ad577e3c7e
Fixes updating local bounds for MultiMeshes used in canvas items by introducing a back link.
344 lines
17 KiB
C++
344 lines
17 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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 VISUAL_SERVER_CANVAS_H
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#define VISUAL_SERVER_CANVAS_H
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#include "rasterizer.h"
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#include "visual_server_constants.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_index;
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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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int ysort_children_count;
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Color ysort_modulate;
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Transform2D ysort_xform;
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Vector2 ysort_pos;
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int ysort_index;
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#ifdef VISUAL_SERVER_CANVAS_DEBUG_ITEM_NAMES
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String name;
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#endif
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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 = nullptr;
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z_index = 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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ysort_children_count = -1;
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ysort_xform = Transform2D();
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ysort_pos = Vector2();
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ysort_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::is_equal_approx(p_left->ysort_pos.y, p_right->ysort_pos.y)) {
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return p_left->ysort_index < p_right->ysort_index;
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}
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return p_left->ysort_pos.y < p_right->ysort_pos.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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RID parent;
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float parent_scale;
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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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}
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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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}
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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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parent_scale = 1.0;
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}
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};
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mutable 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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bool disable_scale;
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private:
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enum CanvasCullMode {
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CANVAS_CULL_MODE_ITEM,
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CANVAS_CULL_MODE_NODE,
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};
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CanvasCullMode _canvas_cull_mode = CANVAS_CULL_MODE_NODE;
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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 _light_mask_canvas_items(int p_z, RasterizerCanvas::Item *p_canvas_item, RasterizerCanvas::Light *p_masked_lights, int p_canvas_layer_id);
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RasterizerCanvas::Item **z_list;
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RasterizerCanvas::Item **z_last_list;
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// 3.5 and earlier had no hierarchical culling.
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void _render_canvas_item_cull_by_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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// Hierarchical culling by scene tree node ///////////////////////////////////
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void _render_canvas_item_cull_by_node(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, bool p_enclosed);
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void _prepare_tree_bounds(Item *p_root);
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void _calculate_canvas_item_bound(Item *p_canvas_item, Rect2 *r_branch_bound);
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void _finalize_and_merge_local_bound_to_branch(Item *p_canvas_item, Rect2 *r_branch_bound);
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void _merge_local_bound_to_branch(Item *p_canvas_item, Rect2 *r_branch_bound);
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// If bounds flags are attempted to be modified multithreaded, the
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// tree could become corrupt. Multithread access may not be possible,
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// but just in case we use a mutex until proven otherwise.
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Mutex _bound_mutex;
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void _make_bound_dirty_reparent(Item *p_item);
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void _make_bound_dirty(Item *p_item, bool p_changing_visibility = false);
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void _make_bound_dirty_down(Item *p_item);
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#ifdef VISUAL_SERVER_CANVAS_CHECK_BOUNDS
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bool _check_bound_integrity(const Item *p_item);
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bool _check_bound_integrity_down(const Item *p_item, bool p_bound_dirty);
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void _print_tree(const Item *p_item);
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void _print_tree_down(int p_child_id, int p_depth, const Item *p_item, const Item *p_highlight, bool p_hidden = false);
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#else
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bool _check_bound_integrity(const Item *p_item) { return true; }
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#endif
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//////////////////////////////////////////////////////////////////////////////
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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, int p_canvas_layer_id);
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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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void canvas_set_parent(RID p_canvas, RID p_parent, float p_scale);
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void canvas_set_disable_scale(bool p_disable);
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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_name(RID p_item, String p_name);
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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_set_update_when_visible(RID p_item, bool p_update);
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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_texture_multirect_region(RID p_item, const Vector<Rect2> &p_rects, RID p_texture, const Vector<Rect2> &p_src_rects, const Color &p_modulate = Color(1, 1, 1), uint32_t p_canvas_rect_flags = 0, RID p_normal_map = RID());
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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>(), 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);
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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());
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void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
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void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal);
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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_index(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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void canvas_item_attach_skeleton(RID p_item, RID p_skeleton);
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void canvas_item_set_skeleton_relative_xform(RID p_item, Transform2D p_relative_xform);
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Rect2 _debug_canvas_item_get_rect(RID p_item);
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Rect2 _debug_canvas_item_get_local_bound(RID p_item);
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void canvas_item_set_interpolated(RID p_item, bool p_interpolated);
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void canvas_item_reset_physics_interpolation(RID p_item);
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void canvas_item_transform_physics_interpolation(RID p_item, Transform2D p_transform);
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void _canvas_item_invalidate_local_bound(RID p_item);
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void _canvas_item_remove_references(RID p_item, RID p_rid);
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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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void canvas_light_set_interpolated(RID p_light, bool p_interpolated);
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void canvas_light_reset_physics_interpolation(RID p_light);
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void canvas_light_transform_physics_interpolation(RID p_light, Transform2D p_transform);
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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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void canvas_light_occluder_set_interpolated(RID p_occluder, bool p_interpolated);
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void canvas_light_occluder_reset_physics_interpolation(RID p_occluder);
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void canvas_light_occluder_transform_physics_interpolation(RID p_occluder, Transform2D p_transform);
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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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// Interpolation
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void tick();
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void update_interpolation_tick(bool p_process = true);
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void set_physics_interpolation_enabled(bool p_enabled) { _interpolation_data.interpolation_enabled = p_enabled; }
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struct InterpolationData {
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void notify_free_canvas_item(RID p_rid, VisualServerCanvas::Item &r_canvas_item);
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void notify_free_canvas_light(RID p_rid, RasterizerCanvas::Light &r_canvas_light);
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void notify_free_canvas_light_occluder(RID p_rid, RasterizerCanvas::LightOccluderInstance &r_canvas_light_occluder);
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LocalVector<RID> canvas_item_transform_update_lists[2];
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LocalVector<RID> *canvas_item_transform_update_list_curr = &canvas_item_transform_update_lists[0];
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LocalVector<RID> *canvas_item_transform_update_list_prev = &canvas_item_transform_update_lists[1];
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LocalVector<RID> canvas_light_transform_update_lists[2];
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LocalVector<RID> *canvas_light_transform_update_list_curr = &canvas_light_transform_update_lists[0];
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LocalVector<RID> *canvas_light_transform_update_list_prev = &canvas_light_transform_update_lists[1];
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LocalVector<RID> canvas_light_occluder_transform_update_lists[2];
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LocalVector<RID> *canvas_light_occluder_transform_update_list_curr = &canvas_light_occluder_transform_update_lists[0];
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LocalVector<RID> *canvas_light_occluder_transform_update_list_prev = &canvas_light_occluder_transform_update_lists[1];
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bool interpolation_enabled = false;
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} _interpolation_data;
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VisualServerCanvas();
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~VisualServerCanvas();
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};
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#endif // VISUAL_SERVER_CANVAS_H
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