1 /*************************************************************************/ 2 /* visual_server_viewport.h */ 3 /*************************************************************************/ 4 /* This file is part of: */ 5 /* GODOT ENGINE */ 6 /* https://godotengine.org */ 7 /*************************************************************************/ 8 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ 9 /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ 10 /* */ 11 /* Permission is hereby granted, free of charge, to any person obtaining */ 12 /* a copy of this software and associated documentation files (the */ 13 /* "Software"), to deal in the Software without restriction, including */ 14 /* without limitation the rights to use, copy, modify, merge, publish, */ 15 /* distribute, sublicense, and/or sell copies of the Software, and to */ 16 /* permit persons to whom the Software is furnished to do so, subject to */ 17 /* the following conditions: */ 18 /* */ 19 /* The above copyright notice and this permission notice shall be */ 20 /* included in all copies or substantial portions of the Software. */ 21 /* */ 22 /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ 23 /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ 24 /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ 25 /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ 26 /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ 27 /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ 28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ 29 /*************************************************************************/ 30 31 #ifndef VISUALSERVERVIEWPORT_H 32 #define VISUALSERVERVIEWPORT_H 33 34 #include "core/self_list.h" 35 #include "rasterizer.h" 36 #include "servers/arvr/arvr_interface.h" 37 #include "servers/visual_server.h" 38 39 class VisualServerViewport { 40 public: 41 struct CanvasBase : public RID_Data { 42 }; 43 44 struct Viewport : public RID_Data { 45 46 RID self; 47 RID parent; 48 49 bool use_arvr; /* use arvr interface to override camera positioning and projection matrices and control output */ 50 51 Size2i size; 52 RID camera; 53 RID scenario; 54 55 VS::ViewportUpdateMode update_mode; 56 RID render_target; 57 RID render_target_texture; 58 59 int viewport_to_screen; 60 Rect2 viewport_to_screen_rect; 61 bool viewport_render_direct_to_screen; 62 63 bool hide_scenario; 64 bool hide_canvas; 65 bool disable_environment; 66 bool disable_3d; 67 bool disable_3d_by_usage; 68 bool keep_3d_linear; 69 70 RID shadow_atlas; 71 int shadow_atlas_size; 72 73 int render_info[VS::VIEWPORT_RENDER_INFO_MAX]; 74 VS::ViewportDebugDraw debug_draw; 75 76 VS::ViewportClearMode clear_mode; 77 78 bool transparent_bg; 79 80 struct CanvasKey { 81 82 int64_t stacking; 83 RID canvas; 84 bool operator<(const CanvasKey &p_canvas) const { 85 if (stacking == p_canvas.stacking) 86 return canvas < p_canvas.canvas; 87 return stacking < p_canvas.stacking; 88 } CanvasKeyViewport::CanvasKey89 CanvasKey() { 90 stacking = 0; 91 } CanvasKeyViewport::CanvasKey92 CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) { 93 canvas = p_canvas; 94 int64_t sign = p_layer < 0 ? -1 : 1; 95 stacking = sign * (((int64_t)ABS(p_layer)) << 32) + p_sublayer; 96 } get_layerViewport::CanvasKey97 int get_layer() const { return stacking >> 32; } 98 }; 99 100 struct CanvasData { 101 102 CanvasBase *canvas; 103 Transform2D transform; 104 int layer; 105 int sublayer; 106 }; 107 108 Transform2D global_transform; 109 110 Map<RID, CanvasData> canvas_map; 111 ViewportViewport112 Viewport() { 113 update_mode = VS::VIEWPORT_UPDATE_WHEN_VISIBLE; 114 clear_mode = VS::VIEWPORT_CLEAR_ALWAYS; 115 transparent_bg = false; 116 disable_environment = false; 117 viewport_to_screen = 0; 118 shadow_atlas_size = 0; 119 disable_3d = false; 120 disable_3d_by_usage = false; 121 keep_3d_linear = false; 122 debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED; 123 for (int i = 0; i < VS::VIEWPORT_RENDER_INFO_MAX; i++) { 124 render_info[i] = 0; 125 } 126 use_arvr = false; 127 } 128 }; 129 130 mutable RID_Owner<Viewport> viewport_owner; 131 132 struct ViewportSort { operatorViewportSort133 _FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const { 134 135 bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2(); 136 bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2(); 137 138 if (left_to_screen == right_to_screen) { 139 140 return p_left->parent == p_right->self; 141 } 142 return right_to_screen; 143 } 144 }; 145 146 Vector<Viewport *> active_viewports; 147 148 private: 149 Color clear_color; 150 void _draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye); 151 void _draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye = ARVRInterface::EYE_MONO); 152 153 public: 154 RID viewport_create(); 155 156 void viewport_set_use_arvr(RID p_viewport, bool p_use_arvr); 157 158 void viewport_set_size(RID p_viewport, int p_width, int p_height); 159 160 void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), int p_screen = 0); 161 void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable); 162 void viewport_detach(RID p_viewport); 163 164 void viewport_set_active(RID p_viewport, bool p_active); 165 void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport); 166 void viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode); 167 void viewport_set_vflip(RID p_viewport, bool p_enable); 168 169 void viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode); 170 171 RID viewport_get_texture(RID p_viewport) const; 172 173 void viewport_set_hide_scenario(RID p_viewport, bool p_hide); 174 void viewport_set_hide_canvas(RID p_viewport, bool p_hide); 175 void viewport_set_disable_environment(RID p_viewport, bool p_disable); 176 void viewport_set_disable_3d(RID p_viewport, bool p_disable); 177 void viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear); 178 179 void viewport_attach_camera(RID p_viewport, RID p_camera); 180 void viewport_set_scenario(RID p_viewport, RID p_scenario); 181 void viewport_attach_canvas(RID p_viewport, RID p_canvas); 182 void viewport_remove_canvas(RID p_viewport, RID p_canvas); 183 void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset); 184 void viewport_set_transparent_background(RID p_viewport, bool p_enabled); 185 186 void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform); 187 void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer); 188 189 void viewport_set_shadow_atlas_size(RID p_viewport, int p_size); 190 void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv); 191 192 void viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa); 193 void viewport_set_hdr(RID p_viewport, bool p_enabled); 194 void viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage); 195 196 virtual int viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info); 197 virtual void viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw); 198 199 void set_default_clear_color(const Color &p_color); 200 void draw_viewports(); 201 202 bool free(RID p_rid); 203 204 VisualServerViewport(); ~VisualServerViewport()205 virtual ~VisualServerViewport() {} 206 }; 207 208 #endif // VISUALSERVERVIEWPORT_H 209