virtualx-engine/servers/visual/rasterizer.h
lawnjelly ec82655ca0 Fix skeleton 2D stale bounding rect
Adds special logic for handling skeleton bounding rect updates. Previously these were never being updated because the canvas item is never set to "rect_dirty".

(cherry picked from commit 18bb668a2e)
2022-08-08 13:35:18 +02:00

1309 lines
51 KiB
C++

/*************************************************************************/
/* rasterizer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_H
#define RASTERIZER_H
#include "core/math/camera_matrix.h"
#include "core/math/transform_interpolator.h"
#include "servers/visual_server.h"
#include "core/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;
/* ENVIRONMENT API */
virtual RID environment_create() = 0;
virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0;
virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 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_sky_contribution = 0.0) = 0;
virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
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_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0;
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, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
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;
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
virtual bool is_environment(RID p_env) = 0;
virtual VS::EnvironmentBG environment_get_background(RID p_env) = 0;
virtual int environment_get_canvas_max_layer(RID p_env) = 0;
struct InstanceBase : RID_Data {
VS::InstanceType base_type;
RID base;
RID skeleton;
RID material_override;
RID material_overlay;
// This is the main transform to be drawn with ..
// This will either be the interpolated transform (when using fixed timestep interpolation)
// or the ONLY transform (when not using FTI).
Transform transform;
// for interpolation we store the current transform (this physics tick)
// and the transform in the previous tick
Transform transform_curr;
Transform transform_prev;
int depth_layer;
uint32_t layer_mask;
//RID sampled_light;
Vector<RID> materials;
Vector<RID> light_instances;
Vector<RID> reflection_probe_instances;
Vector<RID> gi_probe_instances;
PoolVector<float> blend_values;
VS::ShadowCastingSetting cast_shadows;
//fit in 32 bits
bool mirror : 1;
bool receive_shadows : 1;
bool visible : 1;
bool baked_light : 1; //this flag is only to know if it actually did use baked light
bool redraw_if_visible : 1;
bool on_interpolate_list : 1;
bool on_interpolate_transform_list : 1;
bool interpolated : 1;
TransformInterpolator::Method interpolation_method : 3;
// For fixed timestep interpolation.
// Note 32 bits is plenty for checksum, no need for real_t
float transform_checksum_curr;
float transform_checksum_prev;
float depth; //used for sorting
SelfList<InstanceBase> dependency_item;
InstanceBase *lightmap_capture;
RID lightmap;
Vector<Color> lightmap_capture_data; //in a array (12 values) to avoid wasting space if unused. Alpha is unused, but needed to send to shader
int lightmap_slice;
Rect2 lightmap_uv_rect;
virtual void base_removed() = 0;
virtual void base_changed(bool p_aabb, bool p_materials) = 0;
InstanceBase() :
dependency_item(this) {
base_type = VS::INSTANCE_NONE;
cast_shadows = VS::SHADOW_CASTING_SETTING_ON;
receive_shadows = true;
visible = true;
depth_layer = 0;
layer_mask = 1;
baked_light = false;
redraw_if_visible = false;
lightmap_capture = nullptr;
lightmap_slice = -1;
lightmap_uv_rect = Rect2(0, 0, 1, 1);
on_interpolate_list = false;
on_interpolate_transform_list = false;
interpolated = true;
interpolation_method = TransformInterpolator::INTERP_LERP;
transform_checksum_curr = 0.0;
transform_checksum_prev = 0.0;
}
};
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, float p_bias_scale = 1.0) = 0;
virtual void light_instance_mark_visible(RID p_light_instance) = 0;
virtual bool light_instances_can_render_shadow_cube() const { return true; }
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;
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;
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;
virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, 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 void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) = 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,
int p_depth_3d,
Image::Format p_format,
VS::TextureType p_type,
uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) = 0;
virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_level = 0) = 0;
virtual void texture_set_data_partial(RID p_texture,
const Ref<Image> &p_image,
int src_x, int src_y,
int src_w, int src_h,
int dst_x, int dst_y,
int p_dst_mip,
int p_level = 0) = 0;
