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-rw-r--r--servers/visual/visual_server_viewport.cpp489
1 files changed, 489 insertions, 0 deletions
diff --git a/servers/visual/visual_server_viewport.cpp b/servers/visual/visual_server_viewport.cpp
new file mode 100644
index 0000000000..b30a57a5b8
--- /dev/null
+++ b/servers/visual/visual_server_viewport.cpp
@@ -0,0 +1,489 @@
+#include "visual_server_viewport.h"
+#include "visual_server_global.h"
+#include "visual_server_canvas.h"
+
+void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
+
+ /* Camera should always be BEFORE any other 3D */
+#if 0
+ bool scenario_draw_canvas_bg=false;
+ int scenario_canvas_max_layer=0;
+
+ if (!p_viewport->hide_canvas && !p_viewport->disable_environment && scenario_owner.owns(p_viewport->scenario)) {
+
+ Scenario *scenario=scenario_owner.get(p_viewport->scenario);
+ if (scenario->environment.is_valid()) {
+ if (rasterizer->is_environment(scenario->environment)) {
+ scenario_draw_canvas_bg=rasterizer->environment_get_background(scenario->environment)==VS::ENV_BG_CANVAS;
+ scenario_canvas_max_layer=rasterizer->environment_get_background_param(scenario->environment,VS::ENV_BG_PARAM_CANVAS_MAX_LAYER);
+ }
+ }
+ }
+
+ bool can_draw_3d=!p_viewport->hide_scenario && camera_owner.owns(p_viewport->camera) && scenario_owner.owns(p_viewport->scenario);
+
+
+ if (scenario_draw_canvas_bg) {
+
+ rasterizer->begin_canvas_bg();
+ }
+
+ if (!scenario_draw_canvas_bg && can_draw_3d) {
+
+ _draw_viewport_camera(p_viewport,false);
+
+ } else if (true /*|| !p_viewport->canvas_list.empty()*/){
+
+ //clear the viewport black because of no camera? i seriously should..
+ if (p_viewport->render_target_clear_on_new_frame || p_viewport->render_target_clear) {
+ if (p_viewport->transparent_bg) {
+ rasterizer->clear_viewport(Color(0,0,0,0));
+ }
+ else {
+ Color cc=clear_color;
+ if (scenario_draw_canvas_bg)
+ cc.a=0;
+ rasterizer->clear_viewport(cc);
+ }
+ p_viewport->render_target_clear=false;
+ }
+ }
+#endif
+
+ VSG::rasterizer->clear_render_target(Color(0.5,0.5,0.5,1.0));
+
+ if (!p_viewport->hide_canvas) {
+ int i=0;
+
+ Map<Viewport::CanvasKey,Viewport::CanvasData*> canvas_map;
+
+ Rect2 clip_rect(0,0,p_viewport->size.x,p_viewport->size.y);
+ RasterizerCanvas::Light *lights=NULL;
+ RasterizerCanvas::Light *lights_with_shadow=NULL;
+ RasterizerCanvas::Light *lights_with_mask=NULL;
+ Rect2 shadow_rect;
+
+ int light_count=0;
+
+ for (Map<RID,Viewport::CanvasData>::Element *E=p_viewport->canvas_map.front();E;E=E->next()) {
+
+ Matrix32 xf = p_viewport->global_transform * E->get().transform;
+
+ VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get().canvas);
+
+ //find lights in canvas
+
+
+ for(Set<RasterizerCanvas::Light*>::Element *F=canvas->lights.front();F;F=F->next()) {
+
+
+ RasterizerCanvas::Light* cl=F->get();
+ if (cl->enabled && cl->texture.is_valid()) {
+ //not super efficient..
