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347 | /**************************************************************************/
/* visual_server_canvas.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 VISUAL_SERVER_CANVAS_H
#define VISUAL_SERVER_CANVAS_H
#include "rasterizer.h"
#include "visual_server_constants.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;
int ysort_index;
#ifdef VISUAL_SERVER_CANVAS_DEBUG_ITEM_NAMES
String name;
#endif
Vector<Item *> child_items;
Item() {
children_order_dirty = true;
E = nullptr;
z_index = 0;
modulate = Color(1, 1, 1, 1);<--- Variable 'modulate' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'modulate' a value by passing the value to the constructor in the initialization list.
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 : RID_Data {
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;<--- Variable 'cull_mode' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'cull_mode' a value by passing the value to the constructor in the initialization list.
}
};
RID_Owner<LightOccluderPolygon> canvas_light_occluder_polygon_owner;
RID_Owner<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);<--- Variable 'modulate' is assigned in constructor body. Consider performing initialization in initialization list. [+]When an object of a class is created, the constructors of all member variables are called consecutively in the order the variables are declared, even if you don't explicitly write them to the initialization list. You could avoid assigning 'modulate' a value by passing the value to the constructor in the initialization list.
children_order_dirty = true;
parent_scale = 1.0;
}
};
mutable RID_Owner<Canvas> canvas_owner;
RID_Owner<Item> canvas_item_owner;
RID_Owner<RasterizerCanvas::Light> canvas_light_owner;
bool disable_scale;
private:
enum CanvasCullMode {
CANVAS_CULL_MODE_ITEM,
CANVAS_CULL_MODE_NODE,
};
CanvasCullMode _canvas_cull_mode = CANVAS_CULL_MODE_NODE;
void _render_canvas_item_tree(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, RasterizerCanvas::Light *p_lights);
void _light_mask_canvas_items(int p_z, RasterizerCanvas::Item *p_canvas_item, RasterizerCanvas::Light *p_masked_lights, int p_canvas_layer_id);
RasterizerCanvas::Item **z_list;
RasterizerCanvas::Item **z_last_list;
Transform2D _current_camera_transform;
// 3.5 and earlier had no hierarchical culling.
void _render_canvas_item_cull_by_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);
// Hierarchical culling by scene tree node ///////////////////////////////////
void _render_canvas_item_cull_by_node(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, bool p_enclosed);
void _prepare_tree_bounds(Item *p_root);
void _calculate_canvas_item_bound(Item *p_canvas_item, Rect2 *r_branch_bound);
Transform2D _calculate_item_global_xform(const Item *p_canvas_item);
void _finalize_and_merge_local_bound_to_branch(Item *p_canvas_item, Rect2 *r_branch_bound);
void _merge_local_bound_to_branch(Item *p_canvas_item, Rect2 *r_branch_bound);
// If bounds flags are attempted to be modified multithreaded, the
// tree could become corrupt. Multithread access may not be possible,
// but just in case we use a mutex until proven otherwise.
Mutex _bound_mutex;
void _make_bound_dirty_reparent(Item *p_item);
void _make_bound_dirty(Item *p_item, bool p_changing_visibility = false);
void _make_bound_dirty_down(Item *p_item);
#ifdef VISUAL_SERVER_CANVAS_CHECK_BOUNDS
bool _check_bound_integrity(const Item *p_item);
bool _check_bound_integrity_down(const Item *p_item, bool p_bound_dirty);
void _print_tree(const Item *p_item);
void _print_tree_down(int p_child_id, int p_depth, const Item *p_item, const Item *p_highlight, bool p_hidden = false);
#else
bool _check_bound_integrity(const Item *p_item) { return true; }
#endif
//////////////////////////////////////////////////////////////////////////////
public:
void render_canvas(Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights, const Rect2 &p_clip_rect, int p_canvas_layer_id);
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_name(RID p_item, String p_name);
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_use_identity_transform(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, bool p_antialiased = false);
void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false);
void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false);
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());
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(), bool p_clip_uv = false);
void canvas_item_add_texture_multirect_region(RID p_item, const Vector<Rect2> &p_rects, RID p_texture, const Vector<Rect2> &p_src_rects, const Color &p_modulate = Color(1, 1, 1), uint32_t p_canvas_rect_flags = 0, RID p_normal_map = RID());
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());
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());
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(), bool p_antialiased = false);
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(), bool p_antialiased = false, bool p_antialiasing_use_indices = false);
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());
void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID());
void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal);
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_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_attach_skeleton(RID p_item, RID p_skeleton);
void canvas_item_set_skeleton_relative_xform(RID p_item, Transform2D p_relative_xform);
Rect2 _debug_canvas_item_get_rect(RID p_item);
Rect2 _debug_canvas_item_get_local_bound(RID p_item);
void canvas_item_set_interpolated(RID p_item, bool p_interpolated);
void canvas_item_reset_physics_interpolation(RID p_item);
void canvas_item_transform_physics_interpolation(RID p_item, const Transform2D &p_transform);
void _canvas_item_invalidate_local_bound(RID p_item);
void _canvas_item_remove_references(RID p_item, RID p_rid);
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_gradient_length(RID p_light, float p_length);
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);
void canvas_light_set_interpolated(RID p_light, bool p_interpolated);
void canvas_light_reset_physics_interpolation(RID p_light);
void canvas_light_transform_physics_interpolation(RID p_light, const Transform2D &p_transform);
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);
void canvas_light_occluder_set_interpolated(RID p_occluder, bool p_interpolated);
void canvas_light_occluder_reset_physics_interpolation(RID p_occluder);
void canvas_light_occluder_transform_physics_interpolation(RID p_occluder, const Transform2D &p_transform);
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);
// Interpolation
void tick();
void update_interpolation_tick(bool p_process = true);
void set_physics_interpolation_enabled(bool p_enabled) { _interpolation_data.interpolation_enabled = p_enabled; }
struct InterpolationData {
void notify_free_canvas_item(RID p_rid, VisualServerCanvas::Item &r_canvas_item);
void notify_free_canvas_light(RID p_rid, RasterizerCanvas::Light &r_canvas_light);
void notify_free_canvas_light_occluder(RID p_rid, RasterizerCanvas::LightOccluderInstance &r_canvas_light_occluder);
LocalVector<RID> canvas_item_transform_update_lists[2];
LocalVector<RID> *canvas_item_transform_update_list_curr = &canvas_item_transform_update_lists[0];
LocalVector<RID> *canvas_item_transform_update_list_prev = &canvas_item_transform_update_lists[1];
LocalVector<RID> canvas_light_transform_update_lists[2];
LocalVector<RID> *canvas_light_transform_update_list_curr = &canvas_light_transform_update_lists[0];
LocalVector<RID> *canvas_light_transform_update_list_prev = &canvas_light_transform_update_lists[1];
LocalVector<RID> canvas_light_occluder_transform_update_lists[2];
LocalVector<RID> *canvas_light_occluder_transform_update_list_curr = &canvas_light_occluder_transform_update_lists[0];
LocalVector<RID> *canvas_light_occluder_transform_update_list_prev = &canvas_light_occluder_transform_update_lists[1];
bool interpolation_enabled = false;
} _interpolation_data;
VisualServerCanvas();
~VisualServerCanvas();
};
#endif // VISUAL_SERVER_CANVAS_H
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