virtualx-engine/platform/iphone/rasterizer_iphone.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

894 lines
28 KiB
C++

/*************************************************************************/
/* rasterizer_iphone.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#ifdef IPHONE_ENABLED
#ifndef RASTERIZER_IPHONE_H
#define RASTERIZER_IPHONE_H
#include "servers/visual/rasterizer.h"
#include "image.h"
#include "rid.h"
#include "servers/visual_server.h"
#include "list.h"
#include "map.h"
#include "camera_matrix.h"
#include "sort.h"
#include <ES1/gl.h>
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class RasterizerIPhone : public Rasterizer {
enum {
SKINNED_BUFFER_SIZE = 1024 * 128, // 10k vertices
MAX_LIGHTS = 8,
};
uint8_t skinned_buffer[SKINNED_BUFFER_SIZE];
struct Texture {
uint32_t flags;
int width,height;
Image::Format format;
GLenum target;
GLenum gl_format_cache;
int gl_components_cache;
bool has_alpha;
bool format_has_alpha;
bool active;
GLuint tex_id;
bool mipmap_dirty;
Texture() {
flags=width=height=0;
tex_id=0;
format=Image::FORMAT_GRAYSCALE;
gl_components_cache=0;
format_has_alpha=false;
has_alpha=false;
active=false;
mipmap_dirty=true;
}
~Texture() {
if (tex_id!=0) {
glDeleteTextures(1,&tex_id);
}
}
};
mutable RID_Owner<Texture> texture_owner;
struct Material {
bool flags[VS::MATERIAL_FLAG_MAX];
Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX];
RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX];
Transform uv_transform;
VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
VS::MaterialBlendMode detail_blend_mode;
VS::FixedMaterialTexGenMode texgen_mode;
Material() {
flags[VS::MATERIAL_FLAG_VISIBLE]=true;
flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]=false;
flags[VS::MATERIAL_FLAG_INVERT_FACES]=false;
flags[VS::MATERIAL_FLAG_UNSHADED]=false;
flags[VS::MATERIAL_FLAG_WIREFRAME]=false;
parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8);
parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12;
for (int i=0; i<VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) {
texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
};
detail_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
texgen_mode = VS::FIXED_MATERIAL_TEXGEN_SPHERE;
}
};
mutable RID_Owner<Material> material_owner;
struct Geometry {
enum Type {
GEOMETRY_INVALID,
GEOMETRY_SURFACE,
GEOMETRY_POLY,
GEOMETRY_PARTICLES,
GEOMETRY_BEAM,
GEOMETRY_DETAILER,
};
Type type;
RID material;
bool has_alpha;
bool material_owned;
Vector3 scale;
Vector3 uv_scale;
Geometry() : scale(1, 1, 1) { has_alpha=false; material_owned = false; }
virtual ~Geometry() {};
};
struct GeometryOwner {
virtual ~GeometryOwner() {}
};
struct Surface : public Geometry {
struct ArrayData {
uint32_t ofs,size;
bool configured;
int components;
ArrayData() { ofs=0; size=0; configured=false; }
};
ArrayData array[VS::ARRAY_MAX];
// support for vertex array objects
GLuint array_object_id;
// support for vertex buffer object
GLuint vertex_id; // 0 means, unconfigured
GLuint index_id; // 0 means, unconfigured
// no support for the above, array in localmem.
