text: /*************************************************************************/
  /*  visual_server_viewport.h                                             */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2018 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.                */
  /*************************************************************************/
  
  #ifndef VISUALSERVERVIEWPORT_H
  #define VISUALSERVERVIEWPORT_H
  
  #include "core/self_list.h"
  #include "rasterizer.h"
  #include "servers/arvr/arvr_interface.h"
  #include "servers/visual_server.h"
  
  class VisualServerViewport {
  public:
  	struct CanvasBase : public RID_Data {
  	};
  
  	struct Viewport : public RID_Data {
  
  		RID self;
  		RID parent;
  
  		bool use_arvr; /* use arvr interface to override camera positioning and projection matrices and control output */
  
  		Size2i size;
  		RID camera;
  		RID scenario;
  
  		VS::ViewportUpdateMode update_mode;
  		RID render_target;
  		RID render_target_texture;
  
  		int viewport_to_screen;
  		Rect2 viewport_to_screen_rect;
  
  		bool hide_scenario;
  		bool hide_canvas;
  		bool disable_environment;
  		bool disable_3d;
  		bool disable_3d_by_usage;
  		bool keep_3d_linear;
  
  		RID shadow_atlas;
  		int shadow_atlas_size;
  
  		int render_info[VS::VIEWPORT_RENDER_INFO_MAX];
  		VS::ViewportDebugDraw debug_draw;
  
  		VS::ViewportClearMode clear_mode;
  
  		bool transparent_bg;
  
  		struct CanvasKey {
  
  			int64_t stacking;
  			RID canvas;
  			bool operator<(const CanvasKey &p_canvas) const {
  				if (stacking == p_canvas.stacking)
  					return canvas < p_canvas.canvas;
  				return stacking < p_canvas.stacking;
  			}
  			CanvasKey() {
  				stacking = 0;
  			}
  			CanvasKey(const RID &p_canvas, int p_layer, int p_sublayer) {
  				canvas = p_canvas;
  				stacking = ((int64_t)p_layer << 32) + p_sublayer;
  			}
  			int get_layer() const { return stacking >> 32; }
  		};
  
  		struct CanvasData {
  
  			CanvasBase *canvas;
  			Transform2D transform;
  			int layer;
  			int sublayer;
  		};
  
  		Transform2D global_transform;
  
  		Map<RID, CanvasData> canvas_map;
  
  		Viewport() {
  			update_mode = VS::VIEWPORT_UPDATE_WHEN_VISIBLE;
  			clear_mode = VS::VIEWPORT_CLEAR_ALWAYS;
  			transparent_bg = false;
  			disable_environment = false;
  			viewport_to_screen = 0;
  			shadow_atlas_size = 0;
  			disable_3d = false;
  			disable_3d_by_usage = false;
  			keep_3d_linear = false;
  			debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
  			for (int i = 0; i < VS::VIEWPORT_RENDER_INFO_MAX; i++) {
  				render_info[i] = 0;
  			}
  			use_arvr = false;
  		}
  	};
  
  	mutable RID_Owner<Viewport> viewport_owner;
  
  	struct ViewportSort {
  		_FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const {
  
  			bool left_to_screen = p_left->viewport_to_screen_rect.size != Size2();
  			bool right_to_screen = p_right->viewport_to_screen_rect.size != Size2();
  
  			if (left_to_screen == right_to_screen) {
  
  				return p_left->parent == p_right->self;
  			} else {
  				return right_to_screen;
  			}
  		}
  	};
  
  	Vector<Viewport *> active_viewports;
  
  private:
  	Color clear_color;
  	void _draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye = ARVRInterface::EYE_MONO);
  
  public:
  	RID viewport_create();
  
  	void viewport_set_use_arvr(RID p_viewport, bool p_use_arvr);
  
  	void viewport_set_size(RID p_viewport, int p_width, int p_height);
  
  	void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), int p_screen = 0);
  	void viewport_detach(RID p_viewport);
  
  	void viewport_set_active(RID p_viewport, bool p_active);
  	void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport);
  	void viewport_set_update_mode(RID p_viewport, VS::ViewportUpdateMode p_mode);
  	void viewport_set_vflip(RID p_viewport, bool p_enable);
  
  	void viewport_set_clear_mode(RID p_viewport, VS::ViewportClearMode p_clear_mode);
  
  	RID viewport_get_texture(RID p_viewport) const;
  
  	void viewport_set_hide_scenario(RID p_viewport, bool p_hide);
  	void viewport_set_hide_canvas(RID p_viewport, bool p_hide);
  	void viewport_set_disable_environment(RID p_viewport, bool p_disable);
  	void viewport_set_disable_3d(RID p_viewport, bool p_disable);
  	void viewport_set_keep_3d_linear(RID p_viewport, bool p_keep_3d_linear);
  
  	void viewport_attach_camera(RID p_viewport, RID p_camera);
  	void viewport_set_scenario(RID p_viewport, RID p_scenario);
  	void viewport_attach_canvas(RID p_viewport, RID p_canvas);
  	void viewport_remove_canvas(RID p_viewport, RID p_canvas);
  	void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset);
  	void viewport_set_transparent_background(RID p_viewport, bool p_enabled);
  
  	void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
  	void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
  
  	void viewport_set_shadow_atlas_size(RID p_viewport, int p_size);
  	void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
  
  	void viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa);
  	void viewport_set_hdr(RID p_viewport, bool p_enabled);
  	void viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage);
  
  	virtual int viewport_get_render_info(RID p_viewport, VS::ViewportRenderInfo p_info);
  	virtual void viewport_set_debug_draw(RID p_viewport, VS::ViewportDebugDraw p_draw);
  
  	void set_default_clear_color(const Color &p_color);
  	void draw_viewports();
  
  	bool free(RID p_rid);
  
  	VisualServerViewport();
  	virtual ~VisualServerViewport() {}
  };
  
  #endif // VISUALSERVERVIEWPORT_H
  