a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
209 lines
7.4 KiB
C++
209 lines
7.4 KiB
C++
/*************************************************************************/
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/* visual_server_viewport.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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 VISUALSERVERVIEWPORT_H
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#define VISUALSERVERVIEWPORT_H
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#include "core/self_list.h"
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#include "rasterizer.h"
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#include "servers/arvr/arvr_interface.h"
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#include "servers/visual_server.h"
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class VisualServerViewport {
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public:
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struct CanvasBase : public RID_Data {
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};
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struct Viewport : public RID_Data {
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RID self;
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RID parent;
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bool use_arvr; /* use arvr interface to override camera positioning and projection matrices and control output */
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Size2i size;
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RID camera;
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RID scenario;
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VS::ViewportUpdateMode update_mode;
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RID render_target;
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RID render_target_texture;
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int viewport_to_screen;
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Rect2 viewport_to_screen_rect;
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bool viewport_render_direct_to_screen;
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bool hide_scenario;
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bool hide_canvas;
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bool disable_environment;
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bool disable_3d;
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bool disable_3d_by_usage;
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bool keep_3d_linear;
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RID shadow_atlas;
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int shadow_atlas_size;
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int render_info[VS::VIEWPORT_RENDER_INFO_MAX];
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VS::ViewportDebugDraw debug_draw;
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VS::ViewportClearMode clear_mode;
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bool transparent_bg;
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struct CanvasKey {
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int64_t stacking;
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RID canvas;
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bool operator<(const CanvasKey &p_canvas) const {
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if (stacking == p_canvas.stacking)
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return canvas < p_canvas.canvas;
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return stacking < p_canvas.stacking;
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}
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CanvasKey() {
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stacking = 0;
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}
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CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) {
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canvas = p_canvas;
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int64_t sign = p_layer < 0 ? -1 : 1;
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stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer;
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}
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int get_layer() const { return stacking >> 32; }
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};
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struct CanvasData {
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CanvasBase *canvas;
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Transform2D transform;
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int layer;
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int sublayer;
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};
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Transform2D global_transform;
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Map<RID, CanvasData> canvas_map;
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Viewport() {
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update_mode = VS::VIEWPORT_UPDATE_WHEN_VISIBLE;
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clear_mode = VS::VIEWPORT_CLEAR_ALWAYS;
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transparent_bg = false;
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disable_environment = false;
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viewport_to_screen = 0;
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shadow_atlas_size = 0;
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disable_3d = false;
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disable_3d_by_usage = false;
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keep_3d_linear = false;
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debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
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for (int i = 0; i < VS::VIEWPORT_RENDER_INFO_MAX; i++) {
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render_info[i] = 0;
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}
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use_arvr = false;
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}
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};
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mutable RID_Owner<Viewport> viewport_owner;
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struct ViewportSort {
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_FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const {
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bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2();
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bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2();
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if (left_to_screen == right_to_screen) {
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return p_left->parent == p_right->self;
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}
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return right_to_screen;
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}
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};
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Vector<Viewport *> active_viewports;
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private:
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Color clear_color;
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void _draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye);
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void _draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye = ARVRInterface::EYE_MONO);
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public:
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RID viewport_create();
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void viewport_set_use_arvr(RID p_viewport, bool p_use_arvr);
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void viewport_set_size(RID p_viewport, int p_width, int p_height);
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void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), int p_screen = 0);
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void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable);
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void viewport_detach(RID p_viewport);
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void viewport_set_active(RID p_viewport, bool p_active);
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void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport);
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void viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode);
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void viewport_set_vflip(RID p_viewport, bool p_enable);
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void viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode);
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RID viewport_get_texture(RID p_viewport) const;
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void viewport_set_hide_scenario(RID p_viewport, bool p_hide);
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void viewport_set_hide_canvas(RID p_viewport, bool p_hide);
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void viewport_set_disable_environment(RID p_viewport, bool p_disable);
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void viewport_set_disable_3d(RID p_viewport, bool p_disable);
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void viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear);
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void viewport_attach_camera(RID p_viewport, RID p_camera);
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void viewport_set_scenario(RID p_viewport, RID p_scenario);
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void viewport_attach_canvas(RID p_viewport, RID p_canvas);
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void viewport_remove_canvas(RID p_viewport, RID p_canvas);
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void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset);
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void viewport_set_transparent_background(RID p_viewport, bool p_enabled);
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void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
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void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
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void viewport_set_shadow_atlas_size(RID p_viewport, int p_size);
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void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
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void viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa);
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void viewport_set_hdr(RID p_viewport, bool p_enabled);
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void viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage);
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virtual int viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info);
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virtual void viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw);
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void set_default_clear_color(const Color &p_color);
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void draw_viewports();
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bool free(RID p_rid);
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VisualServerViewport();
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virtual ~VisualServerViewport() {}
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};
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#endif // VISUALSERVERVIEWPORT_H
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