virtualx-engine/servers/visual/rasterizer.h

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2014-02-10 02:10:30 +01:00
/*************************************************************************/
/* rasterizer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
2014-02-10 02:10:30 +01:00
/* */
/* 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 RASTERIZER_H
#define RASTERIZER_H
#include "servers/visual_server.h"
#include "camera_matrix.h"
#include "self_list.h"
class RasterizerScene {
public:
/* SHADOW ATLAS API */
virtual RID shadow_atlas_create()=0;
virtual void shadow_atlas_set_size(RID p_atlas,int p_size)=0;
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision)=0;
virtual bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version)=0;
virtual int get_directional_light_shadow_size(RID p_light_intance)=0;
virtual void set_directional_shadow_count(int p_count)=0;
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/* ENVIRONMENT API */
virtual RID environment_create()=0;
virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg)=0;
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virtual void environment_set_skybox(RID p_env,RID p_skybox)=0;
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virtual void environment_set_skybox_scale(RID p_env,float p_scale)=0;
virtual void environment_set_bg_color(RID p_env,const Color& p_color)=0;
virtual void environment_set_bg_energy(RID p_env,float p_energy)=0;
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer)=0;
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0)=0;
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virtual void environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality)=0;
virtual void environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality)=0;
virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale,bool p_bicubic_upscale)=0;
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virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture)=0;
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virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness)=0;
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virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect,const Color &p_color,bool p_blur)=0;
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virtual void environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale)=0;
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virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
struct InstanceBase : RID_Data {
VS::InstanceType base_type;
RID base;
RID skeleton;
RID material_override;
Transform transform;
int depth_layer;
uint32_t layer_mask;
//RID sampled_light;
Vector<RID> materials;
Vector<RID> light_instances;
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Vector<RID> reflection_probe_instances;
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Vector<RID> gi_probe_instances;
Vector<float> blend_values;
//BakedLightData *baked_light;
VS::ShadowCastingSetting cast_shadows;
//Transform *baked_light_octree_xform;
//int baked_lightmap_id;
bool mirror :8;
bool depth_scale :8;
bool billboard :8;
bool billboard_y :8;
bool receive_shadows : 8;
bool visible : 8;
float depth; //used for sorting
SelfList<InstanceBase> dependency_item;
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InstanceBase *baked_light; //baked light to use
SelfList<InstanceBase> baked_light_item;
virtual void base_removed()=0;
virtual void base_changed()=0;
virtual void base_material_changed()=0;
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InstanceBase() : dependency_item(this), baked_light_item(this) {
base_type=VS::INSTANCE_NONE;
cast_shadows=VS::SHADOW_CASTING_SETTING_ON;
receive_shadows=true;
depth_scale=false;
billboard=false;
billboard_y=false;
visible=true;
depth_layer=0;
layer_mask=1;
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baked_light=NULL;
}
};
virtual RID light_instance_create(RID p_light)=0;
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform)=0;
virtual void light_instance_set_shadow_transform(RID p_light_instance,const CameraMatrix& p_projection,const Transform& p_transform,float p_far,float p_split,int p_pass)=0;
virtual void light_instance_mark_visible(RID p_light_instance)=0;
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virtual RID reflection_atlas_create()=0;
virtual void reflection_atlas_set_size(RID p_ref_atlas,int p_size)=0;
virtual void reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv)=0;
virtual RID reflection_probe_instance_create(RID p_probe)=0;
virtual void reflection_probe_instance_set_transform(RID p_instance,const Transform& p_transform)=0;
virtual void reflection_probe_release_atlas_index(RID p_instance)=0;
virtual bool reflection_probe_instance_needs_redraw(RID p_instance)=0;
virtual bool reflection_probe_instance_has_reflection(RID p_instance)=0;
virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas)=0;
virtual bool reflection_probe_instance_postprocess_step(RID p_instance)=0;
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virtual RID gi_probe_instance_create()=0;
virtual void gi_probe_instance_set_light_data(RID p_probe,RID p_base,RID p_data)=0;
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virtual void gi_probe_instance_set_transform_to_data(RID p_probe,const Transform& p_xform)=0;
virtual void gi_probe_instance_set_bounds(RID p_probe,const Vector3& p_bounds)=0;
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virtual void render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass)=0;
virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count)=0;
virtual void set_scene_pass(uint64_t p_pass)=0;
virtual bool free(RID p_rid)=0;
virtual ~RasterizerScene() {}
};
class RasterizerStorage {
public:
/* TEXTURE API */
virtual RID texture_create()=0;
virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT)=0;
virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT)=0;
virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const=0;
virtual void texture_set_flags(RID p_texture,uint32_t p_flags)=0;
virtual uint32_t texture_get_flags(RID p_texture) const=0;
virtual Image::Format texture_get_format(RID p_texture) const=0;
virtual uint32_t texture_get_width(RID p_texture) const=0;
virtual uint32_t texture_get_height(RID p_texture) const=0;
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height)=0;
virtual void texture_set_path(RID p_texture,const String& p_path)=0;
virtual String texture_get_path(RID p_texture) const=0;
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable)=0;
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info)=0;
virtual RID texture_create_radiance_cubemap(RID p_source,int p_resolution=-1) const=0;
virtual void textures_keep_original(bool p_enable)=0;
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/* SKYBOX API */
virtual RID skybox_create()=0;
virtual void skybox_set_texture(RID p_skybox,RID p_cube_map,int p_radiance_size)=0;
/* SHADER API */
virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_SPATIAL)=0;
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0;
virtual VS::ShaderMode shader_get_mode(RID p_shader) const=0;
virtual void shader_set_code(RID p_shader, const String& p_code)=0;
virtual String shader_get_code(RID p_shader) const=0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture)=0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const=0;
/* COMMON MATERIAL API */
virtual RID material_create()=0;
virtual void material_set_shader(RID p_shader_material, RID p_shader)=0;
virtual RID material_get_shader(RID p_shader_material) const=0;
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value)=0;
virtual Variant material_get_param(RID p_material, const StringName& p_param) const=0;
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virtual void material_set_line_width(RID p_material, float p_width)=0;
