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+/*************************************************************************/
+/* rendering_server_viewport.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 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 VISUALSERVERVIEWPORT_H
+#define VISUALSERVERVIEWPORT_H
+
+#include "core/rid_owner.h"
+#include "core/self_list.h"
+#include "rasterizer.h"
+#include "servers/arvr/arvr_interface.h"
+#include "servers/rendering_server.h"
+
+class RenderingServerViewport {
+public:
+ struct CanvasBase {
+ };
+
+ struct Viewport {
+
+ RID self;
+ RID parent;
+
+ bool use_arvr; /* use arvr interface to override camera positioning and projection matrices and control output */
+
+ Size2i size;
+ RID camera;
+ RID scenario;
+
+ RS::ViewportUpdateMode update_mode;
+ RID render_target;
+ RID render_target_texture;
+ RID render_buffers;
+
+ RS::ViewportMSAA msaa;
+
+ DisplayServer::WindowID viewport_to_screen;
+ Rect2 viewport_to_screen_rect;
+ bool viewport_render_direct_to_screen;
+
+ bool hide_scenario;
+ bool hide_canvas;
+ bool disable_environment;
+ bool disable_3d_by_usage;
+ bool keep_3d_linear;
+
+ RID shadow_atlas;
+ int shadow_atlas_size;
+
+ uint64_t last_pass = 0;
+
+ int render_info[RS::VIEWPORT_RENDER_INFO_MAX];
+ RS::ViewportDebugDraw debug_draw;
+
+ RS::ViewportClearMode clear_mode;
+
+ bool transparent_bg;
+
+ struct CanvasKey {
+
+ int64_t stacking;
+ RID canvas;
+ bool operator<(const CanvasKey &p_canvas) const {
+ if (stacking == p_canvas.stacking)
+ return canvas < p_canvas.canvas;
+ return stacking < p_canvas.stacking;
+ }
+ CanvasKey() {
+ stacking = 0;
+ }
+ CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) {
+ canvas = p_canvas;
+ int64_t sign = p_layer < 0 ? -1 : 1;
+ stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer;
+ }
+ int get_layer() const { return stacking >> 32; }
+ };
+
+ struct CanvasData {
+
+ CanvasBase *canvas;
+ Transform2D transform;
+ int layer;
+ int sublayer;
+ };
+
+ Transform2D global_transform;
+
+ Map<RID, CanvasData> canvas_map;
+
+ Viewport() {
+ update_mode = RS::VIEWPORT_UPDATE_WHEN_VISIBLE;
+ clear_mode = RS::VIEWPORT_CLEAR_ALWAYS;
+ transparent_bg = false;
+ disable_environment = false;
+ viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
+ shadow_atlas_size = 0;
+ keep_3d_linear = false;
+ debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
+ msaa = RS::VIEWPORT_MSAA_DISABLED;
+ for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_MAX; i++) {
+ render_info[i] = 0;
+ }
+ use_arvr = false;
+ }
+ };
+
+ uint64_t draw_viewports_pass = 0;
+
+ mutable RID_PtrOwner<Viewport> viewport_owner;
+
+ struct ViewportSort {
+ _FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const {
+
+ bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2();
+ bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2();
+
+ if (left_to_screen == right_to_screen) {
+
+ return p_right->parent == p_left->self;
+ }
+ return (right_to_screen ? 0 : 1) < (left_to_screen ? 0 : 1);
+ }
+ };
+
+ Vector<Viewport *> active_viewports;
+
+private:
+ void _draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye);
+ void _draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye = ARVRInterface::EYE_MONO);
+
+public:
+ RID viewport_create();
+
+ void viewport_set_use_arvr(RID p_viewport, bool p_use_arvr);
+
+ void viewport_set_size(RID p_viewport, int p_width, int p_height);
+
+ void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID);
+ void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable);
+
+ void viewport_set_active(RID p_viewport, bool p_active);
+ void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport);
+ void viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode);
+ void viewport_set_vflip(RID p_viewport, bool p_enable);
+
+ void viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode);
+
+ RID viewport_get_texture(RID p_viewport) const;
+
+ void viewport_set_hide_scenario(RID p_viewport, bool p_hide);
+ void viewport_set_hide_canvas(RID p_viewport, bool p_hide);
+ void viewport_set_disable_environment(RID p_viewport, bool p_disable);
+
+ void viewport_attach_camera(RID p_viewport, RID p_camera);
+ void viewport_set_scenario(RID p_viewport, RID p_scenario);
+ void viewport_attach_canvas(RID p_viewport, RID p_canvas);
+ void viewport_remove_canvas(RID p_viewport, RID p_canvas);
+ void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset);
+ void viewport_set_transparent_background(RID p_viewport, bool p_enabled);
+
+ void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
+ void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
+
+ void viewport_set_shadow_atlas_size(RID p_viewport, int p_size);
+ void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
+
+ void viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa);
+
+ virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfo p_info);
+ virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
+
+ void set_default_clear_color(const Color &p_color);
+ void draw_viewports();
+
+ bool free(RID p_rid);
+
+ RenderingServerViewport();
+ virtual ~RenderingServerViewport() {}
+};
+
+#endif // VISUALSERVERVIEWPORT_H