uint8_t *array_local;
uint8_t *index_array_local;
AABB aabb;
int array_len;
int index_array_len;
VS::PrimitiveType primitive;
uint32_t format;
int stride;
bool active;
Point2 uv_min;
Point2 uv_max;
bool has_alpha_cache;
Surface() {
array_len=0;
type=GEOMETRY_SURFACE;
primitive=VS::PRIMITIVE_POINTS;
index_array_len=VS::NO_INDEX_ARRAY;
format=0;
stride=0;
array_local = index_array_local = 0;
vertex_id = index_id = 0;
active=false;
}
~Surface() {
}
};
struct Mesh {
bool active;
Vector<Surface*> surfaces;
mutable uint64_t last_pass;
Mesh() {
last_pass=0;
active=false;
}
};
mutable RID_Owner<Mesh> mesh_owner;
struct Poly : public Geometry {
struct Primitive {
Vector<Vector3> vertices;
Vector<Vector3> normals;
Vector<Vector3> uvs;
Vector<Color> colors;
};
AABB aabb;
List<Primitive> primitives;
Poly() {
type=GEOMETRY_POLY;
}
};
mutable RID_Owner<Poly> poly_owner;
struct Skeleton {
Vector<Transform> bones;
};
mutable RID_Owner<Skeleton> skeleton_owner;
struct Light {
VS::LightType type;
float vars[VS::LIGHT_PARAM_MAX];
Color colors[3];
bool shadow_enabled;
RID projector;
bool volumetric_enabled;
Color volumetric_color;
Light() {
vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1;
vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
vars[VS::LIGHT_PARAM_ATTENUATION]=1.0;
vars[VS::LIGHT_PARAM_ENERGY]=1.0;
vars[VS::LIGHT_PARAM_RADIUS]=1.0;
colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
shadow_enabled=false;
volumetric_enabled=false;
}
};
struct ShadowBuffer;
struct LightInstance {
struct SplitInfo {
CameraMatrix camera;
Transform transform;
float near;
float far;
};
RID light;
Light *base;
uint64_t last_pass;
Transform transform;
CameraMatrix projection;
Vector<SplitInfo> splits;
Vector3 light_vector;
Vector3 spot_vector;
float linear_att;
uint64_t hash_aux;
};
mutable RID_Owner<Light> light_owner;
mutable RID_Owner<LightInstance> light_instance_owner;
LightInstance *light_instances[MAX_LIGHTS];
int light_instance_count;
struct RenderList {
enum {
MAX_ELEMENTS=4096,
MAX_LIGHTS=4
};
struct Element {
float depth;
const Skeleton *skeleton;
Transform transform;
LightInstance* lights[MAX_LIGHTS];
int light_count;
const Geometry *geometry;
const Material *material;
uint64_t light_hash;
GeometryOwner *owner;
const ParamOverrideMap* material_overrides;
};
Element _elements[MAX_ELEMENTS];
Element *elements[MAX_ELEMENTS];
int element_count;
void clear() {
element_count=0;
}
struct SortZ {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
return A->depth > B->depth;
}
};
void sort_z() {
SortArray<Element*,SortZ> sorter;
sorter.sort(elements,element_count);
}
struct SortSkel {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
if (A->geometry < B->geometry)
return true;
else if (A->geometry > B->geometry)
return false;
else return (!A->skeleton && B->skeleton);
}
};
void sort_skel() {
SortArray<Element*,SortSkel> sorter;
sorter.sort(elements,element_count);
}
struct SortMat {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
if (A->geometry == B->geometry) {
if (A->material == B->material) {
return (A->material_overrides < B->material_overrides);
} else {
return (A->material < B->material);
}
} else {
return (A->geometry < B->geometry);
}
}
};
void sort_mat() {
SortArray<Element*,SortMat> sorter;
sorter.sort(elements,element_count);
}
struct SortMatLight {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
if (A->geometry == B->geometry) {
if (A->material == B->material) {
if (A->light_hash == B->light_hash)
return (A->material_overrides < B->material_overrides);
else
return A->light_hash<B->light_hash;
} else {
return (A->material < B->material);
}
} else {
return (A->geometry < B->geometry);
}
}
};
void sort_mat_light() {
SortArray<Element*,SortMatLight> sorter;
sorter.sort(elements,element_count);
}
struct LISort {
_FORCE_INLINE_ bool operator ()(const LightInstance *A, const LightInstance *B) const {
return (A->hash_aux < B->hash_aux);
}
};
_FORCE_INLINE_ void add_element( const Geometry *p_geometry, const Material* p_material,const Transform& p_transform, LightInstance **p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides, const Skeleton *p_skeleton, float p_depth, GeometryOwner *p_owner=NULL) {
ERR_FAIL_COND( element_count >= MAX_ELEMENTS );
Element *e = elements[element_count++];