virtual bool material_is_animated(RID p_material)=0;
virtual bool material_casts_shadows(RID p_material)=0;
virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance)=0;
virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance)=0;
/* MESH API */
virtual RID mesh_create()=0;
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const PoolVector<uint8_t>& p_array,int p_vertex_count,const PoolVector<uint8_t>& p_index_array,int p_index_count,const Rect3& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes=Vector<PoolVector<uint8_t> >(),const Vector<Rect3>& p_bone_aabbs=Vector<Rect3>())=0;
virtual void mesh_set_blend_shape_count(RID p_mesh,int p_amount)=0;
virtual int mesh_get_blend_shape_count(RID p_mesh) const=0;
virtual void mesh_set_blend_shape_mode(RID p_mesh,VS::BlendShapeMode p_mode)=0;
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const=0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material)=0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const=0;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const=0;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const=0;
virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const=0;
virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const=0;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const=0;
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const=0;
virtual Rect3 mesh_surface_get_aabb(RID p_mesh, int p_surface) const=0;
virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const=0;
virtual Vector<Rect3> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const=0;
virtual void mesh_remove_surface(RID p_mesh,int p_index)=0;
virtual int mesh_get_surface_count(RID p_mesh) const=0;
virtual void mesh_set_custom_aabb(RID p_mesh,const Rect3& p_aabb)=0;
virtual Rect3 mesh_get_custom_aabb(RID p_mesh) const=0;
virtual Rect3 mesh_get_aabb(RID p_mesh, RID p_skeleton) const=0;
virtual void mesh_clear(RID p_mesh)=0;
/* MULTIMESH API */
virtual RID multimesh_create()=0;
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virtual void multimesh_allocate(RID p_multimesh,int p_instances,VS::MultimeshTransformFormat p_transform_format,VS::MultimeshColorFormat p_color_format)=0;
virtual int multimesh_get_instance_count(RID p_multimesh) const=0;
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh)=0;
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform)=0;
virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Transform2D& p_transform)=0;
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color)=0;
virtual RID multimesh_get_mesh(RID p_multimesh) const=0;
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0;
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const=0;
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const=0;
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible)=0;
virtual int multimesh_get_visible_instances(RID p_multimesh) const=0;
virtual Rect3 multimesh_get_aabb(RID p_multimesh) const=0;
/* IMMEDIATE API */
virtual RID immediate_create()=0;
virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID())=0;
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex)=0;
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal)=0;
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent)=0;
virtual void immediate_color(RID p_immediate,const Color& p_color)=0;
virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv)=0;
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv)=0;
virtual void immediate_end(RID p_immediate)=0;
virtual void immediate_clear(RID p_immediate)=0;
virtual void immediate_set_material(RID p_immediate,RID p_material)=0;
virtual RID immediate_get_material(RID p_immediate) const=0;
virtual Rect3 immediate_get_aabb(RID p_immediate) const=0;
/* SKELETON API */
virtual RID skeleton_create()=0;
virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false)=0;
virtual int skeleton_get_bone_count(RID p_skeleton) const=0;
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform)=0;
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone) const =0;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Transform2D& p_transform)=0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const=0;
/* Light API */
virtual RID light_create(VS::LightType p_type)=0;
virtual void light_set_color(RID p_light,const Color& p_color)=0;
virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value)=0;
virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
virtual void light_set_shadow_color(RID p_light,const Color& p_color)=0;
virtual void light_set_projector(RID p_light,RID p_texture)=0;
virtual void light_set_negative(RID p_light,bool p_enable)=0;
virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0;
virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0;
virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail)=0;
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
virtual void light_directional_set_blend_splits(RID p_light,bool p_enable)=0;
virtual bool light_directional_get_blend_splits(RID p_light) const=0;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light)=0;
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light)=0;
virtual bool light_has_shadow(RID p_light) const=0;
virtual VS::LightType light_get_type(RID p_light) const=0;
virtual Rect3 light_get_aabb(RID p_light) const=0;
virtual float light_get_param(RID p_light,VS::LightParam p_param)=0;
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virtual Color light_get_color(RID p_light)=0;
virtual uint64_t light_get_version(RID p_light) const=0;
/* PROBE API */
virtual RID reflection_probe_create()=0;
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virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode)=0;
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity)=0;
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virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color& p_ambient)=0;
virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy)=0;
virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib)=0;
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance)=0;
virtual void reflection_probe_set_extents(RID p_probe, const Vector3& p_extents)=0;
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset)=0;
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virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable)=0;
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable)=0;
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable)=0;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers)=0;
virtual Rect3 reflection_probe_get_aabb(RID p_probe) const=0;
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virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const=0;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const=0;
virtual Vector3 reflection_probe_get_extents(RID p_probe) const=0;
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const=0;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const=0;
virtual bool reflection_probe_renders_shadows(RID p_probe) const=0;
/* ROOM API */
virtual RID room_create()=0;
virtual void room_add_bounds(RID p_room, const PoolVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform)=0;
virtual void room_clear_bounds(RID p_room)=0;
/* PORTAL API */
// portals are only (x/y) points, forming a convex shape, which its clockwise
// order points outside. (z is 0)=0;
virtual RID portal_create()=0;
virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape)=0;
virtual void portal_set_enabled(RID p_portal, bool p_enabled)=0;
virtual void portal_set_disable_distance(RID p_portal, float p_distance)=0;
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color)=0;
virtual void instance_add_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance)=0;