virtual Ref<Image> texture_get_data(RID p_texture, int p_level = 0) 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 VS::TextureType texture_get_type(RID p_texture) const = 0;
virtual uint32_t texture_get_texid(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 uint32_t texture_get_depth(RID p_texture) const = 0;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth_3d) = 0;
virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 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 texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void textures_keep_original(bool p_enable) = 0;
virtual void texture_set_proxy(RID p_proxy, RID p_base) = 0;
virtual Size2 texture_size_with_proxy(RID p_texture) const = 0;
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
/* SKY API */
virtual RID sky_create() = 0;
virtual void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) = 0;
/* SHADER API */
virtual RID shader_create() = 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;
virtual void shader_add_custom_define(RID p_shader, const String &p_define) = 0;
virtual void shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const = 0;
virtual void shader_remove_custom_define(RID p_shader, const String &p_define) = 0;
virtual void set_shader_async_hidden_forbidden(bool p_forbidden) = 0;
virtual bool is_shader_async_hidden_forbidden() = 0;
/* COMMON MATERIAL API */
virtual RID material_create() = 0;
virtual void material_set_render_priority(RID p_material, int priority) = 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 Variant material_get_param_default(RID p_material, const StringName &p_param) const = 0;
virtual void material_set_line_width(RID p_material, float p_width) = 0;
virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
virtual bool material_is_animated(RID p_material) = 0;
virtual bool material_casts_shadows(RID p_material) = 0;
virtual bool material_uses_tangents(RID p_material);
virtual bool material_uses_ensure_correct_normals(RID p_material);
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 AABB &p_aabb, const Vector<PoolVector<uint8_t>> &p_blend_shapes = Vector<PoolVector<uint8_t>>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) = 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_set_blend_shape_values(RID p_mesh, PoolVector<float> p_values) = 0;
virtual PoolVector<float> mesh_get_blend_shape_values(RID p_mesh) const = 0;
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 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 AABB 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<AABB> 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 AABB &p_aabb) = 0;
virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const = 0;
virtual void mesh_clear(RID p_mesh) = 0;
/* MULTIMESH API */
struct MMInterpolator {
VS::MultimeshTransformFormat _transform_format = VS::MULTIMESH_TRANSFORM_3D;
VS::MultimeshColorFormat _color_format = VS::MULTIMESH_COLOR_NONE;
VS::MultimeshCustomDataFormat _data_format = VS::MULTIMESH_CUSTOM_DATA_NONE;
// in floats
int _stride = 0;
// Vertex format sizes in floats
int _vf_size_xform = 0;
int _vf_size_color = 0;
int _vf_size_data = 0;
// Set by allocate, can be used to prevent indexing out of range.
int _num_instances = 0;
// Quality determines whether to use lerp or slerp etc.
int quality = 0;
bool interpolated = false;
bool on_interpolate_update_list = false;
bool on_transform_update_list = false;
PoolVector<float> _data_prev;
PoolVector<float> _data_curr;
PoolVector<float> _data_interpolated;
};
virtual RID multimesh_create();
virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
virtual void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array);
virtual void multimesh_set_as_bulk_array_interpolated(RID p_multimesh, const PoolVector<float> &p_array, const PoolVector<float> &p_array_prev);
virtual void multimesh_set_physics_interpolated(RID p_multimesh, bool p_interpolated);
virtual void multimesh_set_physics_interpolation_quality(RID p_multimesh, int p_quality);
virtual void multimesh_instance_reset_physics_interpolation(RID p_multimesh, int p_index);
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
virtual AABB multimesh_get_aabb(RID p_multimesh) const;
virtual RID _multimesh_create() = 0;
virtual void _multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE) = 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 void _multimesh_instance_set_custom_data(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 Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;
virtual void _multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array) = 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 AABB _multimesh_get_aabb(RID p_multimesh) const = 0;
// Multimesh is responsible for allocating / destroying an MMInterpolator object.
