/*************************************************************************/ /* visual_server_canvas.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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 VISUALSERVERCANVAS_H #define VISUALSERVERCANVAS_H #include "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; bool z_relative; bool sort_y; Color modulate; Color self_modulate; bool use_parent_material; int index; bool children_order_dirty; Vector child_items; Item() { children_order_dirty=true; E=NULL; z=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; } }; struct ItemPtrSort { _FORCE_INLINE_ bool operator()(const Item* p_left,const Item* p_right) const { if(Math::abs(p_left->xform.elements[2].y - p_right->xform.elements[2].y) < CMP_EPSILON ) return p_left->xform.elements[2].x < p_right->xform.elements[2].x; else return p_left->xform.elements[2].y < p_right->xform.elements[2].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; int find_item(Item *p_item) { for(int i=0;i=0) child_items.remove(idx); } Canvas() { modulate=Color(1,1,1,1); children_order_dirty=true; } }; RID_Owner canvas_owner; RID_Owner canvas_item_owner; RID_Owner canvas_light_owner; private: 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 _render_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); 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); 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); 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_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_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); 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); 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)); 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); 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()); 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(), RID p_texture=RID(), int p_count=-1); void canvas_item_add_mesh(RID p_item, const RID& p_mesh,RID p_skeleton=RID()); void canvas_item_add_multimesh(RID p_item, RID p_mesh,RID p_skeleton=RID()); 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(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); 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); 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(); }; #endif // VISUALSERVERCANVAS_H