godot/servers/visual/visual_server_canvas.h

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#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;
bool z_relative;
bool sort_y;
Color modulate;
Color self_modulate;
bool use_parent_material;
int index;
bool children_order_dirty;
Vector<Item*> child_items;
Item() {
children_order_dirty=true;
E=NULL;
z=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;
}
};
struct ItemPtrSort {
_FORCE_INLINE_ bool operator()(const Item* p_left,const Item* p_right) const {
return p_left->xform.elements[2].y < p_right->xform.elements[2].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 Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights);
void _render_canvas_item(Item *p_canvas_item, const Matrix32& 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 Matrix32 &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 Matrix32& 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_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_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);
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);
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));
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);
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());
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>(), RID p_texture=RID(), int p_count=-1);
void canvas_item_add_mesh(RID p_item, const RID& p_mesh,RID p_skeleton=RID());
void canvas_item_add_multimesh(RID p_item, RID p_mesh,RID p_skeleton=RID());
void canvas_item_add_set_transform(RID p_item,const Matrix32& 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(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_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 Matrix32& 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);
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 Matrix32& 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 DVector<Vector2>& p_shape,bool p_closed);
void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon,const DVector<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