virtual void instance_remove_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance)=0;
virtual void instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance)=0;
virtual void instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance)=0;
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/* GI PROBE API */
virtual RID gi_probe_create()=0;
virtual void gi_probe_set_bounds(RID p_probe,const Rect3& p_bounds)=0;
virtual Rect3 gi_probe_get_bounds(RID p_probe) const=0;
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virtual void gi_probe_set_cell_size(RID p_probe,float p_range)=0;
virtual float gi_probe_get_cell_size(RID p_probe) const=0;
virtual void gi_probe_set_to_cell_xform(RID p_probe,const Transform& p_xform)=0;
virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const=0;
virtual void gi_probe_set_dynamic_data(RID p_probe,const PoolVector<int>& p_data)=0;
virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const=0;
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virtual void gi_probe_set_dynamic_range(RID p_probe,int p_range)=0;
virtual int gi_probe_get_dynamic_range(RID p_probe) const=0;
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virtual void gi_probe_set_energy(RID p_probe,float p_range)=0;
virtual float gi_probe_get_energy(RID p_probe) const=0;
virtual void gi_probe_set_interior(RID p_probe,bool p_enable)=0;
virtual bool gi_probe_is_interior(RID p_probe) const=0;
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virtual void gi_probe_set_compress(RID p_probe,bool p_enable)=0;
virtual bool gi_probe_is_compressed(RID p_probe) const=0;
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virtual uint32_t gi_probe_get_version(RID p_probe)=0;
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enum GIProbeCompression {
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GI_PROBE_UNCOMPRESSED,
GI_PROBE_S3TC,
GI_PROBE_ETC2
};
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virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const=0;
virtual RID gi_probe_dynamic_data_create(int p_width,int p_height,int p_depth,GIProbeCompression p_compression)=0;
virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data,int p_depth_slice,int p_slice_count,int p_mipmap,const void* p_data)=0;
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/* PARTICLES */
virtual RID particles_create()=0;
virtual void particles_set_emitting(RID p_particles,bool p_emitting)=0;
virtual void particles_set_amount(RID p_particles,int p_amount)=0;
virtual void particles_set_lifetime(RID p_particles,float p_lifetime)=0;
virtual void particles_set_pre_process_time(RID p_particles,float p_time)=0;
virtual void particles_set_explosiveness_ratio(RID p_particles,float p_ratio)=0;
virtual void particles_set_randomness_ratio(RID p_particles,float p_ratio)=0;
virtual void particles_set_custom_aabb(RID p_particles,const Rect3& p_aabb)=0;
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virtual void particles_set_gravity(RID p_particles,const Vector3& p_gravity)=0;
virtual void particles_set_use_local_coordinates(RID p_particles,bool p_enable)=0;
virtual void particles_set_process_material(RID p_particles,RID p_material)=0;
virtual void particles_set_emission_shape(RID p_particles,VS::ParticlesEmissionShape p_shape)=0;
virtual void particles_set_emission_sphere_radius(RID p_particles,float p_radius)=0;
virtual void particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents)=0;
virtual void particles_set_emission_points(RID p_particles,const PoolVector<Vector3>& p_points)=0;
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virtual void particles_set_draw_order(RID p_particles,VS::ParticlesDrawOrder p_order)=0;
virtual void particles_set_draw_passes(RID p_particles,int p_count)=0;
virtual void particles_set_draw_pass_material(RID p_particles,int p_pass, RID p_material)=0;
virtual void particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh)=0;
virtual Rect3 particles_get_current_aabb(RID p_particles)=0;
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/* RENDER TARGET */
enum RenderTargetFlags {
RENDER_TARGET_VFLIP,
RENDER_TARGET_TRANSPARENT,
RENDER_TARGET_NO_3D,
RENDER_TARGET_NO_SAMPLING,
RENDER_TARGET_HDR,
RENDER_TARGET_FLAG_MAX
};
virtual RID render_target_create()=0;
virtual void render_target_set_size(RID p_render_target,int p_width, int p_height)=0;
virtual RID render_target_get_texture(RID p_render_target) const=0;
virtual void render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value)=0;
virtual bool render_target_renedered_in_frame(RID p_render_target)=0;
virtual void render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa)=0;
/* CANVAS SHADOW */
virtual RID canvas_light_shadow_buffer_create(int p_width)=0;
/* LIGHT SHADOW MAPPING */
virtual RID canvas_light_occluder_create()=0;
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2>& p_lines)=0;
virtual VS::InstanceType get_base_type(RID p_rid) const=0;
virtual bool free(RID p_rid)=0;
static RasterizerStorage*base_signleton;
RasterizerStorage();
virtual ~RasterizerStorage() {}
};
class RasterizerCanvas {
public:
enum CanvasRectFlags {
CANVAS_RECT_REGION=1,
CANVAS_RECT_TILE=2,
CANVAS_RECT_FLIP_H=4,
CANVAS_RECT_FLIP_V=8,
CANVAS_RECT_TRANSPOSE=16
};
struct Light : public RID_Data {
bool enabled;
Color color;
Transform2D xform;
float height;
float energy;
float scale;
int z_min;
int z_max;
int layer_min;
int layer_max;
int item_mask;
int item_shadow_mask;
VS::CanvasLightMode mode;
RID texture;
Vector2 texture_offset;
RID canvas;
RID shadow_buffer;
int shadow_buffer_size;
float shadow_gradient_length;
VS::CanvasLightShadowFilter shadow_filter;
Color shadow_color;
void *texture_cache; // implementation dependent
Rect2 rect_cache;
Transform2D xform_cache;
float radius_cache; //used for shadow far plane
CameraMatrix shadow_matrix_cache;
Transform2D light_shader_xform;
Vector2 light_shader_pos;
Light *shadows_next_ptr;
Light *filter_next_ptr;
Light *next_ptr;
Light *mask_next_ptr;
RID light_internal;
Light() {
enabled=true;
color=Color(1,1,1);
shadow_color=Color(0,0,0,0);
height=0;
z_min=-1024;
z_max=1024;
layer_min=0;
layer_max=0;
item_mask=1;
scale=1.0;
energy=1.0;
item_shadow_mask=-1;
mode=VS::CANVAS_LIGHT_MODE_ADD;
texture_cache=NULL;
next_ptr=NULL;
mask_next_ptr=NULL;
filter_next_ptr=NULL;
shadow_buffer_size=256;
shadow_gradient_length=0;
shadow_filter=VS::CANVAS_LIGHT_FILTER_NONE;
}
};
virtual RID light_internal_create()=0;
virtual void light_internal_update(RID p_rid, Light* p_light)=0;
virtual void light_internal_free(RID p_rid)=0;
struct Item : public RID_Data {
struct Command {
enum Type {
TYPE_LINE,
TYPE_RECT,
TYPE_NINEPATCH,
TYPE_PRIMITIVE,
TYPE_POLYGON,
TYPE_MESH,
TYPE_MULTIMESH,
TYPE_CIRCLE,
TYPE_TRANSFORM,
TYPE_CLIP_IGNORE,
};
Type type;
virtual ~Command(){}
};
struct CommandLine : public Command {
Point2 from,to;
Color color;
float width;
bool antialiased;
CommandLine() { type = TYPE_LINE; }
};
struct CommandRect : public Command {
Rect2 rect;
RID texture;
Color modulate;
Rect2 source;
uint8_t flags;
CommandRect() { flags=0; type = TYPE_RECT; }
};
struct CommandNinePatch : public Command {
Rect2 rect;
Rect2 source;
RID texture;
float margin[4];
bool draw_center;
Color color;
VS::NinePatchAxisMode axis_x;
VS::NinePatchAxisMode axis_y;
CommandNinePatch() { draw_center=true; type = TYPE_NINEPATCH; }
};
struct CommandPrimitive : public Command {
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
RID texture;
float width;
CommandPrimitive() { type = TYPE_PRIMITIVE; width=1;}
};
struct CommandPolygon : public Command {
Vector<int> indices;
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
RID texture;
int count;
CommandPolygon() { type = TYPE_POLYGON; count = 0; }
};
struct CommandMesh : public Command {
RID mesh;
RID skeleton;
CommandMesh() { type = TYPE_MESH; }
};
