/*************************************************************************/ /* renderer_canvas_cull.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 RENDERING_SERVER_CANVAS_CULL_H #define RENDERING_SERVER_CANVAS_CULL_H #include "core/templates/paged_allocator.h" #include "renderer_compositor.h" #include "renderer_viewport.h" class RendererCanvasCull { public: struct Item : public RendererCanvasRender::Item { RID parent; // canvas it belongs to List::Element *E; int z_index; bool z_relative; bool sort_y; Color modulate; Color self_modulate; bool use_parent_material; int index; bool children_order_dirty; int ysort_children_count; Color ysort_modulate; Transform2D ysort_xform; Vector2 ysort_pos; int ysort_index; Vector child_items; struct VisibilityNotifierData { Rect2 area; Callable enter_callable; Callable exit_callable; bool just_visible = false; uint64_t visible_in_frame = 0; SelfList visible_element; VisibilityNotifierData() : visible_element(this) { } }; VisibilityNotifierData *visibility_notifier = nullptr; Item() { children_order_dirty = true; E = nullptr; z_index = 0; modulate = Color(1, 1, 1, 1); self_modulate = Color(1, 1, 1, 1); sort_y = false; use_parent_material = false; z_relative = true; index = 0; ysort_children_count = -1; ysort_xform = Transform2D(); ysort_pos = Vector2(); ysort_index = 0; } }; struct ItemIndexSort { _FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const { return p_left->index < p_right->index; } }; struct ItemPtrSort { _FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const { if (Math::is_equal_approx(p_left->ysort_pos.y, p_right->ysort_pos.y)) { return p_left->ysort_index < p_right->ysort_index; } return p_left->ysort_pos.y < p_right->ysort_pos.y; } }; struct LightOccluderPolygon { bool active; Rect2 aabb; RS::CanvasOccluderPolygonCullMode cull_mode; RID occluder; Set owners; LightOccluderPolygon() { active = false; cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; } }; RID_Owner canvas_light_occluder_polygon_owner; RID_Owner canvas_light_occluder_owner; struct Canvas : public RendererViewport::CanvasBase { Set viewports; struct ChildItem { Point2 mirror; Item *item; bool operator<(const ChildItem &p_item) const { return item->index < p_item.item->index; } }; Set lights; Set directional_lights; Set occluders; bool children_order_dirty; Vector child_items; Color modulate; RID parent; float parent_scale; int find_item(Item *p_item) { for (int i = 0; i < child_items.size(); i++) { if (child_items[i].item == p_item) { return i; } } return -1; } void erase_item(Item *p_item) { int idx = find_item(p_item); if (idx >= 0) { child_items.remove_at(idx); } } Canvas() { modulate = Color(1, 1, 1, 1); children_order_dirty = true; parent_scale = 1.0; } }; mutable RID_Owner canvas_owner; RID_Owner canvas_item_owner; RID_Owner canvas_light_owner; bool disable_scale; bool sdf_used = false; bool snapping_2d_transforms_to_pixel = false; PagedAllocator visibility_notifier_allocator; SelfList::List visibility_notifier_list; _FORCE_INLINE_ void _attach_canvas_item_for_draw(Item *ci, Item *p_canvas_clip, RendererCanvasRender::Item **z_list, RendererCanvasRender::Item **z_last_list, const Transform2D &xform, const Rect2 &p_clip_rect, Rect2 global_rect, const Color &modulate, int p_z, RendererCanvasCull::Item *p_material_owner, bool use_canvas_group, RendererCanvasRender::Item *canvas_group_from, const Transform2D &p_xform); private: void _render_canvas_item_tree(RID p_to_render_target, Canvas::ChildItem *p_child_items, int p_child_item_count, Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RendererCanvasRender::Light *p_lights, RendererCanvasRender::Light *p_directional_lights, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel); void _cull_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RendererCanvasRender::Item **z_list, RendererCanvasRender::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner, bool allow_y_sort); RendererCanvasRender::Item **z_list; RendererCanvasRender::Item **z_last_list; public: void render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RendererCanvasRender::Light *p_lights, RendererCanvasRender::Light *p_directional_lights, const Rect2 &p_clip_rect, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_transforms_to_pixel, bool p_snap_2d_vertices_to_pixel); bool was_sdf_used(); RID canvas_allocate(); void canvas_initialize(RID p_rid); void canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring); void canvas_set_modulate(RID p_canvas, const Color &p_color); void canvas_set_parent(RID p_canvas, RID p_parent, float p_scale); void canvas_set_disable_scale(bool p_disable); RID canvas_item_allocate(); void canvas_item_initialize(RID p_rid); void canvas_item_set_parent(RID p_item, RID p_parent); void canvas_item_set_visible(RID p_item, bool p_visible); void canvas_item_set_light_mask(RID p_item, int p_mask); void canvas_item_set_transform(RID p_item, const Transform2D &p_transform); void canvas_item_set_clip(RID p_item, bool p_clip); void canvas_item_set_distance_field_mode(RID p_item, bool p_enable); void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect = Rect2()); void canvas_item_set_modulate(RID p_item, const Color &p_color); void canvas_item_set_self_modulate(RID p_item, const Color &p_color); void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable); void canvas_item_set_update_when_visible(RID p_item, bool p_update); 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); void