#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 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_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 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