virtualx-engine/servers/visual/visual_server_canvas.h
Rémi Verschelde 49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00

268 lines
12 KiB
C++

/*************************************************************************/
/* visual_server_canvas.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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 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<Item *>::Element *E;
int z_index;
bool z_relative;
bool sort_y;
Color modulate;
Color self_modulate;
bool use_parent_material;
int index;
bool children_order_dirty;
int ysort_children_count;
Color ysort_modulate;
Transform2D ysort_xform;
Vector2 ysort_pos;
int ysort_index;
Vector<Item *> child_items;
Item() {
children_order_dirty = true;
E = NULL;
z_index = 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;
ysort_children_count = -1;
ysort_xform = Transform2D();
ysort_pos = Vector2();
ysort_index = 0;
}
};
struct ItemIndexSort {
_FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
return p_left->index < p_right->index;
}
};
struct ItemPtrSort {
_FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
if (Math::is_equal_approx(p_left->ysort_pos.y, p_right->ysort_pos.y)) {
return p_left->ysort_index < p_right->ysort_index;
}
return p_left->ysort_pos.y < p_right->ysort_pos.y;
}
};
struct LightOccluderPolygon : RID_Data {
bool active;
Rect2 aabb;
VS::CanvasOccluderPolygonCullMode cull_mode;
RID occluder;
Set<RasterizerCanvas::LightOccluderInstance *> owners;
LightOccluderPolygon() {
active = false;
cull_mode = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
}
};
RID_Owner<LightOccluderPolygon> canvas_light_occluder_polygon_owner;
RID_Owner<RasterizerCanvas::LightOccluderInstance> canvas_light_occluder_owner;
struct Canvas : public VisualServerViewport::CanvasBase {
Set<RID> viewports;
struct ChildItem {
Point2 mirror;
Item *item;
bool operator<(const ChildItem &p_item) const {
return item->index < p_item.item->index;
}
};
Set<RasterizerCanvas::Light *> lights;
Set<RasterizerCanvas::LightOccluderInstance *> occluders;
bool children_order_dirty;
Vector<ChildItem> child_items;
Color modulate;
RID parent;
float parent_scale;
int find_item(Item *p_item) {
for (int i = 0; i < child_items.size(); i++) {
if (child_items[i].item == p_item)
return i;
}
return -1;
}
void erase_item(Item *p_item) {
int idx = find_item(p_item);
if (idx >= 0)
child_items.remove(idx);
}
Canvas() {
modulate = Color(1, 1, 1, 1);
children_order_dirty = true;
parent_scale = 1.0;
}
};
mutable RID_Owner<Canvas> canvas_owner;
RID_Owner<Item> canvas_item_owner;
RID_Owner<RasterizerCanvas::Light> canvas_light_owner;
bool disable_scale;
bool snap_2d_transforms;
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, int p_canvas_layer_id);
RasterizerCanvas::Item **z_list;
RasterizerCanvas::Item **z_last_list;
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, int p_canvas_layer_id);
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);
void canvas_set_parent(RID p_canvas, RID p_parent, float p_scale);
void canvas_set_disable_scale(bool p_disable);
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_set_update_when_visible(RID p_item, bool p_update);
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_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false);
void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, 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, RID p_normal_map = RID());
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, RID p_normal_map = RID(), bool p_clip_uv = 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), RID p_normal_map = RID());
void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID());
void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false);
void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID(), bool p_antialiased = false, bool p_antialiasing_use_indices = false);
void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID(), RID p_normal_map = RID());
void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal);
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_index(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_attach_skeleton(RID p_item, RID p_skeleton);
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);
void canvas_light_set_shadow_smooth(RID p_light, float p_smooth);
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<Vector2> &p_shape, bool p_closed);
void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape);
void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, VS::CanvasOccluderPolygonCullMode p_mode);
bool free(RID p_rid);
VisualServerCanvas();
~VisualServerCanvas();
};
#endif // VISUALSERVERCANVAS_H