A Whole New World (clang-format edition)
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
This commit is contained in:
@ -27,16 +27,14 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "visual_server_viewport.h"
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#include "visual_server_global.h"
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#include "visual_server_canvas.h"
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#include "visual_server_scene.h"
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#include "global_config.h"
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#include "visual_server_canvas.h"
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#include "visual_server_global.h"
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#include "visual_server_scene.h"
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void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
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/* Camera should always be BEFORE any other 3D */
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/* Camera should always be BEFORE any other 3D */
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#if 0
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bool scenario_draw_canvas_bg=false;
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int scenario_canvas_max_layer=0;
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@ -82,126 +80,117 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
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}
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#endif
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if (p_viewport->clear_mode!=VS::VIEWPORT_CLEAR_NEVER) {
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if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
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VSG::rasterizer->clear_render_target(clear_color);
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if (p_viewport->clear_mode==VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
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p_viewport->clear_mode=VS::VIEWPORT_CLEAR_NEVER;
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if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
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p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER;
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}
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}
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if (!p_viewport->disable_3d && p_viewport->camera.is_valid()) {
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VSG::scene->render_camera(p_viewport->camera,p_viewport->scenario,p_viewport->size,p_viewport->shadow_atlas);
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VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
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}
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if (!p_viewport->hide_canvas) {
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int i=0;
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int i = 0;
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Map<Viewport::CanvasKey,Viewport::CanvasData*> canvas_map;
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Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
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Rect2 clip_rect(0,0,p_viewport->size.x,p_viewport->size.y);
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RasterizerCanvas::Light *lights=NULL;
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RasterizerCanvas::Light *lights_with_shadow=NULL;
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RasterizerCanvas::Light *lights_with_mask=NULL;
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Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
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RasterizerCanvas::Light *lights = NULL;
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RasterizerCanvas::Light *lights_with_shadow = NULL;
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RasterizerCanvas::Light *lights_with_mask = NULL;
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Rect2 shadow_rect;
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int light_count=0;
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int light_count = 0;
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for (Map<RID,Viewport::CanvasData>::Element *E=p_viewport->canvas_map.front();E;E=E->next()) {
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for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
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Transform2D xf = p_viewport->global_transform * E->get().transform;
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get().canvas);
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
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//find lights in canvas
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for (Set<RasterizerCanvas::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
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for(Set<RasterizerCanvas::Light*>::Element *F=canvas->lights.front();F;F=F->next()) {
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RasterizerCanvas::Light* cl=F->get();
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RasterizerCanvas::Light *cl = F->get();
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if (cl->enabled && cl->texture.is_valid()) {
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//not super efficient..
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Size2 tsize(VSG::storage->texture_get_width(cl->texture),VSG::storage->texture_get_height(cl->texture));
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tsize*=cl->scale;
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Size2 tsize(VSG::storage->texture_get_width(cl->texture), VSG::storage->texture_get_height(cl->texture));
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tsize *= cl->scale;
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Vector2 offset=tsize/2.0;
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cl->rect_cache=Rect2(-offset+cl->texture_offset,tsize);
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cl->xform_cache=xf * cl->xform;
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Vector2 offset = tsize / 2.0;
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cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
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cl->xform_cache = xf * cl->xform;
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if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
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if (clip_rect.intersects_transformed(cl->xform_cache,cl->rect_cache)) {
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cl->filter_next_ptr=lights;
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lights=cl;
