virtualx-engine/scene/main/viewport.h
Hugo Locurcio 21ea1c3835
Rename soft shadow quality project settings for easier searching
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.

Shadow atlas settings now contain the word "atlas" for easier searching.

Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
2022-07-13 19:56:02 +02:00

761 lines
23 KiB
C++

/*************************************************************************/
/* viewport.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 VIEWPORT_H
#define VIEWPORT_H
#include "scene/main/node.h"
#include "scene/resources/texture.h"
#ifndef _3D_DISABLED
class Camera3D;
class CollisionObject3D;
class AudioListener3D;
class World3D;
#endif // _3D_DISABLED
class AudioListener2D;
class Camera2D;
class CanvasItem;
class CanvasLayer;
class Control;
class Label;
class SceneTreeTimer;
class Viewport;
class Window;
class World2D;
class ViewportTexture : public Texture2D {
GDCLASS(ViewportTexture, Texture2D);
NodePath path;
friend class Viewport;
Viewport *vp = nullptr;
mutable RID proxy_ph;
mutable RID proxy;
protected:
static void _bind_methods();
public:
void set_viewport_path_in_scene(const NodePath &p_path);
NodePath get_viewport_path_in_scene() const;
virtual void setup_local_to_scene() override;
virtual int get_width() const override;
virtual int get_height() const override;
virtual Size2 get_size() const override;
virtual RID get_rid() const override;
virtual bool has_alpha() const override;
virtual Ref<Image> get_image() const override;
ViewportTexture();
~ViewportTexture();
};
class Viewport : public Node {
GDCLASS(Viewport, Node);
public:
enum Scaling3DMode {
SCALING_3D_MODE_BILINEAR,
SCALING_3D_MODE_FSR,
SCALING_3D_MODE_MAX
};
enum PositionalShadowAtlasQuadrantSubdiv {
SHADOW_ATLAS_QUADRANT_SUBDIV_DISABLED,
SHADOW_ATLAS_QUADRANT_SUBDIV_1,
SHADOW_ATLAS_QUADRANT_SUBDIV_4,
SHADOW_ATLAS_QUADRANT_SUBDIV_16,
SHADOW_ATLAS_QUADRANT_SUBDIV_64,
SHADOW_ATLAS_QUADRANT_SUBDIV_256,
SHADOW_ATLAS_QUADRANT_SUBDIV_1024,
SHADOW_ATLAS_QUADRANT_SUBDIV_MAX,
};
enum MSAA {
MSAA_DISABLED,
MSAA_2X,
MSAA_4X,
MSAA_8X,
// 16x MSAA is not supported due to its high cost and driver bugs.
MSAA_MAX
};
enum ScreenSpaceAA {
SCREEN_SPACE_AA_DISABLED,
SCREEN_SPACE_AA_FXAA,
SCREEN_SPACE_AA_MAX
};
enum RenderInfo {
RENDER_INFO_OBJECTS_IN_FRAME,
RENDER_INFO_PRIMITIVES_IN_FRAME,
RENDER_INFO_DRAW_CALLS_IN_FRAME,
RENDER_INFO_MAX
};
enum RenderInfoType {
RENDER_INFO_TYPE_VISIBLE,
RENDER_INFO_TYPE_SHADOW,
RENDER_INFO_TYPE_MAX
};
enum DebugDraw {
DEBUG_DRAW_DISABLED,
DEBUG_DRAW_UNSHADED,
DEBUG_DRAW_LIGHTING,
DEBUG_DRAW_OVERDRAW,
DEBUG_DRAW_WIREFRAME,
DEBUG_DRAW_NORMAL_BUFFER,
DEBUG_DRAW_VOXEL_GI_ALBEDO,
DEBUG_DRAW_VOXEL_GI_LIGHTING,
DEBUG_DRAW_VOXEL_GI_EMISSION,
DEBUG_DRAW_SHADOW_ATLAS,
DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
DEBUG_DRAW_SCENE_LUMINANCE,
DEBUG_DRAW_SSAO,
DEBUG_DRAW_SSIL,
DEBUG_DRAW_PSSM_SPLITS,
DEBUG_DRAW_DECAL_ATLAS,
DEBUG_DRAW_SDFGI,
DEBUG_DRAW_SDFGI_PROBES,
DEBUG_DRAW_GI_BUFFER,
DEBUG_DRAW_DISABLE_LOD,
DEBUG_DRAW_CLUSTER_OMNI_LIGHTS,
DEBUG_DRAW_CLUSTER_SPOT_LIGHTS,
DEBUG_DRAW_CLUSTER_DECALS,
DEBUG_DRAW_CLUSTER_REFLECTION_PROBES,
DEBUG_DRAW_OCCLUDERS,
DEBUG_DRAW_MOTION_VECTORS,
};
enum DefaultCanvasItemTextureFilter {
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX
};
enum DefaultCanvasItemTextureRepeat {
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED,
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_ENABLED,
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MIRROR,
DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MAX,
};
enum SDFOversize {
SDF_OVERSIZE_100_PERCENT,
SDF_OVERSIZE_120_PERCENT,
SDF_OVERSIZE_150_PERCENT,
SDF_OVERSIZE_200_PERCENT,
SDF_OVERSIZE_MAX
};
enum SDFScale {
SDF_SCALE_100_PERCENT,
SDF_SCALE_50_PERCENT,
SDF_SCALE_25_PERCENT,
SDF_SCALE_MAX
};
enum {
SUBWINDOW_CANVAS_LAYER = 1024
};
private:
friend class ViewportTexture;
Viewport *parent = nullptr;
AudioListener2D *audio_listener_2d = nullptr;
Camera2D *camera_2d = nullptr;
HashSet<CanvasLayer *> canvas_layers;
RID viewport;
RID current_canvas;
RID subwindow_canvas;
bool is_audio_listener_2d_enabled = false;
RID internal_audio_listener_2d;
bool override_canvas_transform = false;
Transform2D canvas_transform_override;
Transform2D canvas_transform;
Transform2D global_canvas_transform;
Transform2D stretch_transform;
Size2i size = Size2i(512, 512);
Size2i size_2d_override;
bool size_allocated = false;
RID contact_2d_debug;
RID contact_3d_debug_multimesh;
RID contact_3d_debug_instance;
Rect2 last_vp_rect;
bool transparent_bg = false;
bool gen_mipmaps = false;
bool snap_controls_to_pixels = true;
bool snap_2d_transforms_to_pixel = false;
bool snap_2d_vertices_to_pixel = false;
bool physics_object_picking = false;
List<Ref<InputEvent>> physics_picking_events;
ObjectID physics_object_capture;
ObjectID physics_object_over;
Transform3D physics_last_object_transform;
Transform3D physics_last_camera_transform;
ObjectID physics_last_id;
bool physics_has_last_mousepos = false;
Vector2 physics_last_mousepos = Vector2(INFINITY, INFINITY);
struct {
bool alt = false;
bool control = false;
bool shift = false;
bool meta = false;
MouseButton mouse_mask = MouseButton::NONE;
} physics_last_mouse_state;
bool handle_input_locally = true;
bool local_input_handled = false;
// Collider to frame
HashMap<ObjectID, uint64_t> physics_2d_mouseover;
// Collider & shape to frame
HashMap<Pair<ObjectID, int>, uint64_t, PairHash<ObjectID, int>> physics_2d_shape_mouseover;
// Cleans up colliders corresponding to old frames or all of them.
