147 lines
3.6 KiB
C++
147 lines
3.6 KiB
C++
#ifndef VISUALSERVERVIEWPORT_H
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#define VISUALSERVERVIEWPORT_H
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#include "servers/visual_server.h"
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#include "rasterizer.h"
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#include "self_list.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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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 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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RID shadow_atlas;
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int shadow_atlas_size;
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VS::ViewportClearMode clear_mode;
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bool rendered_in_prev_frame;
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struct CanvasKey {
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int layer;
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RID canvas;
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bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
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CanvasKey() { layer=0; }
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CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
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};
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struct CanvasData {
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CanvasBase *canvas;
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Matrix32 transform;
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int layer;
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};
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Matrix32 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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rendered_in_prev_frame=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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}
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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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} else {
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return right_to_screen;
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}
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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_viewport(Viewport *p_viewport);
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public:
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RID viewport_create();
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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_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_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 Matrix32& 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 Matrix32& p_transform);
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void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer);
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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 draw_viewports();
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bool free(RID p_rid);
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VisualServerViewport();
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};
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#endif // VISUALSERVERVIEWPORT_H
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