+ Size2 tsize(VSG::storage->texture_get_width(cl->texture),VSG::storage->texture_get_height(cl->texture));
+ tsize*=cl->scale;
+
+ Vector2 offset=tsize/2.0;
+ cl->rect_cache=Rect2(-offset+cl->texture_offset,tsize);
+ cl->xform_cache=xf * cl->xform;
+
+
+ if (clip_rect.intersects_transformed(cl->xform_cache,cl->rect_cache)) {
+
+ cl->filter_next_ptr=lights;
+ lights=cl;
+ cl->texture_cache=NULL;
+ Matrix32 scale;
+ scale.scale(cl->rect_cache.size);
+ scale.elements[2]=cl->rect_cache.pos;
+ cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
+ cl->light_shader_pos=cl->xform_cache[2];
+ if (cl->shadow_buffer.is_valid()) {
+
+ cl->shadows_next_ptr=lights_with_shadow;
+ if (lights_with_shadow==NULL) {
+ shadow_rect = cl->xform_cache.xform(cl->rect_cache);
+ } else {
+ shadow_rect=shadow_rect.merge( cl->xform_cache.xform(cl->rect_cache) );
+ }
+ lights_with_shadow=cl;
+ cl->radius_cache=cl->rect_cache.size.length();
+
+ }
+ if (cl->mode==VS::CANVAS_LIGHT_MODE_MASK) {
+ cl->mask_next_ptr=lights_with_mask;
+ lights_with_mask=cl;
+ }
+
+ light_count++;
+ }
+
+ VSG::canvas_render->light_internal_update(cl->light_internal,cl);
+
+ }
+ }
+
+ //print_line("lights: "+itos(light_count));
+ canvas_map[ Viewport::CanvasKey( E->key(), E->get().layer) ]=&E->get();
+
+ }
+
+ if (lights_with_shadow) {
+ //update shadows if any
+
+ RasterizerCanvas::LightOccluderInstance * occluders=NULL;
+
+ //make list of occluders
+ for (Map<RID,Viewport::CanvasData>::Element *E=p_viewport->canvas_map.front();E;E=E->next()) {
+
+ VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get().canvas);
+ Matrix32 xf = p_viewport->global_transform * E->get().transform;
+
+
+ for(Set<RasterizerCanvas::LightOccluderInstance*>::Element *F=canvas->occluders.front();F;F=F->next()) {
+
+ if (!F->get()->enabled)
+ continue;
+ F->get()->xform_cache = xf * F->get()->xform;
+ if (shadow_rect.intersects_transformed(F->get()->xform_cache,F->get()->aabb_cache)) {
+
+ F->get()->next=occluders;
+ occluders=F->get();
+
+ }
+ }
+ }
+ //update the light shadowmaps with them
+ RasterizerCanvas::Light *light=lights_with_shadow;
+ while(light) {
+
+ VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer,light->xform_cache.affine_inverse(),light->item_mask,light->radius_cache/1000.0,light->radius_cache*1.1,occluders,&light->shadow_matrix_cache);
+ light=light->shadows_next_ptr;
+ }
+
+ VSG::rasterizer->restore_render_target();
+ // VSG::canvas_render->reset_canvas();
+ }
+
+
+
+#if 0
+ if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().layer>scenario_canvas_max_layer) {
+
+ _draw_viewport_camera(p_viewport,!can_draw_3d);
+ scenario_draw_canvas_bg=false;
+
+ }
+#endif
+ for (Map<Viewport::CanvasKey,Viewport::CanvasData*>::Element *E=canvas_map.front();E;E=E->next()) {
+
+ VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get()->canvas);
+
+ // print_line("canvas "+itos(i)+" size: "+itos(I->get()->canvas->child_items.size()));
+ //print_line("GT "+p_viewport->global_transform+". CT: "+E->get()->transform);
+ Matrix32 xform = p_viewport->global_transform * E->get()->transform;
+
+ RasterizerCanvas::Light *canvas_lights=NULL;
+
+ RasterizerCanvas::Light *ptr=lights;
+ while(ptr) {
+ if (E->get()->layer>=ptr->layer_min && E->get()->layer<=ptr->layer_max) {
+ ptr->next_ptr=canvas_lights;
+ canvas_lights=ptr;
+ }
+ ptr=ptr->filter_next_ptr;
+ }
+
+ VSG::canvas->render_canvas( canvas,xform,canvas_lights,lights_with_mask,clip_rect );
+ i++;
+#if 0
+ if (scenario_draw_canvas_bg && E->key().layer>=scenario_canvas_max_layer) {
+ _draw_viewport_camera(p_viewport,!can_draw_3d);
+ scenario_draw_canvas_bg=false;
+ }
+#endif
+
+
+ }
+#if 0
+ if (scenario_draw_canvas_bg) {
+ _draw_viewport_camera(p_viewport,!can_draw_3d);
+ scenario_draw_canvas_bg=false;
+ }
+#endif
+
+ //VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
+ }
+
+
+
+}
+
+void VisualServerViewport::draw_viewports() {
+
+ //sort viewports
+
+
+ //draw viewports
+
+
+ for(int i=0;i<active_viewports.size();i++) {
+
+ Viewport *vp = active_viewports[i];
+
+ if (vp->update_mode==VS::VIEWPORT_UPDATE_DISABLED)
+ continue;
+
+ ERR_CONTINUE( !vp->render_target.is_valid() );
+
+ VSG::rasterizer->set_current_render_target(vp->render_target);
+ _draw_viewport(vp);
+
+ if (vp->viewport_to_screen_rect!=Rect2()) {
+ //copy to screen if set as such
+ VSG::rasterizer->set_current_render_target(RID());
+ VSG::rasterizer->blit_render_target_to_screen(vp->render_target,vp->viewport_to_screen_rect,vp->viewport_to_screen);
+ }
+
+ if (vp->update_mode==VS::VIEWPORT_UPDATE_ONCE) {
+ vp->update_mode=VS::VIEWPORT_UPDATE_DISABLED;
+ }
+ }
+}
+
+
+RID VisualServerViewport::viewport_create() {
+
+ Viewport * viewport = memnew( Viewport );
+
+ RID rid = viewport_owner.make_rid(viewport);
+
+ viewport->self=rid;
+ viewport->hide_scenario=false;