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cl->texture_cache=NULL;
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cl->filter_next_ptr = lights;
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lights = cl;
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cl->texture_cache = NULL;
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Transform2D scale;
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scale.scale(cl->rect_cache.size);
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scale.elements[2]=cl->rect_cache.pos;
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scale.elements[2] = cl->rect_cache.pos;
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cl->light_shader_xform = (cl->xform_cache * scale).affine_inverse();
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cl->light_shader_pos=cl->xform_cache[2];
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cl->light_shader_pos = cl->xform_cache[2];
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if (cl->shadow_buffer.is_valid()) {
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cl->shadows_next_ptr=lights_with_shadow;
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if (lights_with_shadow==NULL) {
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cl->shadows_next_ptr = lights_with_shadow;
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if (lights_with_shadow == NULL) {
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shadow_rect = cl->xform_cache.xform(cl->rect_cache);
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} else {
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shadow_rect=shadow_rect.merge( cl->xform_cache.xform(cl->rect_cache) );
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shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
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}
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lights_with_shadow=cl;
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cl->radius_cache=cl->rect_cache.size.length();
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lights_with_shadow = cl;
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cl->radius_cache = cl->rect_cache.size.length();
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}
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if (cl->mode==VS::CANVAS_LIGHT_MODE_MASK) {
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cl->mask_next_ptr=lights_with_mask;
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lights_with_mask=cl;
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if (cl->mode == VS::CANVAS_LIGHT_MODE_MASK) {
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cl->mask_next_ptr = lights_with_mask;
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lights_with_mask = cl;
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}
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light_count++;
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}
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VSG::canvas_render->light_internal_update(cl->light_internal,cl);
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VSG::canvas_render->light_internal_update(cl->light_internal, cl);
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}
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}
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//print_line("lights: "+itos(light_count));
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canvas_map[ Viewport::CanvasKey( E->key(), E->get().layer) ]=&E->get();
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canvas_map[Viewport::CanvasKey(E->key(), E->get().layer)] = &E->get();
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}
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if (lights_with_shadow) {
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//update shadows if any
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RasterizerCanvas::LightOccluderInstance * occluders=NULL;
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RasterizerCanvas::LightOccluderInstance *occluders = NULL;
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//make list of occluders
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for (Map<RID,Viewport::CanvasData>::Element *E=p_viewport->canvas_map.front();E;E=E->next()) {
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for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get().canvas);
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get().canvas);
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Transform2D xf = p_viewport->global_transform * E->get().transform;
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for(Set<RasterizerCanvas::LightOccluderInstance*>::Element *F=canvas->occluders.front();F;F=F->next()) {
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for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
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if (!F->get()->enabled)
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continue;
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F->get()->xform_cache = xf * F->get()->xform;
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if (shadow_rect.intersects_transformed(F->get()->xform_cache,F->get()->aabb_cache)) {
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F->get()->next=occluders;
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occluders=F->get();
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if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
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F->get()->next = occluders;
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occluders = F->get();
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}
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}
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}
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//update the light shadowmaps with them
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RasterizerCanvas::Light *light=lights_with_shadow;
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while(light) {
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RasterizerCanvas::Light *light = lights_with_shadow;
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while (light) {
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VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer,light->xform_cache.affine_inverse(),light->item_mask,light->radius_cache/1000.0,light->radius_cache*1.1,occluders,&light->shadow_matrix_cache);
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light=light->shadows_next_ptr;
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VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer, light->xform_cache.affine_inverse(), light->item_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, &light->shadow_matrix_cache);
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light = light->shadows_next_ptr;
