e82dc40205
-Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
1253 lines
38 KiB
C++
1253 lines
38 KiB
C++
/*************************************************************************/
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/* rasterizer_gles1.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) 2007-2014 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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#ifndef RASTERIZER_GLES1_H
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#define RASTERIZER_GLES1_H
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#include "servers/visual/rasterizer.h"
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#ifdef GLES1_ENABLED
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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 "platform_config.h"
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#ifndef GLES1_INCLUDE_H
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#include <GLES/gl.h>
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#else
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#include GLES1_INCLUDE_H
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#endif
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#include "servers/visual/particle_system_sw.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class RasterizerGLES1 : public Rasterizer {
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enum {
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MAX_SCENE_LIGHTS=2048,
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LIGHT_SPOT_BIT=0x80,
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DEFAULT_SKINNED_BUFFER_SIZE = 1024 * 1024, // 10k vertices
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MAX_HW_LIGHTS = 1,
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};
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uint8_t *skinned_buffer;
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int skinned_buffer_size;
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bool pvr_supported;
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bool s3tc_supported;
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bool etc_supported;
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bool npo2_textures_available;
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bool pack_arrays;
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bool use_reload_hooks;
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Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed);
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struct Texture {
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uint32_t flags;
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int width,height;
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int alloc_width, alloc_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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int data_size; //original data size, useful for retrieving back
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bool format_has_alpha;
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bool compressed;
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bool disallow_mipmaps;
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int total_data_size;
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Image image[6];
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bool active;
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GLuint tex_id;
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ObjectID reloader;
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StringName reloader_func;
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Texture() {
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flags=width=height=0;
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tex_id=0;
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data_size=0;
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format=Image::FORMAT_GRAYSCALE;
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gl_components_cache=0;
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format_has_alpha=false;
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active=false;
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disallow_mipmaps=false;
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// gen_mipmap=true;
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compressed=false;
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total_data_size=0;
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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 Shader {
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String vertex_code;
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String fragment_code;
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String light_code;
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VS::ShaderMode mode;
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Map<StringName,Variant> params;
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int fragment_line;
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int vertex_line;
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int light_line;
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bool valid;
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bool has_alpha;
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bool use_world_transform;
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};
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mutable RID_Owner<Shader> shader_owner;
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struct Material {
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bool fixed_flags[VS::FIXED_MATERIAL_FLAG_MAX];
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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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VS::MaterialDepthDrawMode depth_draw_mode;
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Transform uv_transform;
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VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
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VS::MaterialBlendMode blend_mode;
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float line_width;
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float point_size;
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bool has_alpha;
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RID shader; // shader material
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uint64_t last_pass;
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Map<StringName,Variant> shader_params;
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Material() {
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for(int i=0;i<VS::FIXED_MATERIAL_FLAG_MAX;i++)
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flags[i]=false;
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for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
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flags[i]=false;
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flags[VS::MATERIAL_FLAG_VISIBLE]=true;
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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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depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
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line_width=1;
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has_alpha=false;
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blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
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last_pass = 0;
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point_size = 1.0;
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}
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};
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mutable RID_Owner<Material> material_owner;
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void _material_check_alpha(Material *p_material);
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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_MULTISURFACE,
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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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Geometry() { 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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class Mesh;
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struct Surface : public Geometry {
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struct ArrayData {
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uint32_t ofs,size,datatype,count;
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bool normalize;
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bool bind;
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ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;}
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};