// This allows shared functionality for interpolation across backends.
virtual MMInterpolator *_multimesh_get_interpolator(RID p_multimesh) const = 0;
private:
void _multimesh_add_to_interpolation_lists(RID p_multimesh, MMInterpolator &r_mmi);
public:
/* 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 AABB 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;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
virtual uint32_t skeleton_get_revision(RID p_skeleton) const = 0;
/* Light API */
virtual RID light_create(VS::LightType p_type) = 0;
RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); }
RID omni_light_create() { return light_create(VS::LIGHT_OMNI); }
RID spot_light_create() { return light_create(VS::LIGHT_SPOT); }
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_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;
virtual void light_set_use_gi(RID p_light, bool p_enable) = 0;
virtual void light_set_bake_mode(RID p_light, VS::LightBakeMode p_bake_mode) = 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 void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(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 AABB light_get_aabb(RID p_light) const = 0;
virtual float light_get_param(RID p_light, VS::LightParam p_param) = 0;
virtual Color light_get_color(RID p_light) = 0;
virtual bool light_get_use_gi(RID p_light) = 0;
virtual VS::LightBakeMode light_get_bake_mode(RID p_light) = 0;
virtual uint64_t light_get_version(RID p_light) const = 0;
/* PROBE API */
virtual RID reflection_probe_create() = 0;
virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) = 0;
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0;
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;
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 AABB reflection_probe_get_aabb(RID p_probe) const = 0;
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;
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;
/* GI PROBE API */
virtual RID gi_probe_create() = 0;
virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) = 0;
virtual AABB gi_probe_get_bounds(RID p_probe) const = 0;
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;
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;
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_bias(RID p_probe, float p_range) = 0;
virtual float gi_probe_get_bias(RID p_probe) const = 0;
virtual void gi_probe_set_normal_bias(RID p_probe, float p_range) = 0;
virtual float gi_probe_get_normal_bias(RID p_probe) const = 0;
virtual void gi_probe_set_propagation(RID p_probe, float p_range) = 0;
virtual float gi_probe_get_propagation(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;
virtual void gi_probe_set_compress(RID p_probe, bool p_enable) = 0;
virtual bool gi_probe_is_compressed(RID p_probe) const = 0;
virtual uint32_t gi_probe_get_version(RID p_probe) = 0;
enum GIProbeCompression {
GI_PROBE_UNCOMPRESSED,
GI_PROBE_S3TC,
GI_PROBE_ETC2
};
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;
/* LIGHTMAP CAPTURE */
struct LightmapCaptureOctree {
enum {
CHILD_EMPTY = 0xFFFFFFFF
};
uint16_t light[6][3]; //anisotropic light
float alpha;
uint32_t children[8];
};
virtual RID lightmap_capture_create() = 0;
virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) = 0;
virtual AABB lightmap_capture_get_bounds(RID p_capture) const = 0;
virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) = 0;
virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const = 0;
virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) = 0;
virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const = 0;
virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) = 0;
virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const = 0;
virtual void lightmap_capture_set_energy(RID p_capture, float p_energy) = 0;
virtual float lightmap_capture_get_energy(RID p_capture) const = 0;
virtual void lightmap_capture_set_interior(RID p_capture, bool p_interior) = 0;
