godot/servers/visual/visual_server_viewport.h

147 lines
3.6 KiB
C++

#ifndef VISUALSERVERVIEWPORT_H
#define VISUALSERVERVIEWPORT_H
#include "servers/visual_server.h"
#include "rasterizer.h"
#include "self_list.h"
class VisualServerViewport {
public:
struct CanvasBase : public RID_Data {
};
struct Viewport : public RID_Data {
RID self;
RID parent;
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 hide_scenario;
bool hide_canvas;
bool disable_environment;
bool disable_3d;
RID shadow_atlas;
int shadow_atlas_size;
VS::ViewportClearMode clear_mode;
bool rendered_in_prev_frame;
struct CanvasKey {
int layer;
RID canvas;
bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
CanvasKey() { layer=0; }
CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
};
struct CanvasData {
CanvasBase *canvas;
Matrix32 transform;
int layer;
};
Matrix32 global_transform;
Map<RID,CanvasData> canvas_map;
Viewport() {
update_mode=VS::VIEWPORT_UPDATE_WHEN_VISIBLE;
clear_mode=VS::VIEWPORT_CLEAR_ALWAYS;
rendered_in_prev_frame=false;
disable_environment=false;
viewport_to_screen=0;
shadow_atlas_size=0;
}
};
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;
} else {
return right_to_screen;
}
}
};
Vector<Viewport*> active_viewports;
private:
Color clear_color;
void _draw_viewport(Viewport *p_viewport);
public:
RID viewport_create();
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_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_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 Matrix32& p_offset);
void viewport_set_transparent_background(RID p_viewport,bool p_enabled);
void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform);
void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer);
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 draw_viewports();
bool free(RID p_rid);
VisualServerViewport();
};
#endif // VISUALSERVERVIEWPORT_H