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Mesh *mesh;
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Array data;
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Array morph_data;
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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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bool packed;
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struct MorphTarget {
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uint32_t configured_format;
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uint8_t *array;
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};
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MorphTarget* morph_targets_local;
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int morph_target_count;
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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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int max_bone;
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float vertex_scale;
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float uv_scale;
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float uv2_scale;
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VS::PrimitiveType primitive;
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uint32_t format;
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uint32_t configured_format;
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int stride;
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int local_stride;
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uint32_t morph_format;
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bool active;
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Point2 uv_min;
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Point2 uv_max;
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Surface() {
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array_len=0;
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local_stride=0;
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morph_format=0;
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type=GEOMETRY_SURFACE;
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primitive=VS::PRIMITIVE_POINTS;
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index_array_len=0;
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vertex_scale=1.0;
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uv_scale=1.0;
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uv2_scale=1.0;
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format=0;
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stride=0;
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morph_targets_local=0;
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morph_target_count=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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packed=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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int morph_target_count;
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VS::MorphTargetMode morph_target_mode;
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AABB custom_aabb;
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mutable uint64_t last_pass;
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Mesh() {
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morph_target_mode=VS::MORPH_MODE_NORMALIZED;
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morph_target_count=0;
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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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Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main);
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struct MultiMesh;
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struct MultiMeshSurface : public Geometry {
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Surface *surface;
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MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; }
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};
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struct MultiMesh : public GeometryOwner {
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struct Element {
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float matrix[16];
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uint8_t color[4];
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};
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AABB aabb;
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RID mesh;
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int visible;
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//IDirect3DVertexBuffer9* instance_buffer;
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Vector<Element> elements;
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Vector<MultiMeshSurface> cache_surfaces;
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mutable uint64_t last_pass;
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MultiMesh() {
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last_pass=0;
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visible = -1;
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}
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};
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mutable RID_Owner<MultiMesh> multimesh_owner;
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struct Immediate {
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RID material;
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int empty;
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};
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mutable RID_Owner<Immediate> immediate_owner;
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struct Particles : public Geometry {
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ParticleSystemSW data; // software particle system
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Particles() {
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type=GEOMETRY_PARTICLES;
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}
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};
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mutable RID_Owner<Particles> particles_owner;
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struct ParticlesInstance : public GeometryOwner {
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RID particles;
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ParticleSystemProcessSW particles_process;
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Transform transform;
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ParticlesInstance() { }
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};
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mutable RID_Owner<ParticlesInstance> particles_instance_owner;
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ParticleSystemDrawInfoSW particle_draw_info;
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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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vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05;
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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 Environment {
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VS::EnvironmentBG bg_mode;
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Variant bg_param[VS::ENV_BG_PARAM_MAX];
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bool fx_enabled[VS::ENV_FX_MAX];
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Variant fx_param[VS::ENV_FX_PARAM_MAX];
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Environment() {
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bg_mode=VS::ENV_BG_DEFAULT_COLOR;
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bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0);
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bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID();
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bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID();
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bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0;
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for(int i=0;i<VS::ENV_FX_MAX;i++)
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fx_enabled[i]=false;
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fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]=1;
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fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]=0.0;
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fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]=0.5;
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fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1;
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fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