canvas_item_add_polyline(RID p_item, const Vector &p_points, const Vector &p_colors, float p_width = 1.0, bool p_antialiased = false); void canvas_item_add_multiline(RID p_item, const Vector &p_points, const Vector &p_colors, float p_width = 1.0); void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color); void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color); 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); 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, bool p_clip_uv = false); void canvas_item_add_msdf_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), int p_outline_size = 0, float p_px_range = 1.0); 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, RS::NinePatchAxisMode p_x_axis_mode = RS::NINE_PATCH_STRETCH, RS::NinePatchAxisMode p_y_axis_mode = RS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1)); void canvas_item_add_primitive(RID p_item, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs, RID p_texture, float p_width = 1.0); void canvas_item_add_polygon(RID p_item, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), RID p_texture = RID()); void canvas_item_add_triangle_array(RID p_item, const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector(), RID p_texture = RID(), int p_count = -1); 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()); void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID()); void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture); void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform); void canvas_item_add_clip_ignore(RID p_item, bool p_ignore); void canvas_item_add_animation_slice(RID p_item, double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset); void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable); void canvas_item_set_z_index(RID p_item, int p_z); void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable); void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect); void canvas_item_attach_skeleton(RID p_item, RID p_skeleton); void canvas_item_clear(RID p_item); void canvas_item_set_draw_index(RID p_item, int p_index); void canvas_item_set_material(RID p_item, RID p_material); void canvas_item_set_use_parent_material(RID p_item, bool p_enable); void canvas_item_set_visibility_notifier(RID p_item, bool p_enable, const Rect2 &p_area, const Callable &p_enter_callable, const Callable &p_exit_callable); void canvas_item_set_canvas_group_mode(RID p_item, RS::CanvasGroupMode p_mode, float p_clear_margin = 5.0, bool p_fit_empty = false, float p_fit_margin = 0.0, bool p_blur_mipmaps = false); RID canvas_light_allocate(); void canvas_light_initialize(RID p_rid); void canvas_light_set_mode(RID p_light, RS::CanvasLightMode p_mode); void canvas_light_attach_to_canvas(RID p_light, RID p_canvas); void canvas_light_set_enabled(RID p_light, bool p_enabled); void canvas_light_set_texture_scale(RID p_light, float p_scale); void canvas_light_set_transform(RID p_light, const Transform2D &p_transform); void canvas_light_set_texture(RID p_light, RID p_texture); void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset); void canvas_light_set_color(RID p_light, const Color &p_color); void canvas_light_set_height(RID p_light, float p_height); void canvas_light_set_energy(RID p_light, float p_energy); void canvas_light_set_z_range(RID p_light, int p_min_z, int p_max_z); void canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer); void canvas_light_set_item_cull_mask(RID p_light, int p_mask); void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask); void canvas_light_set_directional_distance(RID p_light, float p_distance); void canvas_light_set_blend_mode(RID p_light, RS::CanvasLightBlendMode p_mode); void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled); void canvas_light_set_shadow_filter(RID p_light, RS::CanvasLightShadowFilter p_filter); void canvas_light_set_shadow_color(RID p_light, const Color &p_color); void canvas_light_set_shadow_smooth(RID p_light, float p_smooth); RID canvas_light_occluder_allocate(); void canvas_light_occluder_initialize(RID p_rid); void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas); void canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled); void canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon); void canvas_light_occluder_set_as_sdf_collision(RID p_occluder, bool p_enable); void canvas_light_occluder_set_transform(RID p_occluder, const Transform2D &p_xform); void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask); RID canvas_occluder_polygon_allocate(); void canvas_occluder_polygon_initialize(RID p_rid); void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const Vector &p_shape, bool p_closed); void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, RS::CanvasOccluderPolygonCullMode p_mode); void canvas_set_shadow_texture_size(int p_size); RID canvas_texture_allocate(); void canvas_texture_initialize(RID p_rid); void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture); void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess); void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter); void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat); void canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter); void canvas_item_set_default_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat); void update_visibility_notifiers(); bool free(RID p_rid); RendererCanvasCull(); ~RendererCanvasCull(); }; #endif // RENDERING_SERVER_CANVAS_CULL_H