void _cleanup_mouseover_colliders(bool p_clean_all_frames, bool p_paused_only, uint64_t p_frame_reference = 0);
Ref<World2D> world_2d;
Rect2i to_screen_rect;
StringName input_group;
StringName gui_input_group;
StringName shortcut_input_group;
StringName unhandled_input_group;
StringName unhandled_key_input_group;
void _update_audio_listener_2d();
bool disable_3d = false;
void _propagate_viewport_notification(Node *p_node, int p_what);
void _update_global_transform();
RID texture_rid;
DebugDraw debug_draw = DEBUG_DRAW_DISABLED;
int positional_shadow_atlas_size = 2048;
bool positional_shadow_atlas_16_bits = true;
PositionalShadowAtlasQuadrantSubdiv positional_shadow_atlas_quadrant_subdiv[4];
MSAA msaa = MSAA_DISABLED;
ScreenSpaceAA screen_space_aa = SCREEN_SPACE_AA_DISABLED;
bool use_taa = false;
Scaling3DMode scaling_3d_mode = SCALING_3D_MODE_BILINEAR;
float scaling_3d_scale = 1.0;
float fsr_sharpness = 0.2f;
float fsr_mipmap_bias = 0.0f;
bool use_debanding = false;
float mesh_lod_threshold = 1.0;
bool use_occlusion_culling = false;
Ref<ViewportTexture> default_texture;
HashSet<ViewportTexture *> viewport_textures;
SDFOversize sdf_oversize = SDF_OVERSIZE_120_PERCENT;
SDFScale sdf_scale = SDF_SCALE_50_PERCENT;
enum SubWindowDrag {
SUB_WINDOW_DRAG_DISABLED,
SUB_WINDOW_DRAG_MOVE,
SUB_WINDOW_DRAG_CLOSE,
SUB_WINDOW_DRAG_RESIZE,
};
enum SubWindowResize {
SUB_WINDOW_RESIZE_DISABLED,
SUB_WINDOW_RESIZE_TOP_LEFT,
SUB_WINDOW_RESIZE_TOP,
SUB_WINDOW_RESIZE_TOP_RIGHT,
SUB_WINDOW_RESIZE_LEFT,
SUB_WINDOW_RESIZE_RIGHT,
SUB_WINDOW_RESIZE_BOTTOM_LEFT,
SUB_WINDOW_RESIZE_BOTTOM,
SUB_WINDOW_RESIZE_BOTTOM_RIGHT,
SUB_WINDOW_RESIZE_MAX
};
struct SubWindow {
Window *window = nullptr;
RID canvas_item;
};
struct GUI {
// info used when this is a window
bool forced_mouse_focus = false; //used for menu buttons
bool mouse_in_viewport = true;
bool key_event_accepted = false;
Control *mouse_focus = nullptr;
Control *last_mouse_focus = nullptr;
Control *mouse_click_grabber = nullptr;
MouseButton mouse_focus_mask = MouseButton::NONE;
Control *key_focus = nullptr;
Control *mouse_over = nullptr;
Control *drag_mouse_over = nullptr;
Vector2 drag_mouse_over_pos;
Control *tooltip_control = nullptr;
Window *tooltip_popup = nullptr;
Label *tooltip_label = nullptr;
Point2 tooltip_pos;
Point2 last_mouse_pos;
Point2 drag_accum;
bool drag_attempted = false;
Variant drag_data;
ObjectID drag_preview_id;
Ref<SceneTreeTimer> tooltip_timer;
double tooltip_delay = 0.0;
Transform2D focus_inv_xform;
bool roots_order_dirty = false;
List<Control *> roots;
int canvas_sort_index = 0; //for sorting items with canvas as root
bool dragging = false;
bool drag_successful = false;
bool embed_subwindows_hint = false;
Window *subwindow_focused = nullptr;
SubWindowDrag subwindow_drag = SUB_WINDOW_DRAG_DISABLED;
Vector2 subwindow_drag_from;
Vector2 subwindow_drag_pos;
Rect2i subwindow_drag_close_rect;
bool subwindow_drag_close_inside = false;
SubWindowResize subwindow_resize_mode;
Rect2i subwindow_resize_from_rect;
Vector<SubWindow> sub_windows; // Don't obtain references or pointers to the elements, as their location can change.
