b69c8b4791
Adds support for simple SCU build (DEV_ENABLED only). This speeds up compilation by compiling multiple cpp files within a single translation unit.
328 lines
16 KiB
C++
328 lines
16 KiB
C++
/**************************************************************************/
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/* renderer_canvas_cull.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef RENDERER_CANVAS_CULL_H
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#define RENDERER_CANVAS_CULL_H
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#include "core/templates/paged_allocator.h"
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#include "renderer_compositor.h"
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#include "renderer_viewport.h"
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class RendererCanvasCull {
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public:
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struct Item : public RendererCanvasRender::Item {
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RID parent; // canvas it belongs to
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List<Item *>::Element *E;
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int z_index;
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bool z_relative;
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bool sort_y;
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Color modulate;
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Color self_modulate;
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bool use_parent_material;
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int index;
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bool children_order_dirty;
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int ysort_children_count;
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Color ysort_modulate;
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Transform2D ysort_xform;
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Vector2 ysort_pos;
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int ysort_index;
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int ysort_parent_abs_z_index; // Absolute Z index of parent. Only populated and used when y-sorting.
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uint32_t visibility_layer = 0xffffffff;
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Vector<Item *> child_items;
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struct VisibilityNotifierData {
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Rect2 area;
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Callable enter_callable;
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Callable exit_callable;
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bool just_visible = false;
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uint64_t visible_in_frame = 0;
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SelfList<VisibilityNotifierData> visible_element;
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VisibilityNotifierData() :
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visible_element(this) {
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}
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};
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VisibilityNotifierData *visibility_notifier = nullptr;
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Item() {
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children_order_dirty = true;
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E = nullptr;
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z_index = 0;
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modulate = Color(1, 1, 1, 1);
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self_modulate = Color(1, 1, 1, 1);
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sort_y = false;
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use_parent_material = false;
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z_relative = true;
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index = 0;
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ysort_children_count = -1;
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ysort_xform = Transform2D();
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ysort_pos = Vector2();
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ysort_index = 0;
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ysort_parent_abs_z_index = 0;
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}
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};
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struct ItemIndexSort {
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_FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
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return p_left->index < p_right->index;
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}
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};
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struct ItemPtrSort {
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_FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
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if (Math::is_equal_approx(p_left->ysort_pos.y, p_right->ysort_pos.y)) {
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return p_left->ysort_index < p_right->ysort_index;
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}
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return p_left->ysort_pos.y < p_right->ysort_pos.y;
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}
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};
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struct LightOccluderPolygon {
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bool active;
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Rect2 aabb;
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RS::CanvasOccluderPolygonCullMode cull_mode;
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RID occluder;
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HashSet<RendererCanvasRender::LightOccluderInstance *> owners;
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LightOccluderPolygon() {
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active = false;
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cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
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}
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};
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RID_Owner<LightOccluderPolygon, true> canvas_light_occluder_polygon_owner;
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RID_Owner<RendererCanvasRender::LightOccluderInstance, true> canvas_light_occluder_owner;
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struct Canvas : public RendererViewport::CanvasBase {
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HashSet<RID> viewports;
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struct ChildItem {
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Point2 mirror;
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Item *item = nullptr;
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bool operator<(const ChildItem &p_item) const {
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return item->index < p_item.item->index;
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}
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};
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HashSet<RendererCanvasRender::Light *> lights;
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HashSet<RendererCanvasRender::Light *> directional_lights;
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HashSet<RendererCanvasRender::LightOccluderInstance *> occluders;
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bool children_order_dirty;
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Vector<ChildItem> child_items;
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Color modulate;
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RID parent;
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float parent_scale;
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int find_item(Item *p_item) {
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for (int i = 0; i < child_items.size(); i++) {
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if (child_items[i].item == p_item) {
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return i;
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}
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}
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return -1;
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}
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void erase_item(Item *p_item) {
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int idx = find_item(p_item);
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if (idx >= 0) {
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child_items.remove_at(idx);
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}
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}
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Canvas() {
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modulate = Color(1, 1, 1, 1);
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children_order_dirty = true;
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parent_scale = 1.0;
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}
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};
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mutable RID_Owner<Canvas, true> canvas_owner;
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RID_Owner<Item, true> canvas_item_owner;
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RID_Owner<RendererCanvasRender::Light, true> canvas_light_owner;
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bool disable_scale;
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bool sdf_used = false;
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bool snapping_2d_transforms_to_pixel = false;
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PagedAllocator<Item::VisibilityNotifierData> visibility_notifier_allocator;
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SelfList<Item::VisibilityNotifierData>::List visibility_notifier_list;
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_FORCE_INLINE_ void _attach_canvas_item_for_draw(Item *ci, Item *p_canvas_clip, RendererCanvasRender::Item **r_z_list, RendererCanvasRender::Item **r_z_last_list, const Transform2D &xform, const Rect2 &p_clip_rect, Rect2 global_rect, const Color &modulate, int p_z, RendererCanvasCull::Item *p_material_owner, bool p_use_canvas_group, RendererCanvasRender::Item *canvas_group_from, const Transform2D &p_xform);
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private:
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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, RendererCanvasRender::Light *p_lights, RendererCanvasRender::Light *p_directional_lights, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, uint32_t canvas_cull_mask);
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void _cull_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RendererCanvasRender::Item **r_z_list, RendererCanvasRender::Item **r_z_last_list, Item *p_canvas_clip, Item *p_material_owner, bool allow_y_sort, uint32_t canvas_cull_mask);
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static constexpr int z_range = RS::CANVAS_ITEM_Z_MAX - RS::CANVAS_ITEM_Z_MIN + 1;
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RendererCanvasRender::Item **z_list;
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RendererCanvasRender::Item **z_last_list;
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public:
