123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253 |
- /*************************************************************************/
- /* visual_server_canvas.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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 VISUALSERVERCANVAS_H
- #define VISUALSERVERCANVAS_H
- #include "rasterizer.h"
- #include "visual_server_viewport.h"
- class VisualServerCanvas {
- public:
- struct Item : public RasterizerCanvas::Item {
- RID parent; // canvas it belongs to
- List<Item *>::Element *E;
- int z_index;
- bool z_relative;
- bool sort_y;
- Color modulate;
- Color self_modulate;
- bool use_parent_material;
- int index;
- bool children_order_dirty;
- int ysort_children_count;
- Transform2D ysort_xform;
- Vector2 ysort_pos;
- Vector<Item *> child_items;
- Item() {
- children_order_dirty = true;
- E = NULL;
- z_index = 0;
- modulate = Color(1, 1, 1, 1);
- self_modulate = Color(1, 1, 1, 1);
- sort_y = false;
- use_parent_material = false;
- z_relative = true;
- index = 0;
- ysort_children_count = -1;
- ysort_xform = Transform2D();
- ysort_pos = Vector2();
- }
- };
- struct ItemIndexSort {
- _FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
- return p_left->index < p_right->index;
- }
- };
- struct ItemPtrSort {
- _FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
- if (Math::abs(p_left->ysort_pos.y - p_right->ysort_pos.y) < CMP_EPSILON)
- return p_left->ysort_pos.x < p_right->ysort_pos.x;
- else
- return p_left->ysort_pos.y < p_right->ysort_pos.y;
- }
- };
- struct LightOccluderPolygon : RID_Data {
- bool active;
- Rect2 aabb;
- VS::CanvasOccluderPolygonCullMode cull_mode;
- RID occluder;
- Set<RasterizerCanvas::LightOccluderInstance *> owners;
- LightOccluderPolygon() {
- active = false;
- cull_mode = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
- }
- };
- RID_Owner<LightOccluderPolygon> canvas_light_occluder_polygon_owner;
- RID_Owner<RasterizerCanvas::LightOccluderInstance> canvas_light_occluder_owner;
- struct Canvas : public VisualServerViewport::CanvasBase {
- Set<RID> viewports;
- struct ChildItem {
- Point2 mirror;
- Item *item;
- bool operator<(const ChildItem &p_item) const {
- return item->index < p_item.item->index;
- }
- };
- Set<RasterizerCanvas::Light *> lights;
- Set<RasterizerCanvas::LightOccluderInstance *> occluders;
- bool children_order_dirty;
- Vector<ChildItem> child_items;
- Color modulate;
- int find_item(Item *p_item) {
- for (int i = 0; i < child_items.size(); i++) {
- if (child_items[i].item == p_item)
- return i;
- }
- return -1;
- }
- void erase_item(Item *p_item) {
- int idx = find_item(p_item);
- if (idx >= 0)
- child_items.remove(idx);
- }
- Canvas() {
- modulate = Color(1, 1, 1, 1);
- children_order_dirty = true;
- }
- };
- RID_Owner<Canvas> canvas_owner;
- RID_Owner<Item> canvas_item_owner;
- RID_Owner<RasterizerCanvas::Light> canvas_light_owner;
- private:
- void _render_canvas_item_tree(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights);
- void _render_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner);
- void _light_mask_canvas_items(int p_z, RasterizerCanvas::Item *p_canvas_item, RasterizerCanvas::Light *p_masked_lights);
- public:
- void render_canvas(Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights, const Rect2 &p_clip_rect);
- RID canvas_create();
- void canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring);
- void canvas_set_modulate(RID p_canvas, const Color &p_color);
- RID canvas_item_create();
- void canvas_item_set_parent(RID p_item, RID p_parent);
- void canvas_item_set_visible(RID p_item, bool p_visible);
- void canvas_item_set_light_mask(RID p_item, int p_mask);
- void canvas_item_set_transform(RID p_item, const Transform2D &p_transform);
- void canvas_item_set_clip(RID p_item, bool p_clip);
- void canvas_item_set_distance_field_mode(RID p_item, bool p_enable);
- void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect = Rect2());
- void canvas_item_set_modulate(RID p_item, const Color &p_color);
- void canvas_item_set_self_modulate(RID p_item, const Color &p_color);
- void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable);
- void canvas_item_set_update_when_visible(RID p_item, bool p_update);
- void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0, bool p_antialiased = false);
- void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false);
- void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false);
- void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color);
- void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color);
- void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID());
- void canvas_item_add_texture_rect_region(RID p_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);
- void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, VS::NinePatchAxisMode p_x_axis_mode = VS::NINE_PATCH_STRETCH, VS::NinePatchAxisMode p_y_axis_mode = VS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID());
- void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID());
- void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false);
- void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID());
- void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
- void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
- void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal);
- void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform);
- void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
- void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
- void canvas_item_set_z_index(RID p_item, int p_z);
- void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
- void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect);
- void canvas_item_attach_skeleton(RID p_item, RID p_skeleton);
- void canvas_item_clear(RID p_item);
- void canvas_item_set_draw_index(RID p_item, int p_index);
- void canvas_item_set_material(RID p_item, RID p_material);
- void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
- RID canvas_light_create();
- void canvas_light_attach_to_canvas(RID p_light, RID p_canvas);
- void canvas_light_set_enabled(RID p_light, bool p_enabled);
- void canvas_light_set_scale(RID p_light, float p_scale);
- void canvas_light_set_transform(RID p_light, const Transform2D &p_transform);
- void canvas_light_set_texture(RID p_light, RID p_texture);
- void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset);
- void canvas_light_set_color(RID p_light, const Color &p_color);
- void canvas_light_set_height(RID p_light, float p_height);
- void canvas_light_set_energy(RID p_light, float p_energy);
- void canvas_light_set_z_range(RID p_light, int p_min_z, int p_max_z);
- void canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer);
- void canvas_light_set_item_cull_mask(RID p_light, int p_mask);
- void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask);
- void canvas_light_set_mode(RID p_light, VS::CanvasLightMode p_mode);
- void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
- void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
- void canvas_light_set_shadow_gradient_length(RID p_light, float p_length);
- void canvas_light_set_shadow_filter(RID p_light, VS::CanvasLightShadowFilter p_filter);
- void canvas_light_set_shadow_color(RID p_light, const Color &p_color);
- void canvas_light_set_shadow_smooth(RID p_light, float p_smooth);
- RID canvas_light_occluder_create();
- void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas);
- void canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled);
- void canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon);
- void canvas_light_occluder_set_transform(RID p_occluder, const Transform2D &p_xform);
- void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask);
- RID canvas_occluder_polygon_create();
- void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape, bool p_closed);
- void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape);
- void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, VS::CanvasOccluderPolygonCullMode p_mode);
- bool free(RID p_rid);
- VisualServerCanvas();
- };
- #endif // VISUALSERVERCANVAS_H
|