} gui;
DefaultCanvasItemTextureFilter default_canvas_item_texture_filter = DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
DefaultCanvasItemTextureRepeat default_canvas_item_texture_repeat = DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
bool disable_input = false;
bool _gui_call_input(Control *p_control, const Ref<InputEvent> &p_input);
void _gui_call_notification(Control *p_control, int p_what);
void _gui_sort_roots();
Control *_gui_find_control_at_pos(CanvasItem *p_node, const Point2 &p_global, const Transform2D &p_xform, Transform2D &r_inv_xform);
void _gui_input_event(Ref<InputEvent> p_event);
void _gui_cleanup_internal_state(Ref<InputEvent> p_event);
_FORCE_INLINE_ Transform2D _get_input_pre_xform() const;
Ref<InputEvent> _make_input_local(const Ref<InputEvent> &ev);
friend class Control;
List<Control *>::Element *_gui_add_root_control(Control *p_control);
void _gui_remove_root_control(List<Control *>::Element *RI);
String _gui_get_tooltip(Control *p_control, const Vector2 &p_pos, Control **r_tooltip_owner = nullptr);
void _gui_cancel_tooltip();
void _gui_show_tooltip();
void _gui_remove_control(Control *p_control);
void _gui_hide_control(Control *p_control);
void _gui_force_drag(Control *p_base, const Variant &p_data, Control *p_control);
void _gui_set_drag_preview(Control *p_base, Control *p_control);
Control *_gui_get_drag_preview();
void _gui_remove_focus_for_window(Node *p_window);
void _gui_unfocus_control(Control *p_control);
bool _gui_control_has_focus(const Control *p_control);
void _gui_control_grab_focus(Control *p_control);
void _gui_grab_click_focus(Control *p_control);
void _post_gui_grab_click_focus();
void _gui_accept_event();
bool _gui_drop(Control *p_at_control, Point2 p_at_pos, bool p_just_check);
friend class AudioListener2D;
void _audio_listener_2d_set(AudioListener2D *p_listener);
void _audio_listener_2d_remove(AudioListener2D *p_listener);
friend class Camera2D;
void _camera_2d_set(Camera2D *p_camera_2d);
friend class CanvasLayer;
void _canvas_layer_add(CanvasLayer *p_canvas_layer);
void _canvas_layer_remove(CanvasLayer *p_canvas_layer);
void _drop_mouse_over();
void _drop_mouse_focus();
void _drop_physics_mouseover(bool p_paused_only = false);
void _update_canvas_items(Node *p_node);
void _gui_set_root_order_dirty();
friend class Window;
void _sub_window_update_order();
void _sub_window_register(Window *p_window);
void _sub_window_update(Window *p_window);
void _sub_window_grab_focus(Window *p_window);
void _sub_window_remove(Window *p_window);
bool _sub_windows_forward_input(const Ref<InputEvent> &p_event);
SubWindowResize _sub_window_get_resize_margin(Window *p_subwindow, const Point2 &p_point);
virtual bool _can_consume_input_events() const { return true; }
uint64_t event_count = 0;
protected:
void _set_size(const Size2i &p_size, const Size2i &p_size_2d_override, const Rect2i &p_to_screen_rect, const Transform2D &p_stretch_transform, bool p_allocated);
Size2i _get_size() const;
Size2i _get_size_2d_override() const;
bool _is_size_allocated() const;
void _notification(int p_what);
void _process_picking();
static void _bind_methods();
public:
uint64_t get_processed_events_count() const { return event_count; }
AudioListener2D *get_audio_listener_2d() const;
Camera2D *get_camera_2d() const;
void set_as_audio_listener_2d(bool p_enable);
bool is_audio_listener_2d() const;
void update_canvas_items();
Rect2 get_visible_rect() const;
RID get_viewport_rid() const;
void set_world_2d(const Ref<World2D> &p_world_2d);
Ref<World2D> get_world_2d() const;
Ref<World2D> find_world_2d() const;
void enable_canvas_transform_override(bool p_enable);
bool is_canvas_transform_override_enbled() const;
void set_canvas_transform_override(const Transform2D &p_transform);
Transform2D get_canvas_transform_override() const;
void set_canvas_transform(const Transform2D &p_transform);
Transform2D get_canvas_transform() const;
void set_global_canvas_transform(const Transform2D &p_transform);
