/**************************************************************************/ /* visual_server_canvas.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 VISUAL_SERVER_CANVAS_H #define VISUAL_SERVER_CANVAS_H #include "rasterizer.h" #include "visual_server_constants.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; int ysort_index; #ifdef VISUAL_SERVER_CANVAS_DEBUG_ITEM_NAMES String name; #endif Vector child_items; Item() { children_order_dirty = true; E = nullptr; 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(); ysort_index = 0; } }; 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_index < p_right->ysort_index; } 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 owners; LightOccluderPolygon() { active = false; cull_mode = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; } }; RID_Owner canvas_light_occluder_polygon_owner; RID_Owner 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_Owner canvas_owner; RID_Owner canvas_item_owner; RID_Owner canvas_light_owner; bool disable_scale; private: enum CanvasCullMode { CANVAS_CULL_MODE_ITEM, CANVAS_CULL_MODE_NODE, }; CanvasCullMode _canvas_cull_mode = CANVAS_CULL_MODE_NODE; 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 _light_mask_canvas_items(int p_z, RasterizerCanvas::Item *p_canvas_item, RasterizerCanvas::Light *p_masked_lights, int p_canvas_layer_id); RasterizerCanvas::Item **z_list; RasterizerCanvas::Item **z_last_list; Transform2D _current_camera_transform; // 3.5 and earlier had no hierarchical culling. void _render_canvas_item_cull_by_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); // Hierarchical culling by scene tree node /////////////////////////////////// void _render_canvas_item_cull_by_node(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, bool p_enclosed); void _prepare_tree_bounds(Item *p_root); void _calculate_canvas_item_bound(Item *p_canvas_item, Rect2 *r_branch_bound); void _finalize_and_merge_local_bound_to_branch(Item *p_canvas_item, Rect2 *r_branch_bound); void _merge_local_bound_to_branch(Item *p_canvas_item, Rect2 *r_branch_bound); // If bounds flags are attempted to be modified multithreaded, the // tree could become corrupt. Multithread access may not be possible, // but just in case we use a mutex until proven otherwise. Mutex _bound_mutex; void _make_bound_dirty_reparent(Item *p_item); void _make_bound_dirty(Item *p_item, bool p_changing_visibility = false); void _make_bound_dirty_down(Item *p_item); #ifdef VISUAL_SERVER_CANVAS_CHECK_BOUNDS bool _check_bound_integrity(const Item *p_item); bool _check_bound_integrity_down(const Item *p_item, bool p_bound_dirty); void _print_tree(const Item *p_item); void _print_tree_down(int p_child_id, int p_depth, const Item *p_item, const Item *p_highlight, bool p_hidden = false); #else bool _check_bound_integrity(const Item *p_item) { return true; } #endif ////////////////////////////////////////////////////////////////////////////// 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, int p_canvas_layer_id); 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_name(RID p_item, String p_name); 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_ignore_parent_transform(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 &p_points, const Vector &p_colors, float p_width = 1.0, bool p_antialiased = false); void canvas_item_add_multiline(RID p_item, const Vector &p_points, const Vector &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_texture_multirect_region(RID p_item, const Vector &p_rects, RID p_texture, const Vector &p_src_rects, const Color &p_modulate = Color(1, 1, 1), uint32_t p_canvas_rect_flags = 0, RID p_normal_map = RID()); 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 &p_points, const Vector &p_colors, const Vector &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 &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false); 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(), bool p_antialiased = false, bool p_antialiasing_use_indices = false); 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()); 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_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); void canvas_item_attach_skeleton(RID p_item, RID p_skeleton); void canvas_item_set_skeleton_relative_xform(RID p_item, Transform2D p_relative_xform); Rect2 _debug_canvas_item_get_rect(RID p_item); Rect2 _debug_canvas_item_get_local_bound(RID p_item); void canvas_item_set_interpolated(RID p_item, bool p_interpolated); void canvas_item_reset_physics_interpolation(RID p_item); void canvas_item_transform_physics_interpolation(RID p_item, Transform2D p_transform); void _canvas_item_invalidate_local_bound(RID p_item); void _canvas_item_remove_references(RID p_item, RID p_rid); 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); void canvas_light_set_interpolated(RID p_light, bool p_interpolated); void canvas_light_reset_physics_interpolation(RID p_light); void canvas_light_transform_physics_interpolation(RID p_light, Transform2D p_transform); 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); void canvas_light_occluder_set_interpolated(RID p_occluder, bool p_interpolated); void canvas_light_occluder_reset_physics_interpolation(RID p_occluder); void canvas_light_occluder_transform_physics_interpolation(RID p_occluder, Transform2D p_transform); 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); // Interpolation void tick(); void update_interpolation_tick(bool p_process = true); void set_physics_interpolation_enabled(bool p_enabled) { _interpolation_data.interpolation_enabled = p_enabled; } struct InterpolationData { void notify_free_canvas_item(RID p_rid, VisualServerCanvas::Item &r_canvas_item); void notify_free_canvas_light(RID p_rid, RasterizerCanvas::Light &r_canvas_light); void notify_free_canvas_light_occluder(RID p_rid, RasterizerCanvas::LightOccluderInstance &r_canvas_light_occluder); LocalVector canvas_item_transform_update_lists[2]; LocalVector *canvas_item_transform_update_list_curr = &canvas_item_transform_update_lists[0]; LocalVector *canvas_item_transform_update_list_prev = &canvas_item_transform_update_lists[1]; LocalVector canvas_light_transform_update_lists[2]; LocalVector *canvas_light_transform_update_list_curr = &canvas_light_transform_update_lists[0]; LocalVector *canvas_light_transform_update_list_prev = &canvas_light_transform_update_lists[1]; LocalVector canvas_light_occluder_transform_update_lists[2]; LocalVector *canvas_light_occluder_transform_update_list_curr = &canvas_light_occluder_transform_update_lists[0]; LocalVector *canvas_light_occluder_transform_update_list_prev = &canvas_light_occluder_transform_update_lists[1]; bool interpolation_enabled = false; } _interpolation_data; VisualServerCanvas(); ~VisualServerCanvas(); }; #endif // VISUAL_SERVER_CANVAS_H