3f3f5a5359
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
894 lines
28 KiB
C++
894 lines
28 KiB
C++
/*************************************************************************/
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/* rasterizer_iphone.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifdef IPHONE_ENABLED
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#ifndef RASTERIZER_IPHONE_H
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#define RASTERIZER_IPHONE_H
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#include "servers/visual/rasterizer.h"
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#include "image.h"
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#include "rid.h"
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#include "servers/visual_server.h"
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#include "list.h"
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#include "map.h"
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#include "camera_matrix.h"
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#include "sort.h"
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#include <ES1/gl.h>
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class RasterizerIPhone : public Rasterizer {
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enum {
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SKINNED_BUFFER_SIZE = 1024 * 128, // 10k vertices
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MAX_LIGHTS = 8,
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};
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uint8_t skinned_buffer[SKINNED_BUFFER_SIZE];
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struct Texture {
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uint32_t flags;
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int width,height;
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Image::Format format;
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GLenum target;
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GLenum gl_format_cache;
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int gl_components_cache;
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bool has_alpha;
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bool format_has_alpha;
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bool active;
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GLuint tex_id;
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bool mipmap_dirty;
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Texture() {
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flags=width=height=0;
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tex_id=0;
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format=Image::FORMAT_L8;
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gl_components_cache=0;
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format_has_alpha=false;
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has_alpha=false;
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active=false;
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mipmap_dirty=true;
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}
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~Texture() {
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if (tex_id!=0) {
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glDeleteTextures(1,&tex_id);
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}
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}
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};
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mutable RID_Owner<Texture> texture_owner;
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struct Material {
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bool flags[VS::MATERIAL_FLAG_MAX];
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Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX];
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RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX];
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Transform uv_transform;
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VS::FixedSpatialMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
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VS::MaterialBlendMode detail_blend_mode;
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VS::FixedSpatialMaterialTexGenMode texgen_mode;
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Material() {
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flags[VS::MATERIAL_FLAG_VISIBLE]=true;
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flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]=false;
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flags[VS::MATERIAL_FLAG_INVERT_FACES]=false;
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flags[VS::MATERIAL_FLAG_UNSHADED]=false;
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flags[VS::MATERIAL_FLAG_WIREFRAME]=false;
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parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8);
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parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12;
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for (int i=0; i<VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) {
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texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
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};
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detail_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
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texgen_mode = VS::FIXED_MATERIAL_TEXGEN_SPHERE;
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}
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};
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mutable RID_Owner<Material> material_owner;
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struct Geometry {
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enum Type {
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GEOMETRY_INVALID,
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GEOMETRY_SURFACE,
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GEOMETRY_POLY,
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GEOMETRY_PARTICLES,
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GEOMETRY_BEAM,
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GEOMETRY_DETAILER,
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};
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Type type;
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RID material;
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bool has_alpha;
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bool material_owned;
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Vector3 scale;
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Vector3 uv_scale;
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Geometry() : scale(1, 1, 1) { has_alpha=false; material_owned = false; }
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virtual ~Geometry() {};
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};
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struct GeometryOwner {
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virtual ~GeometryOwner() {}
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};
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struct Surface : public Geometry {
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struct ArrayData {
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uint32_t ofs,size;
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bool configured;
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int components;
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ArrayData() { ofs=0; size=0; configured=false; }
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};
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ArrayData array[VS::ARRAY_MAX];
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// support for vertex array objects
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GLuint array_object_id;
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// support for vertex buffer object
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GLuint vertex_id; // 0 means, unconfigured
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GLuint index_id; // 0 means, unconfigured
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// no support for the above, array in localmem.