virtual bool lightmap_capture_is_interior(RID p_capture) const = 0;
virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const = 0;
/* PARTICLES */
virtual RID particles_create() = 0;
virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
virtual bool particles_get_emitting(RID p_particles) = 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_one_shot(RID p_particles, bool p_one_shot) = 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 AABB &p_aabb) = 0;
virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 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_fixed_fps(RID p_particles, int p_fps) = 0;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
virtual void particles_restart(RID p_particles) = 0;
virtual bool particles_is_inactive(RID p_particles) const = 0;
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_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;
virtual void particles_request_process(RID p_particles) = 0;
virtual AABB particles_get_current_aabb(RID p_particles) = 0;
virtual AABB particles_get_aabb(RID p_particles) const = 0;
virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0;
virtual int particles_get_draw_passes(RID p_particles) const = 0;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0;
/* RENDER TARGET */
enum RenderTargetFlags {
RENDER_TARGET_VFLIP,
RENDER_TARGET_TRANSPARENT,
RENDER_TARGET_NO_3D_EFFECTS,
RENDER_TARGET_NO_3D,
RENDER_TARGET_NO_SAMPLING,
RENDER_TARGET_HDR,
RENDER_TARGET_KEEP_3D_LINEAR,
RENDER_TARGET_DIRECT_TO_SCREEN,
RENDER_TARGET_USE_32_BPC_DEPTH,
RENDER_TARGET_FLAG_MAX
};
virtual RID render_target_create() = 0;
virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 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 uint32_t render_target_get_depth_texture_id(RID p_render_target) const = 0;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id, unsigned int p_depth_id) = 0;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0;
virtual bool render_target_was_used(RID p_render_target) = 0;
virtual void render_target_clear_used(RID p_render_target) = 0;
virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) = 0;
virtual void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) = 0;
virtual void render_target_set_use_debanding(RID p_render_target, bool p_debanding) = 0;
virtual void render_target_set_sharpen_intensity(RID p_render_target, float p_intensity) = 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;
/* INTERPOLATION */
struct InterpolationData {
void notify_free_multimesh(RID p_rid);
LocalVector<RID> multimesh_interpolate_update_list;
LocalVector<RID> multimesh_transform_update_lists[2];
LocalVector<RID> *multimesh_transform_update_list_curr = &multimesh_transform_update_lists[0];
LocalVector<RID> *multimesh_transform_update_list_prev = &multimesh_transform_update_lists[1];
} _interpolation_data;
void update_interpolation_tick(bool p_process = true);
void update_interpolation_frame(bool p_process = true);
private:
_FORCE_INLINE_ void _interpolate_RGBA8(const uint8_t *p_a, const uint8_t *p_b, uint8_t *r_dest, float p_f) const;
public:
virtual VS::InstanceType get_base_type(RID p_rid) const = 0;
virtual bool free(RID p_rid) = 0;
virtual bool has_os_feature(const String &p_feature) const = 0;
virtual void update_dirty_resources() = 0;
virtual void set_debug_generate_wireframes(bool p_generate) = 0;
virtual void render_info_begin_capture() = 0;
virtual void render_info_end_capture() = 0;
virtual int get_captured_render_info(VS::RenderInfo p_info) = 0;
virtual uint64_t get_render_info(VS::RenderInfo p_info) = 0;
virtual String get_video_adapter_name() const = 0;
virtual String get_video_adapter_vendor() const = 0;
static RasterizerStorage *base_singleton;
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,
CANVAS_RECT_CLIP_UV = 32
};
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;
float shadow_smooth;
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 = nullptr;
next_ptr = nullptr;
