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-Added ViewportContainer, this is the only way to make viewports show up in GUI now
-2D editing now seems to work -Added some functions and refactoring to Viewport
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@@ -233,7 +233,6 @@ public:
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virtual RID render_target_create()=0;
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virtual void render_target_set_size(RID p_render_target,int p_width, int p_height)=0;
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virtual RID render_target_get_texture(RID p_render_target) const=0;
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virtual Image render_target_get_image(RID p_render_target) const=0;
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virtual void render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value)=0;
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virtual bool render_target_renedered_in_frame(RID p_render_target)=0;
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@@ -807,6 +807,7 @@ public:
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BIND3(viewport_set_size,RID,int ,int )
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BIND2(viewport_set_active,RID ,bool )
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BIND2(viewport_set_parent_viewport,RID,RID)
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BIND2(viewport_set_clear_mode,RID,ViewportClearMode )
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@@ -818,11 +819,11 @@ public:
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BIND1RC(RID,viewport_get_texture,RID )
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BIND1RC(Image,viewport_capture,RID )
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BIND2(viewport_set_hide_scenario,RID,bool )
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BIND2(viewport_set_hide_canvas,RID,bool )
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BIND2(viewport_set_disable_environment,RID,bool )
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BIND2(viewport_set_disable_3d,RID,bool )
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BIND2(viewport_attach_camera,RID,RID )
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BIND2(viewport_set_scenario,RID,RID )
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@@ -1,6 +1,7 @@
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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 "globals.h"
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void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
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@@ -50,7 +51,12 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
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}
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#endif
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VSG::rasterizer->clear_render_target(Color(0.5,0.5,0.5,1.0));
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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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}
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}
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if (!p_viewport->hide_canvas) {
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int i=0;
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@@ -161,10 +167,10 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
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light=light->shadows_next_ptr;
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}
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VSG::rasterizer->restore_render_target();
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// VSG::canvas_render->reset_canvas();
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}
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VSG::rasterizer->restore_render_target();
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#if 0
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@@ -175,6 +181,8 @@ 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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VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get()->canvas);
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@@ -226,6 +234,10 @@ void VisualServerViewport::draw_viewports() {
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//draw viewports
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clear_color=GLOBAL_DEF("rendering/viewport/default_clear_color",Color(0.5,0.5,0.5));
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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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@@ -297,6 +309,14 @@ void VisualServerViewport::viewport_set_active(RID p_viewport,bool p_active) {
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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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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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}
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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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@@ -349,13 +369,6 @@ RID VisualServerViewport::viewport_get_texture(RID p_viewport) const{
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return VSG::storage->render_target_get_texture(viewport->render_target);
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}
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Image VisualServerViewport::viewport_capture(RID p_viewport) const{
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const Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND_V(!viewport,Image());
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return VSG::storage->render_target_get_image(viewport->render_target);
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}
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void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport,bool p_hide){
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@@ -381,6 +394,16 @@ void VisualServerViewport::viewport_set_disable_environment(RID p_viewport,bool
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viewport->disable_environment=p_disable;
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}
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void VisualServerViewport::viewport_set_disable_3d(RID p_viewport,bool p_disable){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->disable_3d=p_disable;
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VSG::storage->render_target_set_flag(viewport->render_target,RasterizerStorage::RENDER_TARGET_NO_3D,p_disable);
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}
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void VisualServerViewport::viewport_attach_camera(RID p_viewport,RID p_camera){
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Viewport * viewport = viewport_owner.getornull(p_viewport);
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@@ -13,6 +13,8 @@ public:
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};
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struct Viewport : public RID_Data {
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RID self;
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@@ -32,8 +34,8 @@ public:
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bool hide_scenario;
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bool hide_canvas;
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bool disable_environment;
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bool disable_3d;
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Image capture;
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VS::ViewportClearMode clear_mode;
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@@ -70,8 +72,27 @@ public:
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};
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mutable RID_Owner<Viewport> viewport_owner;
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struct ViewportSort {
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_FORCE_INLINE_ bool operator()(const Viewport*p_left,const Viewport* p_right) const {
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bool left_to_screen = p_left->viewport_to_screen_rect.size!=Size2();
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bool right_to_screen = p_right->viewport_to_screen_rect.size!=Size2();
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if (left_to_screen==right_to_screen) {
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return p_left->parent==p_right->self;
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} else {
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return right_to_screen;
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}
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}
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};
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Vector<Viewport*> active_viewports;
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private:
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Color clear_color;
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void _draw_viewport(Viewport *p_viewport);
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public:
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@@ -84,7 +105,7 @@ public:
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void viewport_detach(RID p_viewport);
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void viewport_set_active(RID p_viewport,bool p_active);
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void viewport_set_parent_viewport(RID p_viewport,RID p_parent_viewport);
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void viewport_set_update_mode(RID p_viewport,VS::ViewportUpdateMode p_mode);
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void viewport_set_vflip(RID p_viewport,bool p_enable);
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@@ -92,11 +113,11 @@ public:
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void viewport_set_clear_mode(RID p_viewport,VS::ViewportClearMode p_clear_mode);
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RID viewport_get_texture(RID p_viewport) const;
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Image viewport_capture(RID p_viewport) const;
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void viewport_set_hide_scenario(RID p_viewport,bool p_hide);
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void viewport_set_hide_canvas(RID p_viewport,bool p_hide);
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void viewport_set_disable_environment(RID p_viewport,bool p_disable);
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void viewport_set_disable_3d(RID p_viewport,bool p_disable);
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void viewport_attach_camera(RID p_viewport,RID p_camera);
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void viewport_set_scenario(RID p_viewport,RID p_scenario);
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