e->geometry=p_geometry;
e->material=p_material;
e->transform=p_transform;
e->skeleton=p_skeleton;
e->light_hash=0;
e->light_count=p_light_count;
e->owner=p_owner;
e->material_overrides=p_material_overrides;
if (e->light_count>0) {
SortArray<LightInstance*,LISort> light_sort;
light_sort.sort(p_light_instances,p_light_count);
//@TODO OPTIOMIZE
for (int i=0;i<p_light_count;i++) {
e->lights[i]=p_light_instances[i];
if (i==0)
e->light_hash=hash_djb2_one_64( make_uint64_t(e->lights[i]) );
else
e->light_hash=hash_djb2_one_64( make_uint64_t(e->lights[i]),e->light_hash);
}
}
}
RenderList() {
for (int i=0;i<MAX_ELEMENTS;i++)
elements[i]=&_elements[i]; // assign elements
}
};
RenderList opaque_render_list;
RenderList alpha_render_list;
RID default_material;
struct FX {
bool bgcolor_active;
Color bgcolor;
bool skybox_active;
RID skybox_cubemap;
bool antialias_active;
float antialias_tolerance;
bool glow_active;
int glow_passes;
float glow_attenuation;
float glow_bloom;
bool ssao_active;
float ssao_attenuation;
float ssao_radius;
float ssao_max_distance;
float ssao_range_max;
float ssao_range_min;
bool ssao_only;
bool fog_active;
float fog_distance;
float fog_attenuation;
Color fog_color_near;
Color fog_color_far;
bool fog_bg;
bool toon_active;
float toon_treshold;
float toon_soft;
bool edge_active;
Color edge_color;
float edge_size;
FX();
};
mutable RID_Owner<FX> fx_owner;
FX *scene_fx;
CameraMatrix camera_projection;
Transform camera_transform;
Transform camera_transform_inverse;
float camera_z_near;
float camera_z_far;
Size2 camera_vp_size;
Plane camera_plane;
void _add_geometry( const Geometry* p_geometry, const Transform& p_world, uint32_t p_vertex_format, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides,const Skeleton* p_skeleton,GeometryOwner *p_owner);
void _render_list_forward(RenderList *p_render_list);
void _setup_light(LightInstance* p_instance, int p_idx);
void _setup_lights(LightInstance **p_lights,int p_light_count);
void _setup_material(const Geometry *p_geometry,const Material *p_material);
void _setup_geometry(const Geometry *p_geometry, const Material* p_material);
void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton);
/*********/
/* FRAME */
/*********/
Size2 window_size;
VS::ViewportRect viewport;
Transform canvas_transform;
double last_time;
double time_delta;
uint64_t frame;
public:
/* TEXTURE API */
virtual RID texture_create();
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);
virtual void texture_blit_rect(RID p_texture,int p_x,int p_y, const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
virtual Image texture_get_rect(RID p_texture,int p_x,int p_y,int p_width, int p_height,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
virtual uint32_t texture_get_flags(RID p_texture) const;
virtual Image::Format texture_get_format(RID p_texture) const;
virtual uint32_t texture_get_width(RID p_texture) const;
virtual uint32_t texture_get_height(RID p_texture) const;
virtual bool texture_has_alpha(RID p_texture) const;
/* SHADER API */
virtual RID shader_create();
virtual void shader_node_add(RID p_shader,VS::ShaderNodeType p_type,int p_id);
virtual void shader_node_remove(RID p_shader,int p_id);
virtual void shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type);
virtual void shader_node_set_param(RID p_shader, int p_id, const Variant& p_value);
virtual void shader_get_node_list(RID p_shader,List<int> *p_node_list) const;
virtual VS::ShaderNodeType shader_node_get_type(RID p_shader,int p_id) const;
virtual Variant shader_node_get_param(RID p_shader,int p_id) const;
virtual void shader_connect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
virtual bool shader_is_connected(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
virtual void shader_disconnect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
virtual void shader_get_connections(RID p_shader,List<VS::ShaderConnection> *p_connections) const;
virtual void shader_clear(RID p_shader);
/* COMMON MATERIAL API */
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
virtual void material_get_param_list(RID p_material, List<String> *p_param_list) const;
virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
virtual void material_set_line_width(RID p_material,float p_line_width);