mask_next_ptr = nullptr;
filter_next_ptr = nullptr;
shadow_buffer_size = 2048;
shadow_gradient_length = 0;
shadow_filter = VS::CANVAS_LIGHT_FILTER_NONE;
shadow_smooth = 0.0;
}
};
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_POLYLINE,
TYPE_RECT,
TYPE_NINEPATCH,
TYPE_PRIMITIVE,
TYPE_POLYGON,
TYPE_MESH,
TYPE_MULTIMESH,
TYPE_PARTICLES,
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 CommandPolyLine : public Command {
bool antialiased;
bool multiline;
Vector<Point2> triangles;
Vector<Color> triangle_colors;
Vector<Point2> lines;
Vector<Color> line_colors;
CommandPolyLine() {
type = TYPE_POLYLINE;
antialiased = false;
multiline = false;
}
};
struct CommandRect : public Command {
Rect2 rect;
RID texture;
RID normal_map;
Color modulate;
Rect2 source;
uint8_t flags;
CommandRect() {
flags = 0;
type = TYPE_RECT;
}
};
struct CommandNinePatch : public Command {
Rect2 rect;
Rect2 source;
RID texture;
RID normal_map;
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;
RID normal_map;
float width;
CommandPrimitive() {
type = TYPE_PRIMITIVE;
width = 1;
}
};
struct CommandPolygon : public Command {
Vector<int> indices;
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
Vector<int> bones;
Vector<float> weights;
RID texture;
RID normal_map;
int count;
bool antialiased;
bool antialiasing_use_indices;
CommandPolygon() {
type = TYPE_POLYGON;
count = 0;
}
};
struct CommandMesh : public Command {
RID mesh;
RID texture;
RID normal_map;
Transform2D transform;
Color modulate;
CommandMesh() { type = TYPE_MESH; }
};
struct CommandMultiMesh : public Command {
RID multimesh;
RID texture;
RID normal_map;
CommandMultiMesh() { type = TYPE_MULTIMESH; }
};
struct CommandParticles : public Command {
RID particles;
RID texture;
RID normal_map;
CommandParticles() { type = TYPE_PARTICLES; }
};
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 : 1;
bool visible : 1;
bool behind : 1;
bool update_when_visible : 1;
bool distance_field : 1;
bool light_masked : 1;
mutable bool custom_rect : 1;
mutable bool rect_dirty : 1;
Vector<Command *> commands;
mutable Rect2 rect;
RID material;
RID skeleton;
//VS::MaterialBlendMode blend_mode;
int32_t light_mask;
mutable uint32_t skeleton_revision;
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;
Rect2 global_rect_cache;
const Rect2 &get_rect() const {
if (custom_rect) {
return rect;
}
if (!rect_dirty && !update_when_visible) {
if (skeleton == RID()) {
return rect;
} else {
// special case for skeletons
uint32_t rev = RasterizerStorage::base_singleton->skeleton_get_revision(skeleton);
if (rev == skeleton_revision) {
// no change to the skeleton since we last calculated the bounding rect
return rect;
} else {
// We need to recalculate.
// Mark as done for next time.
skeleton_revision = rev;
}
}
}
//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.position = line->from;
r.expand_to(line->to);
} break;
case Item::Command::TYPE_POLYLINE: {
const Item::CommandPolyLine *pline = static_cast<const Item::CommandPolyLine *>(c);
if (pline->triangles.size()) {
for (int j = 0; j < pline->triangles.size(); j++) {
if (j == 0) {
r.position = pline->triangles[j];
} else {
r.expand_to(pline->triangles[j]);
}
}
} else {
for (int j = 0; j < pline->lines.size(); j++) {
if (j == 0) {
r.position = pline->lines[j];
} else {
r.expand_to(pline->lines[j]);
}
}
}
} 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.position = primitive->points[0];
for (int j = 1; j < primitive->points.size(); j++) {
r.expand_to(primitive->points[j]);
}
} 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.position = pp[0];
for (int j = 1; j < l; j++) {
r.expand_to(pp[j]);
}
if (skeleton != RID()) {
// calculate bone AABBs
int bone_count = RasterizerStorage::base_singleton->skeleton_get_bone_count(skeleton);
Vector<Rect2> bone_aabbs;
bone_aabbs.resize(bone_count);
Rect2 *bptr = bone_aabbs.ptrw();
for (int j = 0; j < bone_count; j++) {
bptr[j].size = Vector2(-1, -1); //negative means unused