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}
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//VSG::canvas_render->reset_canvas();
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@ -209,7 +198,6 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
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VSG::rasterizer->restore_render_target();
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#if 0
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if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().layer>scenario_canvas_max_layer) {
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@ -219,27 +207,26 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
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}
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#endif
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for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
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for (Map<Viewport::CanvasKey,Viewport::CanvasData*>::Element *E=canvas_map.front();E;E=E->next()) {
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get()->canvas);
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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas *>(E->get()->canvas);
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//print_line("canvas "+itos(i)+" size: "+itos(I->get()->canvas->child_items.size()));
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//print_line("GT "+p_viewport->global_transform+". CT: "+E->get()->transform);
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Transform2D xform = p_viewport->global_transform * E->get()->transform;
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RasterizerCanvas::Light *canvas_lights=NULL;
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RasterizerCanvas::Light *canvas_lights = NULL;
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RasterizerCanvas::Light *ptr=lights;
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while(ptr) {
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if (E->get()->layer>=ptr->layer_min && E->get()->layer<=ptr->layer_max) {
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ptr->next_ptr=canvas_lights;
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canvas_lights=ptr;
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RasterizerCanvas::Light *ptr = lights;
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while (ptr) {
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if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
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ptr->next_ptr = canvas_lights;
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canvas_lights = ptr;
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}
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ptr=ptr->filter_next_ptr;
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ptr = ptr->filter_next_ptr;
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}
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VSG::canvas->render_canvas( canvas,xform,canvas_lights,lights_with_mask,clip_rect );
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VSG::canvas->render_canvas(canvas, xform, canvas_lights, lights_with_mask, clip_rect);
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i++;
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#if 0
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if (scenario_draw_canvas_bg && E->key().layer>=scenario_canvas_max_layer) {
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@ -247,8 +234,6 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
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scenario_draw_canvas_bg=false;
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}
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#endif
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}
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#if 0
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if (scenario_draw_canvas_bg) {
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@ -259,33 +244,28 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
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//VSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
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}
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}
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void VisualServerViewport::draw_viewports() {
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//sort viewports
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//draw viewports
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clear_color=GLOBAL_GET("rendering/viewport/default_clear_color");
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clear_color = GLOBAL_GET("rendering/viewport/default_clear_color");
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active_viewports.sort_custom<ViewportSort>();
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for(int i=0;i<active_viewports.size();i++) {
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for (int i = 0; i < active_viewports.size(); i++) {
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Viewport *vp = active_viewports[i];
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if (vp->update_mode==VS::VIEWPORT_UPDATE_DISABLED)
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if (vp->update_mode == VS::VIEWPORT_UPDATE_DISABLED)
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continue;
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ERR_CONTINUE( !vp->render_target.is_valid() );
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ERR_CONTINUE(!vp->render_target.is_valid());
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bool visible = vp->viewport_to_screen_rect!=Rect2() || vp->update_mode==VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode==VS::VIEWPORT_UPDATE_ONCE;
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bool visible = vp->viewport_to_screen_rect != Rect2() || vp->update_mode == VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == VS::VIEWPORT_UPDATE_ONCE;
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if (!visible)
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continue;
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@ -293,177 +273,161 @@ void VisualServerViewport::draw_viewports() {
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VSG::rasterizer->set_current_render_target(vp->render_target);
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_draw_viewport(vp);
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if (vp->viewport_to_screen_rect!=Rect2()) {
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if (vp->viewport_to_screen_rect != Rect2()) {
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//copy to screen if set as such
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VSG::rasterizer->set_current_render_target(RID());