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uint8_t *array_local;
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uint8_t *index_array_local;
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AABB aabb;
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int array_len;
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int index_array_len;
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VS::PrimitiveType primitive;
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uint32_t format;
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int stride;
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bool active;
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Point2 uv_min;
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Point2 uv_max;
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bool has_alpha_cache;
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Surface() {
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array_len=0;
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type=GEOMETRY_SURFACE;
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primitive=VS::PRIMITIVE_POINTS;
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index_array_len=VS::NO_INDEX_ARRAY;
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format=0;
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stride=0;
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array_local = index_array_local = 0;
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vertex_id = index_id = 0;
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active=false;
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}
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~Surface() {
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}
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};
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struct Mesh {
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bool active;
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Vector<Surface*> surfaces;
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mutable uint64_t last_pass;
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Mesh() {
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last_pass=0;
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active=false;
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}
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};
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mutable RID_Owner<Mesh> mesh_owner;
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struct Poly : public Geometry {
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struct Primitive {
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Vector<Vector3> vertices;
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Vector<Vector3> normals;
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Vector<Vector3> uvs;
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Vector<Color> colors;
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};
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AABB aabb;
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List<Primitive> primitives;
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Poly() {
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type=GEOMETRY_POLY;
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}
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};
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mutable RID_Owner<Poly> poly_owner;
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struct Skeleton {
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Vector<Transform> bones;
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};
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mutable RID_Owner<Skeleton> skeleton_owner;
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struct Light {
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VS::LightType type;
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float vars[VS::LIGHT_PARAM_MAX];
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Color colors[3];
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bool shadow_enabled;
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RID projector;
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bool volumetric_enabled;
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Color volumetric_color;
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Light() {
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vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1;
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vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
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vars[VS::LIGHT_PARAM_ATTENUATION]=1.0;
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vars[VS::LIGHT_PARAM_ENERGY]=1.0;
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vars[VS::LIGHT_PARAM_RADIUS]=1.0;
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colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
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colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
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colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
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shadow_enabled=false;
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volumetric_enabled=false;
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}
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};
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struct ShadowBuffer;
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struct LightInstance {
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struct SplitInfo {
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CameraMatrix camera;
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Transform transform;
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float near;
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float far;
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};
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RID light;
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Light *base;
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uint64_t last_pass;
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Transform transform;
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CameraMatrix projection;
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Vector<SplitInfo> splits;
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Vector3 light_vector;
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Vector3 spot_vector;
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float linear_att;
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uint64_t hash_aux;
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};
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mutable RID_Owner<Light> light_owner;
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mutable RID_Owner<LightInstance> light_instance_owner;
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LightInstance *light_instances[MAX_LIGHTS];
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int light_instance_count;
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struct RenderList {
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enum {
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MAX_ELEMENTS=4096,
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MAX_LIGHTS=4
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};
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struct Element {
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float depth;
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const Skeleton *skeleton;
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Transform transform;
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LightInstance* lights[MAX_LIGHTS];
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int light_count;
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const Geometry *geometry;
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const Material *material;
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uint64_t light_hash;
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GeometryOwner *owner;
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const ParamOverrideMap* material_overrides;
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};
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Element _elements[MAX_ELEMENTS];
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Element *elements[MAX_ELEMENTS];
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int element_count;
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void clear() {
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element_count=0;
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}
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struct SortZ {
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_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
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return A->depth > B->depth;
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}
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};
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void sort_z() {
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SortArray<Element*,SortZ> sorter;
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sorter.sort(elements,element_count);
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}
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struct SortSkel {
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_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
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if (A->geometry < B->geometry)
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return true;
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else if (A->geometry > B->geometry)
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return false;
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else return (!A->skeleton && B->skeleton);
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}
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};
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void sort_skel() {
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SortArray<Element*,SortSkel> sorter;
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sorter.sort(elements,element_count);
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}
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struct SortMat {
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_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
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if (A->geometry == B->geometry) {
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if (A->material == B->material) {
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return (A->material_overrides < B->material_overrides);
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} else {
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return (A->material < B->material);
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}
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} else {
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return (A->geometry < B->geometry);
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}
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}
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};
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void sort_mat() {