}
if (l && polygon->bones.size() == l * 4 && polygon->weights.size() == polygon->bones.size()) {
for (int j = 0; j < l; j++) {
Point2 p = pp[j];
for (int k = 0; k < 4; k++) {
int idx = polygon->bones[j * 4 + k];
float w = polygon->weights[j * 4 + k];
if (w == 0) {
continue;
}
if (bptr[idx].size.x < 0) {
//first
bptr[idx] = Rect2(p, Vector2(0.00001, 0.00001));
} else {
bptr[idx].expand_to(p);
}
}
}
Rect2 aabb;
bool first_bone = true;
for (int j = 0; j < bone_count; j++) {
Transform2D mtx = RasterizerStorage::base_singleton->skeleton_bone_get_transform_2d(skeleton, j);
Rect2 baabb = mtx.xform(bone_aabbs[j]);
if (first_bone) {
aabb = baabb;
first_bone = false;
} else {
aabb = aabb.merge(baabb);
}
}
r = r.merge(aabb);
}
}
} break;
case Item::Command::TYPE_MESH: {
const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
AABB aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID());
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
} break;
case Item::Command::TYPE_MULTIMESH: {
const Item::CommandMultiMesh *multimesh = static_cast<const Item::CommandMultiMesh *>(c);
AABB aabb = RasterizerStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh);
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
} break;
case Item::Command::TYPE_PARTICLES: {
const Item::CommandParticles *particles_cmd = static_cast<const Item::CommandParticles *>(c);
if (particles_cmd->particles.is_valid()) {
AABB aabb = RasterizerStorage::base_singleton->particles_get_aabb(particles_cmd->particles);
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
}
} break;
case Item::Command::TYPE_CIRCLE: {
const Item::CommandCircle *circle = static_cast<const Item::CommandCircle *>(c);
r.position = 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);
}
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 = nullptr;
material_owner = nullptr;
light_masked = false;
}
Item() {
light_mask = 1;
skeleton_revision = 0;
vp_render = nullptr;
next = nullptr;
final_clip_owner = nullptr;
clip = false;
final_modulate = Color(1, 1, 1, 1);
visible = true;
rect_dirty = true;
custom_rect = false;
behind = false;
material_owner = nullptr;
copy_back_buffer = nullptr;
distance_field = false;
light_masked = false;
update_when_visible = false;
}
virtual ~Item() {
clear();
if (copy_back_buffer) {
memdelete(copy_back_buffer);
}
}
};
virtual void canvas_begin() = 0;
virtual void canvas_end() = 0;
virtual void canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {}
virtual void canvas_render_items_end() {}
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) = 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 = nullptr;
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 void draw_window_margins(int *p_margins, RID *p_margin_textures) = 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 set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;
virtual void set_shader_time_scale(float p_scale) = 0;
virtual void initialize() = 0;
virtual void begin_frame(double frame_step) = 0;
virtual void set_current_render_target(RID p_render_target) = 0;
virtual void restore_render_target(bool p_3d) = 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 output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) = 0;
virtual void end_frame(bool p_swap_buffers) = 0;
virtual void finalize() = 0;
virtual bool is_low_end() const = 0;
virtual ~Rasterizer() {}
};
// Use float rather than real_t as cheaper and no need for 64 bit.
_FORCE_INLINE_ void RasterizerStorage::_interpolate_RGBA8(const uint8_t *p_a, const uint8_t *p_b, uint8_t *r_dest, float p_f) const {
// Todo, jiggle these values and test for correctness.
// Integer interpolation is finicky.. :)
p_f *= 256.0f;
int32_t mult = CLAMP(int32_t(p_f), 0, 255);
for (int n = 0; n < 4; n++) {
int32_t a = p_a[n];
int32_t b = p_b[n];
int32_t diff = b - a;
diff *= mult;
diff /= 255;
int32_t res = a + diff;
// may not be needed
res = CLAMP(res, 0, 255);
r_dest[n] = res;
}
}
#endif // RASTERIZER_H