1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
|
#ifndef VISUALSERVERVIEWPORT_H
#define VISUALSERVERVIEWPORT_H
#include "servers/visual_server.h"
#include "rasterizer.h"
#include "self_list.h"
class VisualServerViewport {
public:
struct CanvasBase : public RID_Data {
};
struct Viewport : public RID_Data {
RID self;
RID parent;
Size2i size;
RID camera;
RID scenario;
VS::ViewportUpdateMode update_mode;
RID render_target;
RID render_target_texture;
int viewport_to_screen;
Rect2 viewport_to_screen_rect;
bool hide_scenario;
bool hide_canvas;
bool disable_environment;
bool disable_3d;
VS::ViewportClearMode clear_mode;
bool rendered_in_prev_frame;
struct CanvasKey {
int layer;
RID canvas;
bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
CanvasKey() { layer=0; }
CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
};
struct CanvasData {
CanvasBase *canvas;
Matrix32 transform;
int layer;
};
Matrix32 global_transform;
Map<RID,CanvasData> canvas_map;
Viewport() {
update_mode=VS::VIEWPORT_UPDATE_WHEN_VISIBLE;
clear_mode=VS::VIEWPORT_CLEAR_ALWAYS;
rendered_in_prev_frame=false;
disable_environment=false;
viewport_to_screen=0;
}
};
mutable RID_Owner<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_left->parent==p_right->self;
} else {
return right_to_screen;
}
}
};
Vector<Viewport*> active_viewports;
private:
Color clear_color;
void _draw_viewport(Viewport *p_viewport);
public:
RID viewport_create();
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(),int p_screen=0);
void viewport_detach(RID p_viewport);
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,VS::ViewportUpdateMode p_mode);
void viewport_set_vflip(RID p_viewport,bool p_enable);
void viewport_set_clear_mode(RID p_viewport,VS::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_set_disable_3d(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 Matrix32& p_offset);
void viewport_set_transparent_background(RID p_viewport,bool p_enabled);
void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform);
void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer);
void draw_viewports();
bool free(RID p_rid);
VisualServerViewport();
};
#endif // VISUALSERVERVIEWPORT_H
|