+ viewport->hide_canvas=false;
+ viewport->render_target=VSG::storage->render_target_create();
+
+ return rid;
+
+}
+
+void VisualServerViewport::viewport_set_size(RID p_viewport,int p_width,int p_height){
+
+ ERR_FAIL_COND(p_width<0 && p_height<0);
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+
+
+ viewport->size=Size2(p_width,p_height);
+ VSG::storage->render_target_set_size(viewport->render_target,p_width,p_height);
+
+
+}
+
+void VisualServerViewport::viewport_set_active(RID p_viewport,bool p_active) {
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (p_active) {
+ ERR_FAIL_COND(active_viewports.find(viewport)!=-1);//already active
+ active_viewports.push_back(viewport);
+ } else {
+ active_viewports.erase(viewport);
+ }
+
+
+}
+
+void VisualServerViewport::viewport_set_clear_mode(RID p_viewport,VS::ViewportClearMode p_clear_mode) {
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->clear_mode=p_clear_mode;
+
+}
+
+
+void VisualServerViewport::viewport_attach_to_screen(RID p_viewport,const Rect2& p_rect,int p_screen){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->viewport_to_screen_rect=p_rect;
+ viewport->viewport_to_screen=p_screen;
+}
+void VisualServerViewport::viewport_detach(RID p_viewport){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->viewport_to_screen_rect=Rect2();
+ viewport->viewport_to_screen=0;
+
+}
+
+void VisualServerViewport::viewport_set_update_mode(RID p_viewport,VS::ViewportUpdateMode p_mode){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->update_mode=p_mode;
+
+}
+void VisualServerViewport::viewport_set_vflip(RID p_viewport,bool p_enable){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_VFLIP,p_enable);
+
+}
+
+RID VisualServerViewport::viewport_get_texture(RID p_viewport) const{
+
+ const Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND_V(!viewport,RID());
+
+ return VSG::storage->render_target_get_texture(viewport->render_target);
+
+}
+Image VisualServerViewport::viewport_capture(RID p_viewport) const{
+
+ const Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND_V(!viewport,Image());
+ return VSG::storage->render_target_get_image(viewport->render_target);
+
+}
+
+void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport,bool p_hide){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->hide_scenario=p_hide;
+}
+void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport,bool p_hide){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->hide_canvas=p_hide;
+}
+void VisualServerViewport::viewport_set_disable_environment(RID p_viewport,bool p_disable){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+
+ viewport->disable_environment=p_disable;
+}
+
+void VisualServerViewport::viewport_attach_camera(RID p_viewport,RID p_camera){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->camera=p_camera;
+}
+void VisualServerViewport::viewport_set_scenario(RID p_viewport,RID p_scenario){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->scenario=p_scenario;
+}
+void VisualServerViewport::viewport_attach_canvas(RID p_viewport,RID p_canvas){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
+ VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
+ ERR_FAIL_COND(!canvas);
+
+ canvas->viewports.insert(p_viewport);
+ viewport->canvas_map[p_canvas]=Viewport::CanvasData();
+ viewport->canvas_map[p_canvas].layer=0;
+ viewport->canvas_map[p_canvas].canvas=canvas;
+
+}
+
+void VisualServerViewport::viewport_remove_canvas(RID p_viewport,RID p_canvas){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
+ ERR_FAIL_COND(!canvas);
+
+ viewport->canvas_map.erase(p_canvas);
+ canvas->viewports.erase(p_viewport);
+
+}
+void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
+ viewport->canvas_map[p_canvas].transform=p_offset;
+
+}
+void VisualServerViewport::viewport_set_transparent_background(RID p_viewport,bool p_enabled){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_TRANSPARENT,p_enabled);
+
+}
+
+void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->global_transform=p_transform;
+
+}
+void VisualServerViewport::viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer){
+
+ Viewport * viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
+ viewport->canvas_map[p_canvas].layer=p_layer;
+
+}
+
+bool VisualServerViewport::free(RID p_rid) {
+
+ Viewport * viewport = viewport_owner.getornull(p_rid);
+ if (!viewport)
+ return false;
+
+
+ VSG::storage->free( viewport->render_target );
+
+ while(viewport->canvas_map.front()) {
+ viewport_remove_canvas(p_rid,viewport->canvas_map.front()->key());
+ }
+
+ viewport_set_scenario(p_rid,RID());
+ active_viewports.erase(viewport);
+
+ viewport_owner.free(p_rid);
+ memdelete(viewport);
+
+
+ return true;
+
+}
+
+VisualServerViewport::VisualServerViewport()
+{
+
+}