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b324ff7ea5
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM. -New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally. -Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept. -Several fixes and improvements to SurfaceTool. -Anti Aliasing added to WorldEnvironment effects (using FXAA) -2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which. -2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before) -Viewport render target textures can now be filtered. -Few fixes in GDscript make it easier to work with static functions and class members. -Several and many bugfixes.
240 lines
6.6 KiB
C++
240 lines
6.6 KiB
C++
/*************************************************************************/
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/* viewport.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VIEWPORT_H
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#define VIEWPORT_H
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#include "scene/main/node.h"
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#include "servers/visual_server.h"
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#include "scene/resources/world_2d.h"
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#include "math_2d.h"
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#include "scene/resources/texture.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class Camera;
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class Viewport;
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class RenderTargetTexture : public Texture {
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OBJ_TYPE( RenderTargetTexture, Texture );
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int flags;
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friend class Viewport;
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Viewport *vp;
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public:
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virtual int get_width() const;
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virtual int get_height() const;
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virtual Size2 get_size() const;
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virtual RID get_rid() const;
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virtual bool has_alpha() const;
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virtual void set_flags(uint32_t p_flags);
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virtual uint32_t get_flags() const;
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RenderTargetTexture(Viewport *p_vp=NULL);
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};
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class Viewport : public Node {
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OBJ_TYPE( Viewport, Node );
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public:
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enum RenderTargetUpdateMode {
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RENDER_TARGET_UPDATE_DISABLED,
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RENDER_TARGET_UPDATE_ONCE, //then goes to disabled
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RENDER_TARGET_UPDATE_WHEN_VISIBLE, // default
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RENDER_TARGET_UPDATE_ALWAYS
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};
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private:
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friend class RenderTargetTexture;
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Viewport *parent;
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Camera *camera;
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Set<Camera*> cameras;
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RID viewport;
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RID canvas_item;
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RID current_canvas;
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bool audio_listener;
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RID listener;
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bool audio_listener_2d;
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RID listener_2d;
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Matrix32 canvas_transform;
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Matrix32 global_canvas_transform;
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Matrix32 stretch_transform;
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Rect2 rect;
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Rect2 to_screen_rect;
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bool size_override;
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bool size_override_stretch;
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Size2 size_override_size;
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Size2 size_override_margin;
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bool transparent_bg;
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bool render_target_vflip;
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bool render_target_filter;
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void _update_rect();
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void _parent_resized();
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void _parent_draw();
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void _parent_visibility_changed();
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Ref<World2D> world_2d;
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Ref<World> world;
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Ref<World> own_world;
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StringName input_group;
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StringName gui_input_group;
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StringName unhandled_input_group;
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StringName unhandled_key_input_group;
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void _update_listener();
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void _update_listener_2d();
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void _propagate_enter_world(Node *p_node);
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void _propagate_exit_world(Node *p_node);
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void _update_stretch_transform();
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void _update_global_transform();
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bool render_target;
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RenderTargetUpdateMode render_target_update_mode;
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RID render_target_texture_rid;
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Ref<RenderTargetTexture> render_target_texture;
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void update_worlds();
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_FORCE_INLINE_ Matrix32 _get_input_pre_xform() const;
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void _vp_enter_scene();
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void _vp_exit_scene();
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void _vp_input(const InputEvent& p_ev);
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void _vp_unhandled_input(const InputEvent& p_ev);
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void _make_input_local(InputEvent& ev);
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friend class Camera;
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void _camera_transform_changed_notify();
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void _set_camera(Camera* p_camera);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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Camera* get_camera() const;
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void set_as_audio_listener(bool p_enable);
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bool is_audio_listener() const;
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void set_as_audio_listener_2d(bool p_enable);
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bool is_audio_listener_2d() const;
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void set_rect(const Rect2& p_rect);
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Rect2 get_rect() const;
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Rect2 get_visible_rect() const;
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RID get_viewport() const;
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void set_world(const Ref<World>& p_world);
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Ref<World> get_world() const;
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Ref<World> find_world() const;
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Ref<World2D> find_world_2d() const;
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void set_canvas_transform(const Matrix32& p_transform);
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Matrix32 get_canvas_transform() const;
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void set_global_canvas_transform(const Matrix32& p_transform);
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Matrix32 get_global_canvas_transform() const;
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Matrix32 get_final_transform() const;
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void set_transparent_background(bool p_enable);
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bool has_transparent_background() const;
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void set_size_override(bool p_enable,const Size2& p_size=Size2(-1,-1),const Vector2& p_margin=Vector2());
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Size2 get_size_override() const;
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bool is_size_override_enabled() const;
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void set_size_override_stretch(bool p_enable);
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bool is_size_override_stretch_enabled() const;
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void set_as_render_target(bool p_enable);
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bool is_set_as_render_target() const;
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void set_render_target_vflip(bool p_enable);
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bool get_render_target_vflip() const;
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void set_render_target_filter(bool p_enable);
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bool get_render_target_filter() const;
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void set_render_target_update_mode(RenderTargetUpdateMode p_mode);
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RenderTargetUpdateMode get_render_target_update_mode() const;
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Ref<RenderTargetTexture> get_render_target_texture() const;
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void queue_screen_capture();
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Image get_screen_capture() const;
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void set_use_own_world(bool p_world);
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bool is_using_own_world() const;
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void input(const InputEvent& p_event);
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void unhandled_input(const InputEvent& p_event);
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void set_render_target_to_screen_rect(const Rect2& p_rect);
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Rect2 get_render_target_to_screen_rect() const;
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Viewport();
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~Viewport();
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};
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VARIANT_ENUM_CAST(Viewport::RenderTargetUpdateMode);
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#endif
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