virtualx-engine/scene/resources/style_box.h
reduz 84d734da0e Refactored 2D shader and lighting system
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00

268 lines
8.1 KiB
C++

/*************************************************************************/
/* style_box.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 STYLE_BOX_H
#define STYLE_BOX_H
#include "core/resource.h"
#include "scene/resources/texture.h"
#include "servers/rendering_server.h"
class CanvasItem;
class StyleBox : public Resource {
GDCLASS(StyleBox, Resource);
RES_BASE_EXTENSION("stylebox");
OBJ_SAVE_TYPE(StyleBox);
float margin[4];
protected:
virtual float get_style_margin(Margin p_margin) const = 0;
static void _bind_methods();
public:
virtual bool test_mask(const Point2 &p_point, const Rect2 &p_rect) const;
void set_default_margin(Margin p_margin, float p_value);
float get_default_margin(Margin p_margin) const;
float get_margin(Margin p_margin) const;
virtual Size2 get_center_size() const;
virtual Rect2 get_draw_rect(const Rect2 &p_rect) const;
virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const = 0;
CanvasItem *get_current_item_drawn() const;
Size2 get_minimum_size() const;
Point2 get_offset() const;
StyleBox();
};
class StyleBoxEmpty : public StyleBox {
GDCLASS(StyleBoxEmpty, StyleBox);
virtual float get_style_margin(Margin p_margin) const override { return 0; }
public:
virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const override {}
StyleBoxEmpty() {}
};
class StyleBoxTexture : public StyleBox {
GDCLASS(StyleBoxTexture, StyleBox);
public:
enum AxisStretchMode {
AXIS_STRETCH_MODE_STRETCH,
AXIS_STRETCH_MODE_TILE,
AXIS_STRETCH_MODE_TILE_FIT,
};
private:
float expand_margin[4];
float margin[4];
Rect2 region_rect;
Ref<Texture2D> texture;
bool draw_center;
Color modulate;
AxisStretchMode axis_h;
AxisStretchMode axis_v;
protected:
virtual float get_style_margin(Margin p_margin) const override;
static void _bind_methods();
public:
void set_expand_margin_size(Margin p_expand_margin, float p_size);
void set_expand_margin_size_all(float p_expand_margin_size);
void set_expand_margin_size_individual(float p_left, float p_top, float p_right, float p_bottom);
float get_expand_margin_size(Margin p_expand_margin) const;
void set_margin_size(Margin p_margin, float p_size);
float get_margin_size(Margin p_margin) const;
void set_region_rect(const Rect2 &p_region_rect);
Rect2 get_region_rect() const;
void set_texture(Ref<Texture2D> p_texture);
Ref<Texture2D> get_texture() const;
void set_draw_center(bool p_enabled);
bool is_draw_center_enabled() const;
virtual Size2 get_center_size() const override;
void set_h_axis_stretch_mode(AxisStretchMode p_mode);
AxisStretchMode get_h_axis_stretch_mode() const;
void set_v_axis_stretch_mode(AxisStretchMode p_mode);
AxisStretchMode get_v_axis_stretch_mode() const;
void set_modulate(const Color &p_modulate);
Color get_modulate() const;
virtual Rect2 get_draw_rect(const Rect2 &p_rect) const override;
virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const override;
StyleBoxTexture();
~StyleBoxTexture();
};
VARIANT_ENUM_CAST(StyleBoxTexture::AxisStretchMode)
class StyleBoxFlat : public StyleBox {
GDCLASS(StyleBoxFlat, StyleBox);
Color bg_color;
Color shadow_color;
Color border_color;
int border_width[4];
int expand_margin[4];
int corner_radius[4];
bool draw_center;
bool blend_border;
bool anti_aliased;
int corner_detail;
int shadow_size;
Point2 shadow_offset;
int aa_size;
protected:
virtual float get_style_margin(Margin p_margin) const override;
static void _bind_methods();
public:
//Color
void set_bg_color(const Color &p_color);
Color get_bg_color() const;
//Border Color
void set_border_color(const Color &p_color);
Color get_border_color() const;
//BORDER
//width
void set_border_width_all(int p_size);
int get_border_width_min() const;
void set_border_width(Margin p_margin, int p_width);
int get_border_width(Margin p_margin) const;
//blend
void set_border_blend(bool p_blend);
bool get_border_blend() const;
//CORNER
void set_corner_radius_all(int radius);
void set_corner_radius_individual(const int radius_top_left, const int radius_top_right, const int radius_botton_right, const int radius_bottom_left);
int get_corner_radius_min() const;
void set_corner_radius(Corner p_corner, const int radius);
int get_corner_radius(Corner p_corner) const;
void set_corner_detail(const int &p_corner_detail);
int get_corner_detail() const;
//EXPANDS
void set_expand_margin_size(Margin p_expand_margin, float p_size);
void set_expand_margin_size_all(float p_expand_margin_size);
void set_expand_margin_size_individual(float p_left, float p_top, float p_right, float p_bottom);
float get_expand_margin_size(Margin p_expand_margin) const;
//DRAW CENTER
void set_draw_center(bool p_enabled);
bool is_draw_center_enabled() const;
//SHADOW
void set_shadow_color(const Color &p_color);
Color get_shadow_color() const;
void set_shadow_size(const int &p_size);
int get_shadow_size() const;
void set_shadow_offset(const Point2 &p_offset);
Point2 get_shadow_offset() const;
//ANTI_ALIASING
void set_anti_aliased(const bool &p_anti_aliased);
bool is_anti_aliased() const;
//tempAA
void set_aa_size(const int &p_aa_size);
int get_aa_size() const;
virtual Size2 get_center_size() const override;
virtual Rect2 get_draw_rect(const Rect2 &p_rect) const override;
virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const override;
StyleBoxFlat();
~StyleBoxFlat();
};
// just used to draw lines.
class StyleBoxLine : public StyleBox {
GDCLASS(StyleBoxLine, StyleBox);
Color color;
int thickness;
bool vertical;
float grow_begin;
float grow_end;
protected:
virtual float get_style_margin(Margin p_margin) const override;
static void _bind_methods();
public:
void set_color(const Color &p_color);
Color get_color() const;
void set_thickness(int p_thickness);
int get_thickness() const;
void set_vertical(bool p_vertical);
bool is_vertical() const;
void set_grow_begin(float p_grow);
float get_grow_begin() const;
void set_grow_end(float p_grow);
float get_grow_end() const;
virtual Size2 get_center_size() const override;
virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const override;
StyleBoxLine();
~StyleBoxLine();
};
#endif