struct CommandMultiMesh : public Command {
RID multimesh;
RID skeleton;
CommandMultiMesh() { type = TYPE_MULTIMESH; }
};
struct CommandCircle : public Command {
Point2 pos;
float radius;
Color color;
CommandCircle() { type = TYPE_CIRCLE; }
};
struct CommandTransform : public Command {
Transform2D xform;
CommandTransform() { type = TYPE_TRANSFORM; }
};
struct CommandClipIgnore : public Command {
bool ignore;
CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore=false; }
};
struct ViewportRender {
VisualServer*owner;
void* udata;
Rect2 rect;
};
Transform2D xform;
bool clip;
bool visible;
bool behind;
//VS::MaterialBlendMode blend_mode;
int light_mask;
Vector<Command*> commands;
mutable bool custom_rect;
mutable bool rect_dirty;
mutable Rect2 rect;
RID material;
Item*next;
struct CopyBackBuffer {
Rect2 rect;
Rect2 screen_rect;
bool full;
};
CopyBackBuffer *copy_back_buffer;
Color final_modulate;
Transform2D final_transform;
Rect2 final_clip_rect;
Item* final_clip_owner;
Item* material_owner;
ViewportRender *vp_render;
bool distance_field;
bool light_masked;
Rect2 global_rect_cache;
const Rect2& get_rect() const {
if (custom_rect || !rect_dirty)
return rect;
//must update rect
int s=commands.size();
if (s==0) {
rect=Rect2();
rect_dirty=false;
return rect;
}
Transform2D xf;
bool found_xform=false;
bool first=true;
const Item::Command * const *cmd = &commands[0];
for (int i=0;i<s;i++) {
const Item::Command *c=cmd[i];
Rect2 r;
switch(c->type) {
case Item::Command::TYPE_LINE: {
const Item::CommandLine* line = static_cast< const Item::CommandLine*>(c);
r.pos=line->from;
r.expand_to(line->to);
} break;
case Item::Command::TYPE_RECT: {
const Item::CommandRect* crect = static_cast< const Item::CommandRect*>(c);
r=crect->rect;
} break;
case Item::Command::TYPE_NINEPATCH: {
const Item::CommandNinePatch* style = static_cast< const Item::CommandNinePatch*>(c);
r=style->rect;
} break;
case Item::Command::TYPE_PRIMITIVE: {
const Item::CommandPrimitive* primitive = static_cast< const Item::CommandPrimitive*>(c);
r.pos=primitive->points[0];
for(int i=1;i<primitive->points.size();i++) {
r.expand_to(primitive->points[i]);
}
} break;
case Item::Command::TYPE_POLYGON: {
const Item::CommandPolygon* polygon = static_cast< const Item::CommandPolygon*>(c);
int l = polygon->points.size();
const Point2*pp=&polygon->points[0];
r.pos=pp[0];
for(int i=1;i<l;i++) {
r.expand_to(pp[i]);
}
} break;
case Item::Command::TYPE_MESH: {
const Item::CommandMesh* mesh = static_cast< const Item::CommandMesh*>(c);
Rect3 aabb = RasterizerStorage::base_signleton->mesh_get_aabb(mesh->mesh,mesh->skeleton);
r=Rect2(aabb.pos.x,aabb.pos.y,aabb.size.x,aabb.size.y);
} break;
case Item::Command::TYPE_MULTIMESH: {
const Item::CommandMultiMesh* multimesh = static_cast< const Item::CommandMultiMesh*>(c);
Rect3 aabb = RasterizerStorage::base_signleton->multimesh_get_aabb(multimesh->multimesh);
r=Rect2(aabb.pos.x,aabb.pos.y,aabb.size.x,aabb.size.y);
} break;
case Item::Command::TYPE_CIRCLE: {
const Item::CommandCircle* circle = static_cast< const Item::CommandCircle*>(c);
r.pos=Point2(-circle->radius,-circle->radius)+circle->pos;
r.size=Point2(circle->radius*2.0,circle->radius*2.0);
} break;
case Item::Command::TYPE_TRANSFORM: {
const Item::CommandTransform* transform = static_cast<const Item::CommandTransform*>(c);
xf=transform->xform;
found_xform=true;
continue;
} break;
case Item::Command::TYPE_CLIP_IGNORE: {
} break;
}
if (found_xform) {
r = xf.xform(r);
found_xform=false;
}
if (first) {
rect=r;
first=false;
} else
rect=rect.merge(r);
}
rect_dirty=false;
return rect;
}
void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true; final_clip_owner=NULL; material_owner=NULL; light_masked=false; }
Item() { light_mask=1; vp_render=NULL; next=NULL; final_clip_owner=NULL; clip=false; final_modulate=Color(1,1,1,1); visible=true; rect_dirty=true; custom_rect=false; behind=false; material_owner=NULL; copy_back_buffer=NULL; distance_field=false; light_masked=false; }
virtual ~Item() { clear(); if (copy_back_buffer) memdelete(copy_back_buffer); }
};
virtual void canvas_begin()=0;
virtual void canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light)=0;
virtual void canvas_debug_viewport_shadows(Light* p_lights_with_shadow)=0;
struct LightOccluderInstance : public RID_Data {
bool enabled;
RID canvas;
RID polygon;
RID polygon_buffer;
Rect2 aabb_cache;
Transform2D xform;
Transform2D xform_cache;
int light_mask;
VS::CanvasOccluderPolygonCullMode cull_cache;
LightOccluderInstance *next;
LightOccluderInstance() { enabled=true; next=NULL; light_mask=1; cull_cache=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
};
virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache)=0;
virtual void reset_canvas()=0;
virtual ~RasterizerCanvas() {}
};
class Rasterizer {
protected:
static Rasterizer* (*_create_func)();
public:
static Rasterizer *create();
virtual RasterizerStorage *get_storage()=0;
virtual RasterizerCanvas *get_canvas()=0;
virtual RasterizerScene *get_scene()=0;
virtual void initialize()=0;
virtual void begin_frame()=0;
virtual void set_current_render_target(RID p_render_target)=0;
virtual void restore_render_target()=0;
virtual void clear_render_target(const Color& p_color)=0;
virtual void blit_render_target_to_screen(RID p_render_target,const Rect2& p_screen_rect,int p_screen=0)=0;
virtual void end_frame()=0;
virtual void finalize()=0;
virtual ~Rasterizer() {}
};
#if 0
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
#include "servers/visual_server.h"
#include "camera_matrix.h"
#include "map.h"
#include "self_list.h"
class Rasterizer {
protected:
typedef void (*ItemDrawViewportFunc)(VisualServer*owner,void*ud,const Rect2& p_rect);
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RID create_default_material();
RID create_overdraw_debug_material();
/* Fixed Material Shader API */
union FixedSpatialMaterialShaderKey {
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struct {
uint16_t texcoord_mask;
uint8_t texture_mask;
uint8_t light_shader:2;
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bool use_alpha:1;
bool use_color_array:1;
bool use_pointsize:1;
bool discard_alpha:1;
bool use_xy_normalmap:1;
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bool valid:1;
};
uint32_t key;
_FORCE_INLINE_ bool operator<(const FixedSpatialMaterialShaderKey& p_key) const { return key<p_key.key; }
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};
struct FixedSpatialMaterialShader {
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int refcount;
RID shader;
};
Map<FixedSpatialMaterialShaderKey,FixedSpatialMaterialShader> fixed_material_shaders;
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RID _create_shader(const FixedSpatialMaterialShaderKey& p_key);
void _free_shader(const FixedSpatialMaterialShaderKey& p_key);
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struct FixedSpatialMaterial {
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RID self;
bool use_alpha;
bool use_color_array;
bool discard_alpha;
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bool use_pointsize;
bool use_xy_normalmap;
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float point_size;
Transform uv_xform;
VS::FixedSpatialMaterialLightShader light_shader;
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RID texture[VS::FIXED_MATERIAL_PARAM_MAX];
Variant param[VS::FIXED_MATERIAL_PARAM_MAX];
VS::FixedSpatialMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX];
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SelfList<FixedSpatialMaterial> dirty_list;
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FixedSpatialMaterialShaderKey current_key;
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_FORCE_INLINE_ FixedSpatialMaterialShaderKey get_key() const {
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FixedSpatialMaterialShaderKey k;