Transform2D get_global_canvas_transform() const;
Transform2D get_final_transform() const;
void set_transparent_background(bool p_enable);
bool has_transparent_background() const;
Ref<ViewportTexture> get_texture() const;
void set_positional_shadow_atlas_size(int p_size);
int get_positional_shadow_atlas_size() const;
void set_positional_shadow_atlas_16_bits(bool p_16_bits);
bool get_positional_shadow_atlas_16_bits() const;
void set_positional_shadow_atlas_quadrant_subdiv(int p_quadrant, PositionalShadowAtlasQuadrantSubdiv p_subdiv);
PositionalShadowAtlasQuadrantSubdiv get_positional_shadow_atlas_quadrant_subdiv(int p_quadrant) const;
void set_msaa(MSAA p_msaa);
MSAA get_msaa() const;
void set_screen_space_aa(ScreenSpaceAA p_screen_space_aa);
ScreenSpaceAA get_screen_space_aa() const;
void set_use_taa(bool p_use_taa);
bool is_using_taa() const;
void set_scaling_3d_mode(Scaling3DMode p_scaling_3d_mode);
Scaling3DMode get_scaling_3d_mode() const;
void set_scaling_3d_scale(float p_scaling_3d_scale);
float get_scaling_3d_scale() const;
void set_fsr_sharpness(float p_fsr_sharpness);
float get_fsr_sharpness() const;
void set_fsr_mipmap_bias(float p_fsr_mipmap_bias);
float get_fsr_mipmap_bias() const;
void set_use_debanding(bool p_use_debanding);
bool is_using_debanding() const;
void set_mesh_lod_threshold(float p_pixels);
float get_mesh_lod_threshold() const;
void set_use_occlusion_culling(bool p_us_occlusion_culling);
bool is_using_occlusion_culling() const;
Vector2 get_camera_coords(const Vector2 &p_viewport_coords) const;
Vector2 get_camera_rect_size() const;
void push_text_input(const String &p_text);
void push_input(const Ref<InputEvent> &p_event, bool p_local_coords = false);
void push_unhandled_input(const Ref<InputEvent> &p_event, bool p_local_coords = false);
void set_disable_input(bool p_disable);
bool is_input_disabled() const;
Vector2 get_mouse_position() const;
void warp_mouse(const Vector2 &p_position);
void set_physics_object_picking(bool p_enable);
bool get_physics_object_picking();
Variant gui_get_drag_data() const;
void gui_reset_canvas_sort_index();
int gui_get_canvas_sort_index();
void gui_release_focus();
Control *gui_get_focus_owner();
TypedArray<String> get_configuration_warnings() const override;
void set_debug_draw(DebugDraw p_debug_draw);
DebugDraw get_debug_draw() const;
int get_render_info(RenderInfoType p_type, RenderInfo p_info);
void set_snap_controls_to_pixels(bool p_enable);
bool is_snap_controls_to_pixels_enabled() const;
void set_snap_2d_transforms_to_pixel(bool p_enable);
bool is_snap_2d_transforms_to_pixel_enabled() const;
void set_snap_2d_vertices_to_pixel(bool p_enable);
bool is_snap_2d_vertices_to_pixel_enabled() const;
void set_input_as_handled();
bool is_input_handled() const;
void set_handle_input_locally(bool p_enable);
bool is_handling_input_locally() const;
bool gui_is_dragging() const;
bool gui_is_drag_successful() const;
Control *gui_find_control(const Point2 &p_global);
void set_sdf_oversize(SDFOversize p_sdf_oversize);
SDFOversize get_sdf_oversize() const;
void set_sdf_scale(SDFScale p_sdf_scale);
SDFScale get_sdf_scale() const;
void set_default_canvas_item_texture_filter(DefaultCanvasItemTextureFilter p_filter);
DefaultCanvasItemTextureFilter get_default_canvas_item_texture_filter() const;
void set_default_canvas_item_texture_repeat(DefaultCanvasItemTextureRepeat p_repeat);
DefaultCanvasItemTextureRepeat get_default_canvas_item_texture_repeat() const;
virtual DisplayServer::WindowID get_window_id() const = 0;
void set_embedding_subwindows(bool p_embed);
bool is_embedding_subwindows() const;
Viewport *get_parent_viewport() const;
Window *get_base_window() const;
void pass_mouse_focus_to(Viewport *p_viewport, Control *p_control);
virtual Transform2D get_screen_transform() const;
#ifndef _3D_DISABLED
bool use_xr = false;
friend class AudioListener3D;
AudioListener3D *audio_listener_3d = nullptr;
HashSet<AudioListener3D *> audio_listener_3d_set;
bool is_audio_listener_3d_enabled = false;
