/**************************************************************************/ /* visual_server_canvas_helper.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 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 VISUAL_SERVER_CANVAS_HELPER_H #define VISUAL_SERVER_CANVAS_HELPER_H #include "core/color.h" #include "core/fixed_array.h" #include "core/local_vector.h" #include "core/math/rect2.h" #include "core/rid.h" class MultiRect; class VisualServerCanvasHelper { public: struct State { RID item; RID texture; Color modulate; RID normal_map; uint32_t flags = 0; bool operator==(const State &p_state) const { return ((item == p_state.item) && (texture == p_state.texture) && (modulate == p_state.modulate) && (normal_map == p_state.normal_map) && (flags == p_state.flags)); } bool operator!=(const State &p_state) const { return !(*this == p_state); } }; private: // There is a single mutex for tilemaps, only one quadrant can be adding // at a time. static LocalVector _tilemap_multirects; static Mutex _tilemap_mutex; public: static void tilemap_begin(); static void tilemap_add_rect(RID p_canvas_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, RID p_normal_map = RID(), bool p_clip_uv = false); static void tilemap_end(); static bool _multirect_enabled; }; class MultiRect { friend class VisualServerCanvasHelper; public: enum { MAX_RECTS = 2048 }; private: VisualServerCanvasHelper::State state; bool state_set = false; FixedArray rects; FixedArray sources; static uint32_t flags_from_rects(Rect2 &r_rect, Rect2 &r_source); bool overlaps(const Rect2 &p_rect) const { for (uint32_t n = 0; n < rects.size(); n++) { if (rects[n].intersects(p_rect)) { return true; } } return false; } bool add_pre_flipped(const Rect2 &p_rect, const Rect2 &p_src_rect); public: // Simple API void add_rect(RID p_canvas_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, RID p_normal_map = RID(), bool p_clip_uv = false); // Efficient API void begin(const VisualServerCanvasHelper::State &p_state); bool add(const Rect2 &p_rect, const Rect2 &p_src_rect, bool p_commit_on_flip_change = true); bool is_empty() const { return rects.is_empty(); } bool is_full() const { return rects.is_full(); } // Always called in destructor, but can be used explicitly // for multiple draws, or to time the flush. void flush(); ~MultiRect() { flush(); } }; #endif // VISUAL_SERVER_CANVAS_HELPER_H