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void render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RendererCanvasRender::Light *p_lights, RendererCanvasRender::Light *p_directional_lights, const Rect2 &p_clip_rect, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_transforms_to_pixel, bool p_snap_2d_vertices_to_pixel, uint32_t canvas_cull_mask);
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bool was_sdf_used();
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RID canvas_allocate();
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void canvas_initialize(RID p_rid);
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void canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring);
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void canvas_set_modulate(RID p_canvas, const Color &p_color);
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void canvas_set_parent(RID p_canvas, RID p_parent, float p_scale);
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void canvas_set_disable_scale(bool p_disable);
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RID canvas_item_allocate();
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void canvas_item_initialize(RID p_rid);
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void canvas_item_set_parent(RID p_item, RID p_parent);
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void canvas_item_set_visible(RID p_item, bool p_visible);
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void canvas_item_set_light_mask(RID p_item, int p_mask);
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void canvas_item_set_visibility_layer(RID p_item, uint32_t p_layer);
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uint32_t canvas_item_get_visibility_layer(RID p_item);
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void canvas_item_set_transform(RID p_item, const Transform2D &p_transform);
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void canvas_item_set_clip(RID p_item, bool p_clip);
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void canvas_item_set_distance_field_mode(RID p_item, bool p_enable);
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void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect = Rect2());
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void canvas_item_set_modulate(RID p_item, const Color &p_color);
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void canvas_item_set_self_modulate(RID p_item, const Color &p_color);
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void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable);
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void canvas_item_set_update_when_visible(RID p_item, bool p_update);
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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);
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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);
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void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = -1.0);
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void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color);
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void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color);
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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);
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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, bool p_clip_uv = false);
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void canvas_item_add_msdf_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), int p_outline_size = 0, float p_px_range = 1.0, float p_scale = 1.0);
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void canvas_item_add_lcd_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));
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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, RS::NinePatchAxisMode p_x_axis_mode = RS::NINE_PATCH_STRETCH, RS::NinePatchAxisMode p_y_axis_mode = RS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1));
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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);
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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());
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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);
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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());
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void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID());
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void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture);
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void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform);
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void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
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void canvas_item_add_animation_slice(RID p_item, double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset);
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void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
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void canvas_item_set_z_index(RID p_item, int p_z);
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void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
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void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect);
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void canvas_item_attach_skeleton(RID p_item, RID p_skeleton);
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void canvas_item_clear(RID p_item);
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void canvas_item_set_draw_index(RID p_item, int p_index);
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void canvas_item_set_material(RID p_item, RID p_material);
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void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
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void canvas_item_set_visibility_notifier(RID p_item, bool p_enable, const Rect2 &p_area, const Callable &p_enter_callable, const Callable &p_exit_callable);
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void canvas_item_set_canvas_group_mode(RID p_item, RS::CanvasGroupMode p_mode, float p_clear_margin = 5.0, bool p_fit_empty = false, float p_fit_margin = 0.0, bool p_blur_mipmaps = false);
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RID canvas_light_allocate();
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void canvas_light_initialize(RID p_rid);
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void canvas_light_set_mode(RID p_light, RS::CanvasLightMode p_mode);
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void canvas_light_attach_to_canvas(RID p_light, RID p_canvas);
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void canvas_light_set_enabled(RID p_light, bool p_enabled);
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void canvas_light_set_texture_scale(RID p_light, float p_scale);
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void canvas_light_set_transform(RID p_light, const Transform2D &p_transform);
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void canvas_light_set_texture(RID p_light, RID p_texture);
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void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset);
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void canvas_light_set_color(RID p_light, const Color &p_color);
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void canvas_light_set_height(RID p_light, float p_height);
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void canvas_light_set_energy(RID p_light, float p_energy);
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void canvas_light_set_z_range(RID p_light, int p_min_z, int p_max_z);
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void canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer);
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void canvas_light_set_item_cull_mask(RID p_light, int p_mask);
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void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask);
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void canvas_light_set_directional_distance(RID p_light, float p_distance);
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void canvas_light_set_blend_mode(RID p_light, RS::CanvasLightBlendMode p_mode);
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void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
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void canvas_light_set_shadow_filter(RID p_light, RS::CanvasLightShadowFilter p_filter);
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void canvas_light_set_shadow_color(RID p_light, const Color &p_color);
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void canvas_light_set_shadow_smooth(RID p_light, float p_smooth);
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RID canvas_light_occluder_allocate();
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void canvas_light_occluder_initialize(RID p_rid);
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void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas);
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void canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled);
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void canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon);
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void canvas_light_occluder_set_as_sdf_collision(RID p_occluder, bool p_enable);
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void canvas_light_occluder_set_transform(RID p_occluder, const Transform2D &p_xform);
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void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask);
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RID canvas_occluder_polygon_allocate();
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void canvas_occluder_polygon_initialize(RID p_rid);
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void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const Vector<Vector2> &p_shape, bool p_closed);
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void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, RS::CanvasOccluderPolygonCullMode p_mode);
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void canvas_set_shadow_texture_size(int p_size);
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RID canvas_texture_allocate();
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void canvas_texture_initialize(RID p_rid);
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void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture);
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void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess);
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void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter);
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void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat);
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void canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter);
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void canvas_item_set_default_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat);
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void update_visibility_notifiers();
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bool free(RID p_rid);
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RendererCanvasCull();
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~RendererCanvasCull();
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};
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#endif // RENDERER_CANVAS_CULL_H
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