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VSG::rasterizer->blit_render_target_to_screen(vp->render_target,vp->viewport_to_screen_rect,vp->viewport_to_screen);
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VSG::rasterizer->blit_render_target_to_screen(vp->render_target, vp->viewport_to_screen_rect, vp->viewport_to_screen);
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}
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if (vp->update_mode==VS::VIEWPORT_UPDATE_ONCE) {
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vp->update_mode=VS::VIEWPORT_UPDATE_DISABLED;
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if (vp->update_mode == VS::VIEWPORT_UPDATE_ONCE) {
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vp->update_mode = VS::VIEWPORT_UPDATE_DISABLED;
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}
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}
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}
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RID VisualServerViewport::viewport_create() {
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Viewport * viewport = memnew( Viewport );
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Viewport *viewport = memnew(Viewport);
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RID rid = viewport_owner.make_rid(viewport);
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viewport->self=rid;
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viewport->hide_scenario=false;
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viewport->hide_canvas=false;
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viewport->render_target=VSG::storage->render_target_create();
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viewport->shadow_atlas=VSG::scene_render->shadow_atlas_create();
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viewport->self = rid;
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viewport->hide_scenario = false;
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viewport->hide_canvas = false;
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viewport->render_target = VSG::storage->render_target_create();
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viewport->shadow_atlas = VSG::scene_render->shadow_atlas_create();
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return rid;
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}
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void VisualServerViewport::viewport_set_size(RID p_viewport,int p_width,int p_height){
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void VisualServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
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ERR_FAIL_COND(p_width<0 && p_height<0);
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ERR_FAIL_COND(p_width < 0 && p_height < 0);
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->size=Size2(p_width,p_height);
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VSG::storage->render_target_set_size(viewport->render_target,p_width,p_height);
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viewport->size = Size2(p_width, p_height);
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VSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);
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}
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void VisualServerViewport::viewport_set_active(RID p_viewport,bool p_active) {
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void VisualServerViewport::viewport_set_active(RID p_viewport, bool p_active) {
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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if (p_active) {
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ERR_FAIL_COND(active_viewports.find(viewport)!=-1);//already active
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ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active
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active_viewports.push_back(viewport);
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} else {
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active_viewports.erase(viewport);
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}
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}
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void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport,RID p_parent_viewport) {
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void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->parent=p_parent_viewport;
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viewport->parent = p_parent_viewport;
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}
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void VisualServerViewport::viewport_set_clear_mode(RID p_viewport,VS::ViewportClearMode p_clear_mode) {
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void VisualServerViewport::viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode) {
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->clear_mode=p_clear_mode;
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viewport->clear_mode = p_clear_mode;
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}
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void VisualServerViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, int p_screen) {
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void VisualServerViewport::viewport_attach_to_screen(RID p_viewport,const Rect2& p_rect,int p_screen){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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|
||||
viewport->viewport_to_screen_rect=p_rect;
|
||||
viewport->viewport_to_screen=p_screen;
|
||||
viewport->viewport_to_screen_rect = p_rect;
|
||||
viewport->viewport_to_screen = p_screen;
|
||||
}
|
||||
void VisualServerViewport::viewport_detach(RID p_viewport){
|
||||
void VisualServerViewport::viewport_detach(RID p_viewport) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
viewport->viewport_to_screen_rect=Rect2();
|
||||
viewport->viewport_to_screen=0;
|
||||
|
||||
viewport->viewport_to_screen_rect = Rect2();
|
||||
viewport->viewport_to_screen = 0;
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_set_update_mode(RID p_viewport,VS::ViewportUpdateMode p_mode){
|
||||
void VisualServerViewport::viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
viewport->update_mode=p_mode;
|
||||
|
||||
viewport->update_mode = p_mode;
|
||||
}
|
||||
void VisualServerViewport::viewport_set_vflip(RID p_viewport,bool p_enable){
|
||||
void VisualServerViewport::viewport_set_vflip(RID p_viewport, bool p_enable) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_VFLIP,p_enable);
|
||||
|
||||
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_VFLIP, p_enable);
|
||||
}
|
||||
|
||||
RID VisualServerViewport::viewport_get_texture(RID p_viewport) const{
|
||||