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k.key=0;
k.use_alpha=use_alpha;
k.use_color_array=use_color_array;
k.use_pointsize=use_pointsize;
k.use_xy_normalmap=use_xy_normalmap;
k.discard_alpha=discard_alpha;
k.light_shader=light_shader;
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k.valid=true;
for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
if (texture[i].is_valid()) {
//print_line("valid: "+itos(i));
k.texture_mask|=(1<<i);
k.texcoord_mask|=(texture_tc[i])<<(i*2);
}
}
return k;
}
FixedSpatialMaterial() : dirty_list(this) {
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use_alpha=false;
use_color_array=false;
use_pointsize=false;
discard_alpha=false;
use_xy_normalmap=false;
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point_size=1.0;
light_shader=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT;
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for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
texture_tc[i]=VS::FIXED_MATERIAL_TEXCOORD_UV;
}
param[VS::FIXED_MATERIAL_PARAM_DIFFUSE]=Color(1,1,1);
param[VS::FIXED_MATERIAL_PARAM_DETAIL]=1.0;
param[VS::FIXED_MATERIAL_PARAM_EMISSION]=Color(0,0,0);
param[VS::FIXED_MATERIAL_PARAM_GLOW]=0;
param[VS::FIXED_MATERIAL_PARAM_SHADE_PARAM]=0;
param[VS::FIXED_MATERIAL_PARAM_SPECULAR]=Color(0.0,0.0,0.0);
param[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]=40;
param[VS::FIXED_MATERIAL_PARAM_NORMAL]=1;
current_key.key=0;
}
};
StringName _fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_MAX];
StringName _fixed_material_tex_names[VS::FIXED_MATERIAL_PARAM_MAX];
StringName _fixed_material_uv_xform_name;
StringName _fixed_material_point_size_name;
Map<RID,FixedSpatialMaterial*> fixed_materials;
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SelfList<FixedSpatialMaterial>::List fixed_material_dirty_list;
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protected:
void _update_fixed_materials();
void _free_fixed_material(const RID& p_material);
public:
enum ShadowFilterTechnique {
SHADOW_FILTER_NONE,
SHADOW_FILTER_PCF5,
SHADOW_FILTER_PCF13,
SHADOW_FILTER_ESM,
SHADOW_FILTER_VSM,
};
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/* TEXTURE API */
virtual RID texture_create()=0;
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RID texture_create_from_image(const Image& p_image,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); // helper
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virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT)=0;
virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT)=0;
virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const=0;
virtual void texture_set_flags(RID p_texture,uint32_t p_flags)=0;
virtual uint32_t texture_get_flags(RID p_texture) const=0;
virtual Image::Format texture_get_format(RID p_texture) const=0;
virtual uint32_t texture_get_width(RID p_texture) const=0;
virtual uint32_t texture_get_height(RID p_texture) const=0;
virtual bool texture_has_alpha(RID p_texture) const=0;
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height)=0;
virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const=0;
virtual void texture_set_path(RID p_texture,const String& p_path)=0;
virtual String texture_get_path(RID p_texture) const=0;
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info)=0;
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable)=0;
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/* SHADER API */
virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL)=0;
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0;
virtual VS::ShaderMode shader_get_mode(RID p_shader) const=0;
virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0)=0;
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virtual String shader_get_fragment_code(RID p_shader) const=0;
virtual String shader_get_vertex_code(RID p_shader) const=0;
virtual String shader_get_light_code(RID p_shader) const=0;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture)=0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const=0;
virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name)=0;
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/* COMMON MATERIAL API */
virtual RID material_create()=0;
virtual void material_set_shader(RID p_shader_material, RID p_shader)=0;
virtual RID material_get_shader(RID p_shader_material) const=0;
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value)=0;
virtual Variant material_get_param(RID p_material, const StringName& p_param) const=0;
virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled)=0;
virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const=0;
virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode)=0;
virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0;
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virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)=0;
virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const=0;
virtual void material_set_line_width(RID p_material,float p_line_width)=0;
virtual float material_get_line_width(RID p_material) const=0;
/* FIXED MATERIAL */
virtual RID fixed_material_create();
virtual void fixed_material_set_flag(RID p_material, VS::FixedSpatialMaterialFlags p_flag, bool p_enabled);
virtual bool fixed_material_get_flag(RID p_material, VS::FixedSpatialMaterialFlags p_flag) const;
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virtual void fixed_material_set_parameter(RID p_material, VS::FixedSpatialMaterialParam p_parameter, const Variant& p_value);
virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
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virtual void fixed_material_set_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter, RID p_texture);
virtual RID fixed_material_get_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
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virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter, VS::FixedSpatialMaterialTexCoordMode p_mode);
virtual VS::FixedSpatialMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
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virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
virtual Transform fixed_material_get_uv_transform(RID p_material) const;
virtual void fixed_material_set_light_shader(RID p_material,VS::FixedSpatialMaterialLightShader p_shader);
virtual VS::FixedSpatialMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
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virtual void fixed_material_set_point_size(RID p_material,float p_size);
virtual float fixed_material_get_point_size(RID p_material) const;
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/* MESH API */
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virtual RID mesh_create()=0;
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virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false)=0;
virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const=0;
virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const=0;
virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat)=0;
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0;
virtual int mesh_get_morph_target_count(RID p_mesh) const=0;
virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode)=0;
virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const=0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false)=0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const=0;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const=0;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const=0;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const=0;
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const=0;
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virtual void mesh_remove_surface(RID p_mesh,int p_index)=0;
