_state); }
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};
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private:
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// There is a single mutex for tilemaps, only one quadrant can be adding
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// at a time.
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static LocalVector<MultiRect> _tilemap_multirects;
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static Mutex _tilemap_mutex;
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public:
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static void tilemap_begin();
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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);
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static void tilemap_end();
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static bool _multirect_enabled;
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};
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class MultiRect {
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friend class RenderingServerCanvasHelper;
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public:
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enum { MAX_RECTS = 2048 };
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private:
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RenderingServerCanvasHelper::State state;
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bool state_set = false;
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FixedArray<Rect2, MAX_RECTS, true> rects;
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FixedArray<Rect2, MAX_RECTS, true> sources;
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static uint32_t flags_from_rects(Rect2 &r_rect, Rect2 &r_source);
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bool overlaps(const Rect2 &p_rect) const {
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for (uint32_t n = 0; n < rects.size(); n++) {
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if (rects[n].intersects(p_rect)) {
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return true;
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}
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}
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return false;
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}
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bool add_pre_flipped(const Rect2 &p_rect, const Rect2 &p_src_rect);
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public:
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// Simple API
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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);
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// Efficient API
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void begin(const RenderingServerCanvasHelper::State &p_state);
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bool add(const Rect2 &p_rect, const Rect2 &p_src_rect, bool p_commit_on_flip_change = true);
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bool is_empty() const { return rects.is_empty(); }
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bool is_full() const { return rects.is_full(); }
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// Always called in destructor, but can be used explicitly
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// for multiple draws, or to time the flush.
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void flush();
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~MultiRect() { flush(); }
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};
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#endif // RENDERING_SERVER_CANVAS_HELPER_H
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