/*************************************************************************/ /* visual_server_canvas.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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/rasterizer.h" #include "visual_server_viewport.h" class VisualServerCanvas { public: struct Item : public RasterizerCanvas::Item { RID parent; // canvas it belongs to List::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; Color ysort_modulate; Transform2D ysort_xform; Vector2 ysort_pos; VS::CanvasItemTextureFilter texture_filter; VS::CanvasItemTextureRepeat texture_repeat; Vector 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(); texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT; texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT; } }; 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::is_equal_approx(p_left->ysort_pos.y, p_right->ysort_pos.y)) return p_left->ysort_pos.x < p_right->ysort_pos.x; return p_left->ysort_pos.y < p_right->ysort_pos.y; } }; struct LightOccluderPolygon { bool active; Rect2 aabb; VS::CanvasOccluderPolygonCullMode cull_mode; RID occluder; Set owners; LightOccluderPolygon() { active = false; cull_mode = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; } }; RID_PtrOwner canvas_light_occluder_polygon_owner; RID_PtrOwner canvas_light_occluder_owner; struct Canvas : public VisualServerViewport::CanvasBase { Set viewports; struct ChildItem { Point2 mirror; Item *item; bool operator<(const ChildItem &p_item) const { return item->index < p_item.item->index; } }; Set lights; Set occluders; bool children_order_dirty; Vector child_items; Color modulate; RID parent; float parent_scale; 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; parent_scale = 1.0; } }; mutable RID_PtrOwner canvas_owner; RID_PtrOwner canvas_item_owner; RID_PtrOwner canvas_light_owner; bool disable_scale; private: void _render_canvas_item_tree(RID p_to_render_target, Canvas::ChildItem *p_child_items, int p_child_item_count, Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights); void _cull_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); RasterizerCanvas::Item **z_list; RasterizerCanvas::Item **z_last_list; public: void render_canvas(RID p_render_target, 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); void canvas_set_parent(RID p_canvas, RID p_parent, float p_scale); void canvas_set_disable_scale(bool p_disable); 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_set_default_texture_filter(RID p_item, VS::CanvasItemTextureFilter p_filter); void canvas_item_set_default_texture_repeat(RID p_item, VS::CanvasItemTextureRepeat p_repeat); 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); void canvas_item_add_polyline(RID p_item, const Vector &p_points, const Vector &p_colors, float p_width = 1.0); void canvas_item_add_multiline(RID p_item, const Vector &p_points, const Vector &p_colors, float p_width = 1.0); 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(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT); 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(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), bool p_clip_uv = false, VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT); 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(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT); void canvas_item_add_primitive(RID p_item, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT); void canvas_item_add_polygon(RID p_item, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT); void canvas_item_add_triangle_array(RID p_item, const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT); void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT); void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT); void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT); 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 &p_shape, bool p_closed); void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const PoolVector &p_shape); void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, VS::CanvasOccluderPolygonCullMode p_mode); bool free(RID p_rid); VisualServerCanvas(); ~VisualServerCanvas(); }; #endif // VISUALSERVERCANVAS_H