virtual int mesh_get_surface_count(RID p_mesh) const=0;
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virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) const=0;
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virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb)=0;
virtual AABB mesh_get_custom_aabb(RID p_mesh) const=0;
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/* MULTIMESH API */
virtual RID multimesh_create()=0;
virtual void multimesh_set_instance_count(RID p_multimesh,int p_count)=0;
virtual int multimesh_get_instance_count(RID p_multimesh) const=0;
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh)=0;
virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb)=0;
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform)=0;
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color)=0;
virtual RID multimesh_get_mesh(RID p_multimesh) const=0;
virtual AABB multimesh_get_aabb(RID p_multimesh) const=0;;
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0;
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const=0;
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible)=0;
virtual int multimesh_get_visible_instances(RID p_multimesh) const=0;
/* BAKED LIGHT */
/* IMMEDIATE API */
virtual RID immediate_create()=0;
virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID())=0;
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex)=0;
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal)=0;
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent)=0;
virtual void immediate_color(RID p_immediate,const Color& p_color)=0;
virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv)=0;
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv)=0;
virtual void immediate_end(RID p_immediate)=0;
virtual void immediate_clear(RID p_immediate)=0;
virtual AABB immediate_get_aabb(RID p_immediate) const=0;
virtual void immediate_set_material(RID p_immediate,RID p_material)=0;
virtual RID immediate_get_material(RID p_immediate) const=0;
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/* PARTICLES API */
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virtual RID particles_create()=0;
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virtual void particles_set_amount(RID p_particles, int p_amount)=0;
virtual int particles_get_amount(RID p_particles) const=0;
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virtual void particles_set_emitting(RID p_particles, bool p_emitting)=0;
virtual bool particles_is_emitting(RID p_particles) const=0;
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virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility)=0;
virtual AABB particles_get_visibility_aabb(RID p_particles) const=0;
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virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents)=0;
virtual Vector3 particles_get_emission_half_extents(RID p_particles) const=0;
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virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity)=0;
virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const=0;
virtual void particles_set_emission_points(RID p_particles, const PoolVector<Vector3>& p_points)=0;
virtual PoolVector<Vector3> particles_get_emission_points(RID p_particles) const=0;
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virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal)=0;
virtual Vector3 particles_get_gravity_normal(RID p_particles) const=0;
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virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value)=0;
virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const=0;
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virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness)=0;
virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const=0;
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virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos)=0;
virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const=0;
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virtual void particles_set_color_phases(RID p_particles, int p_phases)=0;
virtual int particles_get_color_phases(RID p_particles) const=0;
virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color)=0;
virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const=0;
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virtual void particles_set_attractors(RID p_particles, int p_attractors)=0;
virtual int particles_get_attractors(RID p_particles) const=0;
virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos)=0;
virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const=0;
virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force)=0;
virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const=0;
virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false)=0;
virtual RID particles_get_material(RID p_particles) const=0;
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virtual AABB particles_get_aabb(RID p_particles) const=0;
virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable)=0;
virtual bool particles_has_height_from_velocity(RID p_particles) const=0;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable)=0;
virtual bool particles_is_using_local_coordinates(RID p_particles) const=0;
/* SKELETON API */
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virtual RID skeleton_create()=0;
virtual void skeleton_resize(RID p_skeleton,int p_bones)=0;
virtual int skeleton_get_bone_count(RID p_skeleton) const=0;
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform)=0;
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone)=0;
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/* LIGHT API */
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virtual RID light_create(VS::LightType p_type)=0;
virtual VS::LightType light_get_type(RID p_light) const=0;
virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color)=0;
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virtual Color light_get_color(RID p_light,VS::LightColor p_type) const=0;
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virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
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virtual bool light_has_shadow(RID p_light) const=0;
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virtual void light_set_volumetric(RID p_light,bool p_enabled)=0;
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virtual bool light_is_volumetric(RID p_light) const=0;
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virtual void light_set_projector(RID p_light,RID p_texture)=0;
virtual RID light_get_projector(RID p_light) const=0;
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virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value)=0;
virtual float light_get_var(RID p_light, VS::LightParam p_var) const=0;
virtual void light_set_operator(RID p_light,VS::LightOp p_op)=0;
virtual VS::LightOp light_get_operator(RID p_light) const=0;
virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0;
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const=0;
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const=0;
virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value)=0;
virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const=0;
virtual AABB light_get_aabb(RID p_poly) const=0;
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virtual RID light_instance_create(RID p_light)=0;
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virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform)=0;
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enum ShadowType {
SHADOW_NONE,
SHADOW_SIMPLE,
SHADOW_ORTHOGONAL,
SHADOW_DUAL_PARABOLOID,
SHADOW_CUBE,
SHADOW_PSSM, //parallel split shadow map
