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/*************************************************************************/
/*  visual_server_canvas.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 VISUALSERVERCANVAS_H
#define VISUALSERVERCANVAS_H

#include "rasterizer/rasterizer.h"
#include "visual_server_viewport.h"

class VisualServerCanvas {
public:
	struct Item : public RasterizerCanvas::Item {

		RID parent; // canvas it belongs to
		List<Item *>::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;
		VS::CanvasItemTextureFilter texture_filter;
		VS::CanvasItemTextureRepeat texture_repeat;

		Vector<Item *> child_items;

		Item() {
			children_order_dirty = true;
			E = NULL;
			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();
			texture_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
			texture_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
		}
	};

	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_pos.x < p_right->ysort_pos.x;

			return p_left->ysort_pos.y < p_right->ysort_pos.y;
		}
	};

	struct LightOccluderPolygon {

		bool active;
		Rect2 aabb;
		VS::CanvasOccluderPolygonCullMode cull_mode;
		RID occluder;
		Set<RasterizerCanvas::LightOccluderInstance *> owners;

		LightOccluderPolygon() {
			active = false;
			cull_mode = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
		}
	};

	RID_PtrOwner<LightOccluderPolygon> canvas_light_occluder_polygon_owner;

	RID_PtrOwner<RasterizerCanvas::LightOccluderInstance> canvas_light_occluder_owner;

	struct Canvas : public VisualServerViewport::CanvasBase {

		Set<RID> viewports;
		struct ChildItem {

			Point2 mirror;
			Item *item;
			bool operator<(const ChildItem &p_item) const {
				return item->index < p_item.item->index;
			}
		};

		Set<RasterizerCanvas::Light *> lights;

		Set<RasterizerCanvas::LightOccluderInstance *> occluders;

		bool children_order_dirty;
		Vector<ChildItem> 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(idx);
		}

		Canvas() {
			modulate = Color(1, 1, 1, 1);
			children_order_dirty = true;
			parent_scale = 1.0;
		}
	};

	mutable RID_PtrOwner<Canvas> canvas_owner;
	RID_PtrOwner<Item> canvas_item_owner;
	RID_PtrOwner<RasterizerCanvas::Light> canvas_light_owner;

	bool disable_scale;

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, RasterizerCanvas::Light *p_lights);
	void _cull_canvas_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);
	void _light_mask_canvas_items(int p_z, RasterizerCanvas::Item *p_canvas_item, RasterizerCanvas::Light *p_masked_lights);

	RasterizerCanvas::Item **z_list;
	RasterizerCanvas::Item **z_last_list;

public:
	void render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights, const Rect2 &p_clip_rect);

	RID canvas_create();
	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_create();
	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_set_default_texture_filter(RID p_item, VS::CanvasItemTextureFilter p_filter);
	void canvas_item_set_default_texture_repeat(RID p_item, VS::CanvasItemTextureRepeat p_repeat);

	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<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
	void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &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, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
	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(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), bool p_clip_uv = false, VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
	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(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
	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(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
	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(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
	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(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
	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(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
	void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
	void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), VS::CanvasItemTextureFilter p_filter = VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, VS::CanvasItemTextureRepeat p_repeat = VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
	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_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);

	RID canvas_light_create();
	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_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_mode(RID p_light, VS::CanvasLightMode p_mode);

	void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
	void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
	void canvas_light_set_shadow_filter(RID p_light, VS::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_create();
	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_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_create();
	void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape, bool p_closed);
	void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape);

	void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, VS::CanvasOccluderPolygonCullMode p_mode);

	bool free(RID p_rid);
	VisualServerCanvas();
	~VisualServerCanvas();
};

#endif // VISUALSERVERCANVAS_H