RID internal_audio_listener_3d;
AudioListener3D *get_audio_listener_3d() const;
void set_as_audio_listener_3d(bool p_enable);
bool is_audio_listener_3d() const;
void _update_audio_listener_3d();
void _listener_transform_3d_changed_notify();
void _audio_listener_3d_set(AudioListener3D *p_listener);
bool _audio_listener_3d_add(AudioListener3D *p_listener); //true if first
void _audio_listener_3d_remove(AudioListener3D *p_listener);
void _audio_listener_3d_make_next_current(AudioListener3D *p_exclude);
void _collision_object_3d_input_event(CollisionObject3D *p_object, Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape);
struct Camera3DOverrideData {
Transform3D transform;
enum Projection {
PROJECTION_PERSPECTIVE,
PROJECTION_ORTHOGONAL
};
Projection projection = Projection::PROJECTION_PERSPECTIVE;
real_t fov = 0.0;
real_t size = 0.0;
real_t z_near = 0.0;
real_t z_far = 0.0;
RID rid;
operator bool() const {
return rid != RID();
}
} camera_3d_override;
friend class Camera3D;
Camera3D *camera_3d = nullptr;
HashSet<Camera3D *> camera_3d_set;
Camera3D *get_camera_3d() const;
void _camera_3d_transform_changed_notify();
void _camera_3d_set(Camera3D *p_camera);
bool _camera_3d_add(Camera3D *p_camera); //true if first
void _camera_3d_remove(Camera3D *p_camera);
void _camera_3d_make_next_current(Camera3D *p_exclude);
void enable_camera_3d_override(bool p_enable);
bool is_camera_3d_override_enabled() const;
void set_camera_3d_override_transform(const Transform3D &p_transform);
Transform3D get_camera_3d_override_transform() const;
void set_camera_3d_override_perspective(real_t p_fovy_degrees, real_t p_z_near, real_t p_z_far);
void set_camera_3d_override_orthogonal(real_t p_size, real_t p_z_near, real_t p_z_far);
void set_disable_3d(bool p_disable);
bool is_3d_disabled() const;
Ref<World3D> world_3d;
Ref<World3D> own_world_3d;
void set_world_3d(const Ref<World3D> &p_world_3d);
Ref<World3D> get_world_3d() const;
Ref<World3D> find_world_3d() const;
void _own_world_3d_changed();
void set_use_own_world_3d(bool p_use_own_world_3d);
bool is_using_own_world_3d() const;
void _propagate_enter_world_3d(Node *p_node);
void _propagate_exit_world_3d(Node *p_node);
void set_use_xr(bool p_use_xr);
bool is_using_xr();
#endif // _3D_DISABLED
Viewport();
~Viewport();
};
class SubViewport : public Viewport {
GDCLASS(SubViewport, Viewport);
public:
enum ClearMode {
CLEAR_MODE_ALWAYS,
CLEAR_MODE_NEVER,
CLEAR_MODE_ONCE
};
enum UpdateMode {
UPDATE_DISABLED,
UPDATE_ONCE, //then goes to disabled
UPDATE_WHEN_VISIBLE, // default
UPDATE_WHEN_PARENT_VISIBLE,
UPDATE_ALWAYS
};
private:
UpdateMode update_mode = UPDATE_WHEN_VISIBLE;
ClearMode clear_mode = CLEAR_MODE_ALWAYS;
bool size_2d_override_stretch = false;
protected:
static void _bind_methods();
virtual DisplayServer::WindowID get_window_id() const override;
Transform2D _stretch_transform();
void _notification(int p_what);
public:
void set_size(const Size2i &p_size);
Size2i get_size() const;
void set_size_2d_override(const Size2i &p_size);
Size2i get_size_2d_override() const;
void set_size_2d_override_stretch(bool p_enable);
bool is_size_2d_override_stretch_enabled() const;
void set_update_mode(UpdateMode p_mode);
UpdateMode get_update_mode() const;
void set_clear_mode(ClearMode p_mode);
ClearMode get_clear_mode() const;
virtual Transform2D get_screen_transform() const override;
SubViewport();
~SubViewport();
};
VARIANT_ENUM_CAST(Viewport::Scaling3DMode);
VARIANT_ENUM_CAST(SubViewport::UpdateMode);
VARIANT_ENUM_CAST(Viewport::PositionalShadowAtlasQuadrantSubdiv);
VARIANT_ENUM_CAST(Viewport::MSAA);
VARIANT_ENUM_CAST(Viewport::ScreenSpaceAA);
VARIANT_ENUM_CAST(Viewport::DebugDraw);
VARIANT_ENUM_CAST(Viewport::SDFScale);
VARIANT_ENUM_CAST(Viewport::SDFOversize);
VARIANT_ENUM_CAST(SubViewport::ClearMode);
VARIANT_ENUM_CAST(Viewport::RenderInfo);
VARIANT_ENUM_CAST(Viewport::RenderInfoType);
VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureFilter);
VARIANT_ENUM_CAST(Viewport::DefaultCanvasItemTextureRepeat);
#endif