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SortArray<Element*,SortMat> sorter;
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sorter.sort(elements,element_count);
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}
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struct SortMatLight {
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_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
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if (A->geometry == B->geometry) {
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if (A->material == B->material) {
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if (A->light_hash == B->light_hash)
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return (A->material_overrides < B->material_overrides);
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else
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return A->light_hash<B->light_hash;
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} else {
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return (A->material < B->material);
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}
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} else {
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return (A->geometry < B->geometry);
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}
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}
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};
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void sort_mat_light() {
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SortArray<Element*,SortMatLight> sorter;
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sorter.sort(elements,element_count);
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}
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struct LISort {
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_FORCE_INLINE_ bool operator ()(const LightInstance *A, const LightInstance *B) const {
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return (A->hash_aux < B->hash_aux);
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}
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};
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_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) {
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ERR_FAIL_COND( element_count >= MAX_ELEMENTS );
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Element *e = elements[element_count++];
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e->geometry=p_geometry;
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e->material=p_material;
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e->transform=p_transform;
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e->skeleton=p_skeleton;
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e->light_hash=0;
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e->light_count=p_light_count;
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e->owner=p_owner;
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e->material_overrides=p_material_overrides;
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if (e->light_count>0) {
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SortArray<LightInstance*,LISort> light_sort;
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light_sort.sort(p_light_instances,p_light_count);
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//@TODO OPTIOMIZE
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for (int i=0;i<p_light_count;i++) {
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e->lights[i]=p_light_instances[i];
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if (i==0)
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e->light_hash=hash_djb2_one_64( make_uint64_t(e->lights[i]) );
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else
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e->light_hash=hash_djb2_one_64( make_uint64_t(e->lights[i]),e->light_hash);
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}
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}
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}
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RenderList() {
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for (int i=0;i<MAX_ELEMENTS;i++)
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elements[i]=&_elements[i]; // assign elements
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}
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};
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RenderList opaque_render_list;
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RenderList alpha_render_list;
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RID default_material;
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struct FX {
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bool bgcolor_active;
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Color bgcolor;
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bool skybox_active;
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RID skybox_cubemap;
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bool antialias_active;
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float antialias_tolerance;
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bool glow_active;
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int glow_passes;
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float glow_attenuation;
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float glow_bloom;
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bool ssao_active;
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float ssao_attenuation;
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float ssao_radius;
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float ssao_max_distance;
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float ssao_range_max;
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float ssao_range_min;
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bool ssao_only;
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bool fog_active;
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float fog_distance;
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float fog_attenuation;
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Color fog_color_near;
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Color fog_color_far;
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bool fog_bg;
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bool toon_active;
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float toon_treshold;
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float toon_soft;
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bool edge_active;
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Color edge_color;
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float edge_size;
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FX();
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};
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mutable RID_Owner<FX> fx_owner;
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FX *scene_fx;
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CameraMatrix camera_projection;
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Transform camera_transform;
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Transform camera_transform_inverse;
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float camera_z_near;
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float camera_z_far;
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Size2 camera_vp_size;
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Plane camera_plane;
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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);
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void _render_list_forward(RenderList *p_render_list);
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void _setup_light(LightInstance* p_instance, int p_idx);
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void _setup_lights(LightInstance **p_lights,int p_light_count);
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void _setup_material(const Geometry *p_geometry,const Material *p_material);
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void _setup_geometry(const Geometry *p_geometry, const Material* p_material);
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void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton);
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/*********/
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/* FRAME */
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/*********/
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Size2 window_size;
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VS::ViewportRect viewport;
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Transform canvas_transform;
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double last_time;
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double time_delta;
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uint64_t frame;
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public:
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/* TEXTURE API */
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virtual RID texture_create();
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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);
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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);
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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;
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virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
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virtual uint32_t texture_get_flags(RID p_texture) const;
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virtual Image::Format texture_get_format(RID p_texture) const;
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virtual uint32_t texture_get_width(RID p_texture) const;
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virtual uint32_t texture_get_height(RID p_texture) const;
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virtual bool texture_has_alpha(RID p_texture) const;
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/* SHADER API */
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virtual RID shader_create();
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virtual void shader_node_add(RID p_shader,VS::ShaderNodeType p_type,int p_id);
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virtual void shader_node_remove(RID p_shader,int p_id);
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virtual void shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type);
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virtual void shader_node_set_param(RID p_shader, int p_id, const Variant& p_value);
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virtual void shader_get_node_list(RID p_shader,List<int> *p_node_list) const;
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virtual VS::ShaderNodeType shader_node_get_type(RID p_shader,int p_id) const;
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virtual Variant shader_node_get_param(RID p_shader,int p_id) const;
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virtual void shader_connect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
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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;