SHADOW_PSM //perspective shadow map
};
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enum ShadowPass {
PASS_DUAL_PARABOLOID_FRONT=0,
PASS_DUAL_PARABOLOID_BACK=1,
PASS_CUBE_FRONT=0,
PASS_CUBE_BACK=1,
PASS_CUBE_TOP=2,
PASS_CUBE_BOTTOM=3,
PASS_CUBE_LEFT=4,
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PASS_CUBE_RIGHT=5,
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};
virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const=0;
virtual int light_instance_get_shadow_passes(RID p_light_instance) const=0;
virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0)=0;
virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const=0;
virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const=0;
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/* SHADOWS */
virtual void shadow_clear_near()=0;
virtual bool shadow_allocate_near(RID p_light)=0; //true on successful alloc
virtual bool shadow_allocate_far(RID p_light)=0; //true on successful alloc
/* PARTICLES INSTANCE */
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virtual RID particles_instance_create(RID p_particles)=0;
virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform)=0;
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/* RENDER API */
/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
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/* VIEWPORT API */
virtual RID viewport_data_create()=0;
virtual RID render_target_create()=0;
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height)=0;
virtual RID render_target_get_texture(RID p_render_target) const=0;
virtual bool render_target_renedered_in_frame(RID p_render_target)=0;
virtual void begin_frame()=0;
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virtual void set_viewport(const VS::ViewportRect& p_viewport)=0;
virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false)=0;
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virtual void clear_viewport(const Color& p_color)=0;
virtual void capture_viewport(Image* r_capture)=0;
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virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug)=0;
virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass )=0;
virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint)=0;
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virtual void add_light( RID p_light_instance )=0; ///< all "add_light" calls happen before add_geometry calls
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typedef Map<StringName,Variant> ParamOverrideMap;
struct BakedLightData {
VS::BakedLightMode mode;
RID octree_texture;
RID light_texture;
float color_multiplier; //used for both lightmaps and octree
Transform octree_transform;
Map<int,RID> lightmaps;
//cache
float octree_lattice_size;
float octree_lattice_divide;
float texture_multiplier;
float lightmap_multiplier;
int octree_steps;
Vector2 octree_tex_pixel_size;
Vector2 light_tex_pixel_size;
bool realtime_color_enabled;
Color realtime_color;
float realtime_energy;
};
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struct InstanceData {
Transform transform;
RID skeleton;
RID material_override;
RID sampled_light;
Vector<RID> materials;
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Vector<RID> light_instances;
Vector<float> morph_values;
BakedLightData *baked_light;
VS::ShadowCastingSetting cast_shadows;
Transform *baked_light_octree_xform;
int baked_lightmap_id;
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bool mirror :8;
bool depth_scale :8;
bool billboard :8;
bool billboard_y :8;
bool receive_shadows : 8;
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};
virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data)=0;
virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data)=0;
virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data)=0;
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virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data)=0;
virtual void end_scene()=0;
virtual void end_shadow_map()=0;
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virtual void end_frame()=0;
virtual void flush_frame(); //not necesary in most cases
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/* CANVAS API */
enum CanvasRectFlags {
CANVAS_RECT_REGION=1,
CANVAS_RECT_TILE=2,
CANVAS_RECT_FLIP_H=4,
CANVAS_RECT_FLIP_V=8,
CANVAS_RECT_TRANSPOSE=16
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};
struct Light {
bool enabled;
Color color;
Matrix32 xform;
float height;
float energy;
float scale;
int z_min;
int z_max;
int layer_min;
int layer_max;
int item_mask;
int item_shadow_mask;
VS::LightMode mode;
RID texture;
Vector2 texture_offset;
RID canvas;
RID shadow_buffer;
int shadow_buffer_size;
float shadow_esm_mult;
Color shadow_color;
void *texture_cache; // implementation dependent
Rect2 rect_cache;
Matrix32 xform_cache;
float radius_cache; //used for shadow far plane
CameraMatrix shadow_matrix_cache;
Matrix32 light_shader_xform;
Vector2 light_shader_pos;
Light *shadows_next_ptr;
Light *filter_next_ptr;
Light *next_ptr;
Light *mask_next_ptr;
Light() {
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enabled=true;
color=Color(1,1,1);
shadow_color=Color(0,0,0,0);
height=0;
z_min=-1024;
z_max=1024;
layer_min=0;
layer_max=0;
item_mask=1;
scale=1.0;
energy=1.0;
item_shadow_mask=-1;
mode=VS::CANVAS_LIGHT_MODE_ADD;
texture_cache=NULL;
next_ptr=NULL;
mask_next_ptr=NULL;
filter_next_ptr=NULL;
shadow_buffer_size=2048;
shadow_esm_mult=80;
}
};
struct Item;
struct ItemMaterial {
RID shader;
Map<StringName,Variant> shader_param;
uint32_t shader_version;
Set<Item*> owners;
VS::ItemShadingMode shading_mode;
ItemMaterial() {shading_mode=VS::CANVAS_ITEM_SHADING_NORMAL; shader_version=0; }
};
struct Item {
struct Command {
enum Type {
TYPE_LINE,
TYPE_RECT,
TYPE_STYLE,
TYPE_PRIMITIVE,
TYPE_POLYGON,
TYPE_POLYGON_PTR,
TYPE_CIRCLE,
TYPE_TRANSFORM,
TYPE_BLEND_MODE,
TYPE_CLIP_IGNORE,
};
Type type;
virtual ~Command(){}
};
struct CommandLine : public Command {
Point2 from,to;
Color color;
float width;
bool antialiased;
CommandLine() { type = TYPE_LINE; }
};
struct CommandRect : public Command {
Rect2 rect;
RID texture;
Color modulate;
Rect2 source;
uint8_t flags;
CommandRect() { flags=0; type = TYPE_RECT; }
};
struct CommandStyle : public Command {
Rect2 rect;
Rect2 source;
RID texture;
float margin[4];
bool draw_center;
Color color;
CommandStyle() { draw_center=true; type = TYPE_STYLE; }
};
struct CommandPrimitive : public Command {
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
RID texture;
float width;
CommandPrimitive() { type = TYPE_PRIMITIVE; width=1;}
};
struct CommandPolygon : public Command {
Vector<int> indices;
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
RID texture;
int count;
CommandPolygon() { type = TYPE_POLYGON; count = 0; }
};
struct CommandPolygonPtr : public Command {
const int* indices;
const Point2* points;
const Point2* uvs;
const Color* colors;
RID texture;
int count;
CommandPolygonPtr() { type = TYPE_POLYGON_PTR; count = 0; }
};
struct CommandCircle : public Command {
Point2 pos;
float radius;
Color color;
CommandCircle() { type = TYPE_CIRCLE; }
};
struct CommandTransform : public Command {
Matrix32 xform;
CommandTransform() { type = TYPE_TRANSFORM; }
};
struct CommandBlendMode : public Command {
VS::MaterialBlendMode blend_mode;
CommandBlendMode() { type = TYPE_BLEND_MODE; blend_mode = VS::MATERIAL_BLEND_MODE_MIX; }
};
struct CommandClipIgnore : public Command {
bool ignore;
CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore=false; }
};
struct ViewportRender {
VisualServer*owner;
void* udata;
Rect2 rect;
};
Matrix32 xform;
bool clip;
bool visible;
bool ontop;
VS::MaterialBlendMode blend_mode;
int light_mask;
Vector<Command*> commands;
mutable bool custom_rect;
mutable bool rect_dirty;
mutable Rect2 rect;
Item*next;
