-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
This commit is contained in:
Juan Linietsky 2016-10-05 01:26:35 -03:00
parent a6e9dc6153
commit cf5778e51a
20 changed files with 340 additions and 136 deletions

View file

@ -1,6 +1,7 @@
#include "visual_server_viewport.h"
#include "visual_server_global.h"
#include "visual_server_canvas.h"
#include "globals.h"
void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
@ -50,7 +51,12 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
}
#endif
VSG::rasterizer->clear_render_target(Color(0.5,0.5,0.5,1.0));
if (p_viewport->clear_mode!=VS::VIEWPORT_CLEAR_NEVER) {
VSG::rasterizer->clear_render_target(clear_color);
if (p_viewport->clear_mode==VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
p_viewport->clear_mode=VS::VIEWPORT_CLEAR_NEVER;
}
}
if (!p_viewport->hide_canvas) {
int i=0;
@ -161,10 +167,10 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
light=light->shadows_next_ptr;
}
VSG::rasterizer->restore_render_target();
// VSG::canvas_render->reset_canvas();
}
VSG::rasterizer->restore_render_target();
#if 0
@ -175,6 +181,8 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
}
#endif
for (Map<Viewport::CanvasKey,Viewport::CanvasData*>::Element *E=canvas_map.front();E;E=E->next()) {
VisualServerCanvas::Canvas *canvas = static_cast<VisualServerCanvas::Canvas*>(E->get()->canvas);
@ -226,6 +234,10 @@ void VisualServerViewport::draw_viewports() {
//draw viewports
clear_color=GLOBAL_DEF("rendering/viewport/default_clear_color",Color(0.5,0.5,0.5));
active_viewports.sort_custom<ViewportSort>();
for(int i=0;i<active_viewports.size();i++) {
@ -297,6 +309,14 @@ void VisualServerViewport::viewport_set_active(RID p_viewport,bool p_active) {
}
void VisualServerViewport::viewport_set_parent_viewport(RID p_viewport,RID p_parent_viewport) {
Viewport * viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
viewport->parent=p_parent_viewport;
}
void VisualServerViewport::viewport_set_clear_mode(RID p_viewport,VS::ViewportClearMode p_clear_mode) {
Viewport * viewport = viewport_owner.getornull(p_viewport);
@ -349,13 +369,6 @@ RID VisualServerViewport::viewport_get_texture(RID p_viewport) const{
return VSG::storage->render_target_get_texture(viewport->render_target);
}
Image VisualServerViewport::viewport_capture(RID p_viewport) const{
const Viewport * viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND_V(!viewport,Image());
return VSG::storage->render_target_get_image(viewport->render_target);
}
void VisualServerViewport::viewport_set_hide_scenario(RID p_viewport,bool p_hide){
@ -381,6 +394,16 @@ void VisualServerViewport::viewport_set_disable_environment(RID p_viewport,bool
viewport->disable_environment=p_disable;
}
void VisualServerViewport::viewport_set_disable_3d(RID p_viewport,bool p_disable){
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);
}
void VisualServerViewport::viewport_attach_camera(RID p_viewport,RID p_camera){
Viewport * viewport = viewport_owner.getornull(p_viewport);