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virtual void shader_disconnect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
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virtual void shader_get_connections(RID p_shader,List<VS::ShaderConnection> *p_connections) const;
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virtual void shader_clear(RID p_shader);
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/* COMMON MATERIAL API */
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virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
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virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
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virtual void material_get_param_list(RID p_material, List<String> *p_param_list) const;
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virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
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virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
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virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
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virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
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virtual void material_set_line_width(RID p_material,float p_line_width);
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virtual float material_get_line_width(RID p_material) const;
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/* FIXED MATERIAL */
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virtual RID material_create();
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virtual void fixed_material_set_parameter(RID p_material, VS::FixedSpatialMaterialParam p_parameter, const Variant& p_value);
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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);
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virtual RID fixed_material_get_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
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virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
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virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
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virtual void fixed_material_set_texgen_mode(RID p_material,VS::FixedSpatialMaterialTexGenMode p_mode);
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virtual VS::FixedSpatialMaterialTexGenMode fixed_material_get_texgen_mode(RID p_material) const;
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virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter, VS::FixedSpatialMaterialTexCoordMode p_mode);
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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);
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virtual Transform fixed_material_get_uv_transform(RID p_material) const;
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/* SHADER MATERIAL */
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virtual RID shader_material_create() const;
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virtual void shader_material_set_vertex_shader(RID p_material,RID p_shader,bool p_owned=false);
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virtual RID shader_material_get_vertex_shader(RID p_material) const;
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virtual void shader_material_set_fragment_shader(RID p_material,RID p_shader,bool p_owned=false);
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virtual RID shader_material_get_fragment_shader(RID p_material) const;
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/* MESH API */
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virtual RID mesh_create();
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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);
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virtual Error mesh_surface_set_array(RID p_mesh, int p_surface,VS::ArrayType p_type,const Variant& p_array) ;
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virtual Variant mesh_surface_get_array(RID p_mesh, int p_surface,VS::ArrayType p_type) const;
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virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
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virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
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virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
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virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
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virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
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virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
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virtual void mesh_erase_surface(RID p_mesh,int p_index);
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virtual int mesh_get_surface_count(RID p_mesh) const;
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virtual AABB mesh_get_aabb(RID p_mesh) const;
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/* MULTIMESH API */
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virtual RID multimesh_create();
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virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
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virtual int multimesh_get_instance_count(RID p_multimesh) const;
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virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
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virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
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virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
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virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
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virtual RID multimesh_get_mesh(RID p_multimesh) const;
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virtual AABB multimesh_get_aabb(RID p_multimesh) const;;
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virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
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virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
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/* POLY API */
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virtual RID poly_create();
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virtual void poly_set_material(RID p_poly, RID p_material,bool p_owned=false);
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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);
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virtual void poly_clear(RID p_poly);
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virtual AABB poly_get_aabb(RID p_poly) const;
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/* PARTICLES API */
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virtual RID particles_create();
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virtual void particles_set_amount(RID p_particles, int p_amount);
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virtual int particles_get_amount(RID p_particles) const;
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virtual void particles_set_emitting(RID p_particles, bool p_emitting);
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virtual bool particles_is_emitting(RID p_particles) const;
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virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
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virtual AABB particles_get_visibility_aabb(RID p_particles) const;
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virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
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virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
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virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
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virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
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virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value);
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virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const;
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virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness);
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virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const;
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virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
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virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
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virtual void particles_set_color_phases(RID p_particles, int p_phases);
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virtual int particles_get_color_phases(RID p_particles) const;
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virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
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virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
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virtual void particles_set_attractors(RID p_particles, int p_attractors);
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virtual int particles_get_attractors(RID p_particles) const;
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virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
|
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virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
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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;
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virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
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|
virtual RID particles_get_material(RID p_particles) const;
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|
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virtual AABB particles_get_aabb(RID p_particles) const;
|
|
/* BEAM API */
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|
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virtual RID beam_create();
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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);
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|
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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;
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|
|
virtual void beam_set_primitive(RID p_beam,VS::BeamPrimitive p_primitive);
|
|
virtual VS::BeamPrimitive beam_get_primitive(RID p_beam) const;
|
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|
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virtual void beam_set_material(RID p_beam, RID p_material);
|
|
virtual RID beam_get_material(RID p_beam) const;
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|
|
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);
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|
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|
|
/* 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
|