65fb961b8b
-Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
242 lines
12 KiB
C++
242 lines
12 KiB
C++
/*************************************************************************/
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/* visual_server_canvas.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUALSERVERCANVAS_H
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#define VISUALSERVERCANVAS_H
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#include "rasterizer.h"
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#include "visual_server_viewport.h"
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class VisualServerCanvas {
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public:
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struct Item : public RasterizerCanvas::Item {
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RID parent; // canvas it belongs to
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List<Item *>::Element *E;
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int z;
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bool z_relative;
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bool sort_y;
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Color modulate;
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Color self_modulate;
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bool use_parent_material;
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int index;
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bool children_order_dirty;
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Vector<Item *> child_items;
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Item() {
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children_order_dirty = true;
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E = NULL;
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z = 0;
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modulate = Color(1, 1, 1, 1);
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self_modulate = Color(1, 1, 1, 1);
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sort_y = false;
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use_parent_material = false;
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z_relative = true;
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index = 0;
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}
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};
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struct ItemIndexSort {
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_FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
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return p_left->index < p_right->index;
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}
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};
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struct ItemPtrSort {
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_FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
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if (Math::abs(p_left->xform.elements[2].y - p_right->xform.elements[2].y) < CMP_EPSILON)
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return p_left->xform.elements[2].x < p_right->xform.elements[2].x;
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else
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return p_left->xform.elements[2].y < p_right->xform.elements[2].y;
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}
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};
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struct LightOccluderPolygon : RID_Data {
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bool active;
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Rect2 aabb;
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VS::CanvasOccluderPolygonCullMode cull_mode;
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RID occluder;
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Set<RasterizerCanvas::LightOccluderInstance *> owners;
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LightOccluderPolygon() {
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active = false;
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cull_mode = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
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}
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};
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RID_Owner<LightOccluderPolygon> canvas_light_occluder_polygon_owner;
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RID_Owner<RasterizerCanvas::LightOccluderInstance> canvas_light_occluder_owner;
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struct Canvas : public VisualServerViewport::CanvasBase {
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Set<RID> viewports;
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struct ChildItem {
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Point2 mirror;
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Item *item;
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bool operator<(const ChildItem &p_item) const {
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return item->index < p_item.item->index;
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}
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};
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Set<RasterizerCanvas::Light *> lights;
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Set<RasterizerCanvas::LightOccluderInstance *> occluders;
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bool children_order_dirty;
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Vector<ChildItem> child_items;
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Color modulate;
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int find_item(Item *p_item) {
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for (int i = 0; i < child_items.size(); i++) {
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if (child_items[i].item == p_item)
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return i;
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}
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return -1;
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}
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void erase_item(Item *p_item) {
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int idx = find_item(p_item);
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if (idx >= 0)
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child_items.remove(idx);
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}
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Canvas() {
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modulate = Color(1, 1, 1, 1);
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children_order_dirty = true;
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}
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};
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RID_Owner<Canvas> canvas_owner;
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RID_Owner<Item> canvas_item_owner;
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RID_Owner<RasterizerCanvas::Light> canvas_light_owner;
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private:
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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);
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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);
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void _light_mask_canvas_items(int p_z, RasterizerCanvas::Item *p_canvas_item, RasterizerCanvas::Light *p_masked_lights);
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public:
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void render_canvas(Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights, const Rect2 &p_clip_rect);
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RID canvas_create();
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void canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring);
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void canvas_set_modulate(RID p_canvas, const Color &p_color);
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RID canvas_item_create();
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void canvas_item_set_parent(RID p_item, RID p_parent);
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void canvas_item_set_visible(RID p_item, bool p_visible);
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void canvas_item_set_light_mask(RID p_item, int p_mask);
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void canvas_item_set_transform(RID p_item, const Transform2D &p_transform);
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void canvas_item_set_clip(RID p_item, bool p_clip);
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void canvas_item_set_distance_field_mode(RID p_item, bool p_enable);
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void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect = Rect2());
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void canvas_item_set_modulate(RID p_item, const Color &p_color);
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void canvas_item_set_self_modulate(RID p_item, const Color &p_color);
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void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable);
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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);
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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);
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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);
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void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color);
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void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color);
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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());
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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);
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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());
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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());
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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);
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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>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID());
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void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_skeleton = RID());
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void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_skeleton = RID());
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void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal, int p_h_frames, int p_v_frames);
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void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform);
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void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
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void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
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void canvas_item_set_z(RID p_item, int p_z);
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void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
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void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect);
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void canvas_item_clear(RID p_item);
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void canvas_item_set_draw_index(RID p_item, int p_index);
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void canvas_item_set_material(RID p_item, RID p_material);
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void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
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RID canvas_light_create();
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void canvas_light_attach_to_canvas(RID p_light, RID p_canvas);
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void canvas_light_set_enabled(RID p_light, bool p_enabled);
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void canvas_light_set_scale(RID p_light, float p_scale);
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void canvas_light_set_transform(RID p_light, const Transform2D &p_transform);
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void canvas_light_set_texture(RID p_light, RID p_texture);
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void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset);
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void canvas_light_set_color(RID p_light, const Color &p_color);
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void canvas_light_set_height(RID p_light, float p_height);
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void canvas_light_set_energy(RID p_light, float p_energy);
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void canvas_light_set_z_range(RID p_light, int p_min_z, int p_max_z);
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void canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer);
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void canvas_light_set_item_cull_mask(RID p_light, int p_mask);
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void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask);
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void canvas_light_set_mode(RID p_light, VS::CanvasLightMode p_mode);
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void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
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void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
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void canvas_light_set_shadow_gradient_length(RID p_light, float p_length);
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void canvas_light_set_shadow_filter(RID p_light, VS::CanvasLightShadowFilter p_filter);
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void canvas_light_set_shadow_color(RID p_light, const Color &p_color);
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void canvas_light_set_shadow_smooth(RID p_light, float p_smooth);
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RID canvas_light_occluder_create();
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void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas);
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void canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled);
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void canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon);
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void canvas_light_occluder_set_transform(RID p_occluder, const Transform2D &p_xform);
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void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask);
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RID canvas_occluder_polygon_create();
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void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape, bool p_closed);
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void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape);
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void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, VS::CanvasOccluderPolygonCullMode p_mode);
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bool free(RID p_rid);
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VisualServerCanvas();
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};
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#endif // VISUALSERVERCANVAS_H
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