RID VisualServerViewport::viewport_get_texture(RID p_viewport) const {
|
||||
|
||||
const Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND_V(!viewport,RID());
|
||||
const Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND_V(!viewport, RID());
|
||||
|
||||
return VSG::storage->render_target_get_texture(viewport->render_target);
|
||||
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport,bool p_hide){
|
||||
void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
viewport->hide_scenario=p_hide;
|
||||
viewport->hide_scenario = p_hide;
|
||||
}
|
||||
void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport,bool p_hide){
|
||||
void VisualServerViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
viewport->hide_canvas=p_hide;
|
||||
viewport->hide_canvas = p_hide;
|
||||
}
|
||||
void VisualServerViewport::viewport_set_disable_environment(RID p_viewport,bool p_disable){
|
||||
void VisualServerViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
|
||||
viewport->disable_environment=p_disable;
|
||||
viewport->disable_environment = p_disable;
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_set_disable_3d(RID p_viewport,bool p_disable){
|
||||
void VisualServerViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
|
||||
viewport->disable_3d=p_disable;
|
||||
VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_NO_3D,p_disable);
|
||||
viewport->disable_3d = p_disable;
|
||||
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, p_disable);
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_attach_camera(RID p_viewport,RID p_camera){
|
||||
void VisualServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
viewport->camera=p_camera;
|
||||
viewport->camera = p_camera;
|
||||
}
|
||||
void VisualServerViewport::viewport_set_scenario(RID p_viewport,RID p_scenario){
|
||||
void VisualServerViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
viewport->scenario=p_scenario;
|
||||
viewport->scenario = p_scenario;
|
||||
}
|
||||
void VisualServerViewport::viewport_attach_canvas(RID p_viewport,RID p_canvas){
|
||||
void VisualServerViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
|
||||
@ -471,15 +435,14 @@ void VisualServerViewport::viewport_attach_canvas(RID p_viewport,RID p_canvas){
|
||||
ERR_FAIL_COND(!canvas);
|
||||
|
||||
canvas->viewports.insert(p_viewport);
|
||||
viewport->canvas_map[p_canvas]=Viewport::CanvasData();
|
||||
viewport->canvas_map[p_canvas].layer=0;
|
||||
viewport->canvas_map[p_canvas].canvas=canvas;
|
||||
|
||||
viewport->canvas_map[p_canvas] = Viewport::CanvasData();
|
||||
viewport->canvas_map[p_canvas].layer = 0;
|
||||
viewport->canvas_map[p_canvas].canvas = canvas;
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_remove_canvas(RID p_viewport,RID p_canvas){
|
||||
void VisualServerViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
VisualServerCanvas::Canvas *canvas = VSG::canvas->canvas_owner.getornull(p_canvas);
|
||||
@ -487,110 +450,97 @@ void VisualServerViewport::viewport_remove_canvas(RID p_viewport,RID p_canvas){
|
||||
|
||||
viewport->canvas_map.erase(p_canvas);
|
||||
canvas->viewports.erase(p_viewport);
|
||||
|
||||
}
|
||||
void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Transform2D& p_offset){
|
||||
void VisualServerViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
|
||||
viewport->canvas_map[p_canvas].transform=p_offset;
|
||||
|
||||
viewport->canvas_map[p_canvas].transform = p_offset;
|
||||
}
|
||||
void VisualServerViewport::viewport_set_transparent_background(RID p_viewport,bool p_enabled){
|
||||
void VisualServerViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_TRANSPARENT,p_enabled);
|
||||
|
||||
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport,const Transform2D& p_transform){
|
||||
void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
viewport->global_transform=p_transform;
|
||||
|
||||
viewport->global_transform = p_transform;
|
||||
}
|
||||
void VisualServerViewport::viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer){
|
||||
void VisualServerViewport::viewport_set_canvas_layer(RID p_viewport, RID p_canvas, int p_layer) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
|
||||
viewport->canvas_map[p_canvas].layer=p_layer;
|
||||
|
||||
viewport->canvas_map[p_canvas].layer = p_layer;
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport,int p_size) {
|
||||
void VisualServerViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
viewport->shadow_atlas_size=p_size;
|
||||
|
||||
VSG::scene_render->shadow_atlas_set_size( viewport->shadow_atlas, viewport->shadow_atlas_size);
|
||||
viewport->shadow_atlas_size = p_size;
|
||||
|
||||
VSG::scene_render->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport,int p_quadrant,int p_subdiv) {
|
||||
void VisualServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
VSG::scene_render->shadow_atlas_set_quadrant_subdivision( viewport->shadow_atlas, p_quadrant, p_subdiv);
|
||||
|
||||
VSG::scene_render->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_set_msaa(RID p_viewport,VS::ViewportMSAA p_msaa) {
|
||||
void VisualServerViewport::viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
VSG::storage->render_target_set_msaa(viewport->render_target,p_msaa);
|
||||
VSG::storage->render_target_set_msaa(viewport->render_target, p_msaa);
|
||||
}
|
||||
|
||||
void VisualServerViewport::viewport_set_hdr(RID p_viewport,bool p_enabled) {
|
||||
void VisualServerViewport::viewport_set_hdr(RID p_viewport, bool p_enabled) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_viewport);
|
||||
Viewport *viewport = viewport_owner.getornull(p_viewport);
|
||||
ERR_FAIL_COND(!viewport);
|
||||
|
||||
VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_HDR,p_enabled);
|
||||
|
||||
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_HDR, p_enabled);
|
||||
}
|
||||
|
||||
bool VisualServerViewport::free(RID p_rid) {
|
||||
|
||||
if (viewport_owner.owns(p_rid)) {
|
||||
|
||||
Viewport * viewport = viewport_owner.getornull(p_rid);
|
||||
Viewport *viewport = viewport_owner.getornull(p_rid);
|
||||
|
||||
VSG::storage->free(viewport->render_target);
|
||||
VSG::scene_render->free(viewport->shadow_atlas);
|
||||
|
||||
VSG::storage->free( viewport->render_target );
|
||||
VSG::scene_render->free( viewport->shadow_atlas );
|
||||
|
||||
while(viewport->canvas_map.front()) {
|
||||
viewport_remove_canvas(p_rid,viewport->canvas_map.front()->key());
|
||||
while (viewport->canvas_map.front()) {
|
||||
viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
|
||||
}
|
||||
|
||||
viewport_set_scenario(p_rid,RID());
|
||||
viewport_set_scenario(p_rid, RID());
|
||||
active_viewports.erase(viewport);
|
||||
|
||||
viewport_owner.free(p_rid);
|
||||
memdelete(viewport);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
VisualServerViewport::VisualServerViewport()
|
||||
{
|
||||
|
||||
VisualServerViewport::VisualServerViewport() {
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user