virtual float material_get_line_width(RID p_material) const;
/* FIXED MATERIAL */
virtual RID material_create();
virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value);
virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
virtual void fixed_material_set_texgen_mode(RID p_material,VS::FixedMaterialTexGenMode p_mode);
virtual VS::FixedMaterialTexGenMode fixed_material_get_texgen_mode(RID p_material) const;
virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;
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;
/* SHADER MATERIAL */
virtual RID shader_material_create() const;
virtual void shader_material_set_vertex_shader(RID p_material,RID p_shader,bool p_owned=false);
virtual RID shader_material_get_vertex_shader(RID p_material) const;
virtual void shader_material_set_fragment_shader(RID p_material,RID p_shader,bool p_owned=false);
virtual RID shader_material_get_fragment_shader(RID p_material) const;
/* MESH API */
virtual RID mesh_create();
virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,uint32_t p_format,int p_array_len,int p_index_array_len=VS::NO_INDEX_ARRAY);
virtual Error mesh_surface_set_array(RID p_mesh, int p_surface,VS::ArrayType p_type,const Variant& p_array) ;
virtual Variant mesh_surface_get_array(RID p_mesh, int p_surface,VS::ArrayType p_type) const;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
virtual void mesh_erase_surface(RID p_mesh,int p_index);
virtual int mesh_get_surface_count(RID p_mesh) const;
virtual AABB mesh_get_aabb(RID p_mesh) const;
/* MULTIMESH API */
virtual RID multimesh_create();
virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual AABB multimesh_get_aabb(RID p_multimesh) const;;
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
/* POLY API */
virtual RID poly_create();
virtual void poly_set_material(RID p_poly, RID p_material,bool p_owned=false);
virtual void poly_add_primitive(RID p_poly, const Vector<Vector3>& p_points,const Vector<Vector3>& p_normals,const Vector<Color>& p_colors,const Vector<Vector3>& p_uvs);
virtual void poly_clear(RID p_poly);
virtual AABB poly_get_aabb(RID p_poly) const;
/* PARTICLES API */
virtual RID particles_create();
virtual void particles_set_amount(RID p_particles, int p_amount);
virtual int particles_get_amount(RID p_particles) const;
virtual void particles_set_emitting(RID p_particles, bool p_emitting);
virtual bool particles_is_emitting(RID p_particles) const;
virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
virtual AABB particles_get_visibility_aabb(RID p_particles) const;
virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value);
virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const;
virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness);
virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const;
virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
virtual void particles_set_color_phases(RID p_particles, int p_phases);
virtual int particles_get_color_phases(RID p_particles) const;
virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
virtual void particles_set_attractors(RID p_particles, int p_attractors);
virtual int particles_get_attractors(RID p_particles) const;
virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
virtual RID particles_get_material(RID p_particles) const;
virtual AABB particles_get_aabb(RID p_particles) const;
/* BEAM API */
virtual RID beam_create();
virtual void beam_set_point_count(RID p_beam, int p_count);
virtual int beam_get_point_count(RID p_beam) const;
virtual void beam_clear(RID p_beam);
virtual void beam_set_point(RID p_beam,int p_point,Vector3& p_pos);
virtual Vector3 beam_get_point(RID p_beam,int p_point) const;
virtual void beam_set_primitive(RID p_beam,VS::BeamPrimitive p_primitive);
virtual VS::BeamPrimitive beam_get_primitive(RID p_beam) const;
virtual void beam_set_material(RID p_beam, RID p_material);
virtual RID beam_get_material(RID p_beam) const;
virtual AABB beam_get_aabb(RID p_particles) const;
/* SKELETON API */
virtual RID skeleton_create();
virtual void skeleton_resize(RID p_skeleton,int p_bones);
virtual int skeleton_get_bone_count(RID p_skeleton) const;
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
/* LIGHT API */
virtual RID light_create(VS::LightType p_type);
