godot/servers/visual/visual_server_raster.cpp
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00

216 lines
6.7 KiB
C++

/*************************************************************************/
/* visual_server_raster.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#include "visual_server_raster.h"
#include "core/io/marshalls.h"
#include "core/os/os.h"
#include "core/project_settings.h"
#include "core/sort.h"
#include "visual_server_canvas.h"
#include "visual_server_global.h"
#include "visual_server_scene.h"
// careful, these may run in different threads than the visual server
int VisualServerRaster::changes = 0;
/* BLACK BARS */
void VisualServerRaster::black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) {
black_margin[MARGIN_LEFT] = p_left;
black_margin[MARGIN_TOP] = p_top;
black_margin[MARGIN_RIGHT] = p_right;
black_margin[MARGIN_BOTTOM] = p_bottom;
}
void VisualServerRaster::black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) {
black_image[MARGIN_LEFT] = p_left;
black_image[MARGIN_TOP] = p_top;
black_image[MARGIN_RIGHT] = p_right;
black_image[MARGIN_BOTTOM] = p_bottom;
}
void VisualServerRaster::_draw_margins() {
VSG::canvas_render->draw_window_margins(black_margin, black_image);
};
/* FREE */
void VisualServerRaster::free(RID p_rid) {
if (VSG::storage->free(p_rid))
return;
if (VSG::canvas->free(p_rid))
return;
if (VSG::viewport->free(p_rid))
return;
if (VSG::scene->free(p_rid))
return;
}
/* EVENT QUEUING */
void VisualServerRaster::request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) {
ERR_FAIL_NULL(p_where);
FrameDrawnCallbacks fdc;
fdc.object = p_where->get_instance_id();
fdc.method = p_method;
fdc.param = p_userdata;
frame_drawn_callbacks.push_back(fdc);
}
void VisualServerRaster::draw(bool p_swap_buffers, double frame_step) {
//needs to be done before changes is reset to 0, to not force the editor to redraw
VS::get_singleton()->emit_signal("frame_pre_draw");
changes = 0;
VSG::rasterizer->begin_frame(frame_step);
VSG::scene->update_dirty_instances(); //update scene stuff
VSG::viewport->draw_viewports();
VSG::scene->render_probes();
_draw_margins();
VSG::rasterizer->end_frame(p_swap_buffers);
while (frame_drawn_callbacks.front()) {
Object *obj = ObjectDB::get_instance(frame_drawn_callbacks.front()->get().object);
if (obj) {
Variant::CallError ce;
const Variant *v = &frame_drawn_callbacks.front()->get().param;
obj->call(frame_drawn_callbacks.front()->get().method, &v, 1, ce);
if (ce.error != Variant::CallError::CALL_OK) {
String err = Variant::get_call_error_text(obj, frame_drawn_callbacks.front()->get().method, &v, 1, ce);
ERR_PRINTS("Error calling frame drawn function: " + err);
}
}
frame_drawn_callbacks.pop_front();
}
VS::get_singleton()->emit_signal("frame_post_draw");
}
void VisualServerRaster::sync() {
}
bool VisualServerRaster::has_changed() const {
return changes > 0;
}
void VisualServerRaster::init() {
VSG::rasterizer->initialize();
}
void VisualServerRaster::finish() {
if (test_cube.is_valid()) {
free(test_cube);
}
VSG::rasterizer->finalize();
}
/* STATUS INFORMATION */
int VisualServerRaster::get_render_info(RenderInfo p_info) {
return VSG::storage->get_render_info(p_info);
}
/* TESTING */
void VisualServerRaster::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale) {
redraw_request();
VSG::rasterizer->set_boot_image(p_image, p_color, p_scale);
}
void VisualServerRaster::set_default_clear_color(const Color &p_color) {
VSG::viewport->set_default_clear_color(p_color);
}
bool VisualServerRaster::has_feature(Features p_feature) const {
return false;
}
RID VisualServerRaster::get_test_cube() {
if (!test_cube.is_valid()) {
test_cube = _make_test_cube();
}
return test_cube;
}
bool VisualServerRaster::has_os_feature(const String &p_feature) const {
return VSG::storage->has_os_feature(p_feature);
}
void VisualServerRaster::set_debug_generate_wireframes(bool p_generate) {
VSG::storage->set_debug_generate_wireframes(p_generate);
}
void VisualServerRaster::call_set_use_vsync(bool p_enable) {
OS::get_singleton()->_set_use_vsync(p_enable);
}
bool VisualServerRaster::is_low_end() const {
return VSG::rasterizer->is_low_end();
}
VisualServerRaster::VisualServerRaster() {
VSG::canvas = memnew(VisualServerCanvas);
VSG::viewport = memnew(VisualServerViewport);
VSG::scene = memnew(VisualServerScene);
VSG::rasterizer = Rasterizer::create();
VSG::storage = VSG::rasterizer->get_storage();
VSG::canvas_render = VSG::rasterizer->get_canvas();
VSG::scene_render = VSG::rasterizer->get_scene();
for (int i = 0; i < 4; i++)
black_margin[i] = 0;
}
VisualServerRaster::~VisualServerRaster() {
memdelete(VSG::canvas);
memdelete(VSG::viewport);
memdelete(VSG::rasterizer);
memdelete(VSG::scene);
}