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- /*************************************************************************/
- /* 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/arvr/arvr_interface.h"
- #include "servers/visual_server.h"
- class VisualServerViewport {
- public:
- struct CanvasBase : public RID_Data {
- };
- struct Viewport : public RID_Data {
- RID self;
- RID parent;
- bool use_arvr; /* use arvr interface to override camera positioning and projection matrices and control output */
- 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<RID, CanvasData> 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;
- }
- use_arvr = false;
- }
- };
- mutable RID_Owner<Viewport> 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<Viewport *> active_viewports;
- private:
- Color clear_color;
- void _draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye);
- void _draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye = ARVRInterface::EYE_MONO);
- public:
- RID viewport_create();
- void viewport_set_use_arvr(RID p_viewport, bool p_use_arvr);
- 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_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
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