virtual VS::LightType light_get_type(RID p_light) const;
virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color);
virtual Color light_get_color(RID p_light,VS::LightColor p_type) const;
virtual void light_set_shadow(RID p_light,bool p_enabled);
virtual bool light_has_shadow(RID p_light) const;
virtual void light_set_volumetric(RID p_light,bool p_enabled);
virtual bool light_is_volumetric(RID p_light) const;
virtual void light_set_projector(RID p_light,RID p_texture);
virtual RID light_get_projector(RID p_light) const;
virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value);
virtual float light_get_var(RID p_light, VS::LightParam p_var) const;
virtual AABB light_get_aabb(RID p_poly) const;
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
virtual void light_instance_set_active_hint(RID p_light_instance);
virtual bool light_instance_has_shadow(RID p_light_instance) const;
virtual bool light_instance_assign_shadow(RID p_light_instance);
virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const;
virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
virtual void light_instance_set_pssm_split_info(RID p_light_instance, int p_split, float p_near,float p_far, const CameraMatrix& p_camera, const Transform& p_transform);
/* PARTICLES INSTANCE */
virtual RID particles_instance_create(RID p_particles);
virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform);
/* RENDER API */
/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
virtual void begin_frame();
virtual void set_viewport(const VS::ViewportRect& p_viewport);
virtual void begin_scene(RID p_fx=RID(),VS::ScenarioDebugMode p_debug=VS::SCENARIO_DEBUG_DISABLED);
virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass );
virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection);
virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls
typedef Map<StringName,Variant> ParamOverrideMap;
virtual void add_mesh( RID p_mesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL, RID p_skeleton=RID());
virtual void add_multimesh( RID p_multimesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
virtual void add_poly( RID p_poly, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
virtual void add_beam( RID p_beam, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
virtual void add_particles( RID p_particle_instance, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
virtual void end_scene();
virtual void end_shadow_map();
virtual void end_frame();
/* CANVAS API */
virtual void canvas_begin();
virtual void canvas_set_transparency(float p_transparency);
virtual void canvas_set_rect(const Rect2& p_rect, bool p_clip);;
virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width);
virtual void canvas_draw_rect(const Rect2& p_rect, bool p_region, const Rect2& p_source,bool p_tile,RID p_texture,const Color& p_modulate);
virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true);
virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture);
/* FX */
virtual RID fx_create();
virtual void fx_get_effects(RID p_fx,List<String> *p_effects) const;
virtual void fx_set_active(RID p_fx,const String& p_effect, bool p_active);
virtual bool fx_is_active(RID p_fx,const String& p_effect) const;
virtual void fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const;
virtual Variant fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const;
virtual void fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue);
/*MISC*/
virtual bool is_texture(const RID& p_rid) const;
virtual bool is_material(const RID& p_rid) const;
virtual bool is_mesh(const RID& p_rid) const;
virtual bool is_multimesh(const RID& p_rid) const;
virtual bool is_poly(const RID& p_rid) const;
virtual bool is_particles(const RID &p_beam) const;
virtual bool is_beam(const RID &p_beam) const;
virtual bool is_light(const RID& p_rid) const;
virtual bool is_light_instance(const RID& p_rid) const;
virtual bool is_particles_instance(const RID& p_rid) const;
virtual bool is_skeleton(const RID& p_rid) const;
virtual bool is_fx(const RID& p_rid) const;
virtual bool is_shader(const RID& p_rid) const;
virtual void free(const RID& p_rid) const;
virtual void init();
virtual void finish();
virtual int get_render_info(VS::RenderInfo p_info);
RasterizerIPhone();
virtual ~RasterizerIPhone();
};
#endif
#endif