ItemMaterial* material;
struct CopyBackBuffer {
Rect2 rect;
Rect2 screen_rect;
bool full;
};
CopyBackBuffer *copy_back_buffer;
float final_opacity;
Matrix32 final_transform;
Rect2 final_clip_rect;
Item* final_clip_owner;
Item* material_owner;
ViewportRender *vp_render;
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bool distance_field;
bool light_masked;
Rect2 global_rect_cache;
const Rect2& get_rect() const {
if (custom_rect || !rect_dirty)
return rect;
//must update rect
int s=commands.size();
if (s==0) {
rect=Rect2();
rect_dirty=false;
return rect;
}
Matrix32 xf;
bool found_xform=false;
bool first=true;
const Item::Command * const *cmd = &commands[0];
for (int i=0;i<s;i++) {
const Item::Command *c=cmd[i];
Rect2 r;
switch(c->type) {
case Item::Command::TYPE_LINE: {
const Item::CommandLine* line = static_cast< const Item::CommandLine*>(c);
r.pos=line->from;
r.expand_to(line->to);
} break;
case Item::Command::TYPE_RECT: {
const Item::CommandRect* crect = static_cast< const Item::CommandRect*>(c);
r=crect->rect;
} break;
case Item::Command::TYPE_STYLE: {
const Item::CommandStyle* style = static_cast< const Item::CommandStyle*>(c);
r=style->rect;
} break;
case Item::Command::TYPE_PRIMITIVE: {
const Item::CommandPrimitive* primitive = static_cast< const Item::CommandPrimitive*>(c);
r.pos=primitive->points[0];
for(int i=1;i<primitive->points.size();i++) {
r.expand_to(primitive->points[i]);
}
} break;
case Item::Command::TYPE_POLYGON: {
const Item::CommandPolygon* polygon = static_cast< const Item::CommandPolygon*>(c);
int l = polygon->points.size();
const Point2*pp=&polygon->points[0];
r.pos=pp[0];
for(int i=1;i<l;i++) {
r.expand_to(pp[i]);
}
} break;
case Item::Command::TYPE_POLYGON_PTR: {
const Item::CommandPolygonPtr* polygon = static_cast< const Item::CommandPolygonPtr*>(c);
int l = polygon->count;
if (polygon->indices != NULL) {
r.pos=polygon->points[polygon->indices[0]];
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for (int i=1; i<l; i++) {
r.expand_to(polygon->points[polygon->indices[i]]);
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}
} else {
r.pos=polygon->points[0];
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for (int i=1; i<l; i++) {
r.expand_to(polygon->points[i]);
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}
}
} break;
case Item::Command::TYPE_CIRCLE: {
const Item::CommandCircle* circle = static_cast< const Item::CommandCircle*>(c);
r.pos=Point2(-circle->radius,-circle->radius)+circle->pos;
r.size=Point2(circle->radius*2.0,circle->radius*2.0);
} break;
case Item::Command::TYPE_TRANSFORM: {
const Item::CommandTransform* transform = static_cast<const Item::CommandTransform*>(c);
xf=transform->xform;
found_xform=true;
continue;
} break;
case Item::Command::TYPE_BLEND_MODE: {
} break;
case Item::Command::TYPE_CLIP_IGNORE: {
} break;
}
if (found_xform) {
r = xf.xform(r);
found_xform=false;
}
if (first) {
rect=r;
first=false;
} else
rect=rect.merge(r);
}
rect_dirty=false;
return rect;
}
void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true; final_clip_owner=NULL; material_owner=NULL; light_masked=false; }
Item() { light_mask=1; vp_render=NULL; next=NULL; final_clip_owner=NULL; clip=false; final_opacity=1; blend_mode=VS::MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; material_owner=NULL; material=NULL; copy_back_buffer=NULL; distance_field=false; light_masked=false; }
virtual ~Item() { clear(); if (copy_back_buffer) memdelete(copy_back_buffer); }
};
ItemDrawViewportFunc draw_viewport_func;
virtual void begin_canvas_bg()=0;
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virtual void canvas_begin()=0;
virtual void canvas_disable_blending()=0;
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virtual void canvas_set_opacity(float p_opacity)=0;
virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode)=0;
virtual void canvas_begin_rect(const Matrix32& p_transform)=0;
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virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect)=0;
virtual void canvas_end_rect()=0;
virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width,bool p_antialiased)=0;
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virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate)=0;
virtual void canvas_draw_style_box(const Rect2& p_rect, const Rect2& p_src_region, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1))=0;
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virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width)=0;
virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor)=0;
virtual void canvas_set_transform(const Matrix32& p_transform)=0;
virtual void canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light)=0;
virtual void canvas_debug_viewport_shadows(Light* p_lights_with_shadow)=0;
/* LIGHT SHADOW MAPPING */
virtual RID canvas_light_occluder_create()=0;
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2>& p_lines)=0;
virtual RID canvas_light_shadow_buffer_create(int p_width)=0;
struct LightOccluderInstance {
bool enabled;
RID canvas;
RID polygon;
RID polygon_buffer;
Rect2 aabb_cache;
Matrix32 xform;
Matrix32 xform_cache;
int light_mask;
VS::CanvasOccluderPolygonCullMode cull_cache;
LightOccluderInstance *next;
LightOccluderInstance() { enabled=true; next=NULL; light_mask=1; cull_cache=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
};
virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache)=0;
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/* ENVIRONMENT */
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virtual RID environment_create()=0;
virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg)=0;
virtual VS::EnvironmentBG environment_get_background(RID p_env) const=0;
virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value)=0;
virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const=0;
virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled)=0;
virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const=0;
virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value)=0;
virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const=0;
/* SAMPLED LIGHT */
virtual RID sampled_light_dp_create(int p_width,int p_height)=0;
virtual void sampled_light_dp_update(RID p_sampled_light,const Color *p_data,float p_multiplier)=0;
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/*MISC*/
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virtual bool is_texture(const RID& p_rid) const=0;
virtual bool is_material(const RID& p_rid) const=0;
virtual bool is_mesh(const RID& p_rid) const=0;
virtual bool is_multimesh(const RID& p_rid) const=0;
virtual bool is_immediate(const RID& p_rid) const=0;
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virtual bool is_particles(const RID &p_beam) const=0;
virtual bool is_light(const RID& p_rid) const=0;
virtual bool is_light_instance(const RID& p_rid) const=0;
virtual bool is_particles_instance(const RID& p_rid) const=0;
virtual bool is_skeleton(const RID& p_rid) const=0;
virtual bool is_environment(const RID& p_rid) const=0;
virtual bool is_shader(const RID& p_rid) const=0;
virtual bool is_canvas_light_occluder(const RID& p_rid) const=0;
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virtual void free(const RID& p_rid)=0;
virtual void init()=0;
virtual void finish()=0;
virtual bool needs_to_draw_next_frame() const=0;
virtual void reload_vram() {}
virtual bool has_feature(VS::Features p_feature) const=0;
virtual void restore_framebuffer()=0;
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virtual int get_render_info(VS::RenderInfo p_info)=0;
virtual void set_force_16_bits_fbo(bool p_force) {}
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Rasterizer();
virtual ~Rasterizer() {}
};
#endif
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#endif