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fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
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fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
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fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
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fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
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fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
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fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
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fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]=8.0;
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fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]=0.5;
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fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]=100.0;
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fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]=1.0;
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fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]=Color(0,0,0);
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fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]=Color(0,0,0);
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fx_param[VS::ENV_FX_PARAM_FOG_BG]=true;
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fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
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fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
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fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;
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}
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};
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mutable RID_Owner<Environment> environment_owner;
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struct SampledLight {
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int w,h;
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};
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mutable RID_Owner<SampledLight> sampled_light_owner;
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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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Transform transform;
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CameraMatrix projection;
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Transform custom_transform;
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CameraMatrix custom_projection;
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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 shadow_pass;
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uint64_t last_pass;
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uint16_t sort_key;
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Vector<ShadowBuffer*> shadow_buffers;
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void clear_shadow_buffers() {
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for (int i=0;i<shadow_buffers.size();i++) {
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ShadowBuffer *sb=shadow_buffers[i];
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ERR_CONTINUE( sb->owner != this );
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sb->owner=NULL;
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}
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shadow_buffers.clear();
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}
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LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; }
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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_SCENE_LIGHTS];
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LightInstance *directional_lights[4];
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// LightInstance *directional_light_instances[MAX_SCENE_LIGHTS];
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int light_instance_count;
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int directional_light_count;
|
|
int last_light_id;
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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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|
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struct Element {
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float depth;
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|
const InstanceData *instance;
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const Skeleton *skeleton;
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union {
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uint16_t lights[MAX_HW_LIGHTS];
|
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uint64_t light_key;
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};
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|
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const Geometry *geometry;
|
|
const Material *material;
|
|
const GeometryOwner *owner;
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|
uint16_t light_count;
|
|
bool mirror;
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};
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Element _elements[MAX_ELEMENTS];
|
|
Element *elements[MAX_ELEMENTS];
|
|
int element_count;
|
|
|
|
void clear() {
|
|
|
|
element_count=0;
|
|
}
|
|
|
|
struct SortZ {
|
|
|
|
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
|
|
|
|
return A->depth > B->depth;
|
|
}
|
|
};
|
|
|
|
void sort_z() {
|
|
|
|
SortArray<Element*,SortZ> sorter;
|
|
sorter.sort(elements,element_count);
|
|
}
|
|
|
|
|
|
struct SortMat {
|
|
|
|
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
|
|
// TODO move to a single uint64 (one comparison)
|
|
if (A->material == B->material) {
|
|
|
|
return A->light_key < B->light_key;
|
|
} else {
|
|
|
|
return (A->material < B->material);
|
|
}
|
|
}
|
|
};
|
|
|
|
void sort_mat() {
|
|
|
|
SortArray<Element*,SortMat> sorter;
|
|
sorter.sort(elements,element_count);
|
|
}
|
|
|
|
struct SortMatLight {
|
|
|
|
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
|
|
|
|
if (A->material->flags[VS::MATERIAL_FLAG_UNSHADED] == B->material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
|
|
|
|
if (A->material == B->material) {
|
|
|
|
if (A->geometry == B->geometry) {
|
|
|
|
return A->light_key<B->light_key;
|
|
} else
|
|
return (A->geometry < B->geometry);
|
|
} else {
|
|
|
|
return (A->material < B->material);
|
|
}
|
|
} else {
|
|
|
|
return (int(A->material->flags[VS::MATERIAL_FLAG_UNSHADED]) < int(B->material->flags[VS::MATERIAL_FLAG_UNSHADED]));
|
|
}
|
|
}
|
|
};
|
|
|
|
void sort_mat_light() {
|
|
|
|
SortArray<Element*,SortMatLight> sorter;
|
|
sorter.sort(elements,element_count);
|
|
}
|
|
|
|
_FORCE_INLINE_ Element* add_element() {
|
|
|
|
if (element_count>MAX_ELEMENTS)
|
|
return NULL;
|
|
elements[element_count]=&_elements[element_count];
|
|
return elements[element_count++];
|
|
}
|
|
|
|
RenderList() {
|
|
|
|
element_count = 0;
|
|
for (int i=0;i<MAX_ELEMENTS;i++)
|
|
elements[i]=&_elements[i]; // assign elements
|
|
}
|
|
};
|
|
|
|
RenderList opaque_render_list;
|
|
RenderList alpha_render_list;
|
|
|
|
RID default_material;
|
|
|
|
struct FX {
|
|
|
|
bool bgcolor_active;
|
|
Color bgcolor;
|
|
|
|
bool skybox_active;
|
|
RID skybox_cubemap;
|
|
|
|
bool antialias_active;
|
|
float antialias_tolerance;
|
|
|
|
bool glow_active;
|
|
int glow_passes;
|
|
float glow_attenuation;
|
|
float glow_bloom;
|
|
|
|
bool ssao_active;
|
|
float ssao_attenuation;
|
|
float ssao_radius;
|
|
float ssao_max_distance;
|
|
float ssao_range_max;
|
|
float ssao_range_min;
|
|
bool ssao_only;
|
|
|
|
bool fog_active;
|
|
float fog_near;
|
|
float fog_far;
|
|
float fog_attenuation;
|
|
Color fog_color_near;
|
|
Color fog_color_far;
|
|
bool fog_bg;
|
|
|
|
bool toon_active;
|
|
float toon_treshold;
|
|
float toon_soft;
|
|
|
|
bool edge_active;
|
|
Color edge_color;
|
|
float edge_size;
|
|
|
|
FX();
|
|
|
|
};
|
|
mutable RID_Owner<FX> fx_owner;
|
|
|
|
|
|
FX *scene_fx;
|
|
CameraMatrix camera_projection;
|
|
Transform camera_transform;
|
|
Transform camera_transform_inverse;
|
|
float camera_z_near;
|
|
float camera_z_far;
|
|
Size2 camera_vp_size;
|
|
Color last_color;
|
|
|
|
Plane camera_plane;
|
|
|
|
bool keep_copies;
|
|
|
|
bool depth_write;
|
|
bool depth_test;
|
|
int blend_mode;
|
|
bool lighting;
|
|
|
|
_FORCE_INLINE_ void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner);
|
|
|
|
void _render_list_forward(RenderList *p_render_list,bool p_reverse_cull=false);
|
|
|
|
void _setup_light(LightInstance* p_instance, int p_idx);
|
|
void _setup_lights(const uint16_t * p_lights,int p_light_count);
|
|
|
|
_FORCE_INLINE_ void _setup_shader_params(const Material *p_material);
|
|
void _setup_fixed_material(const Geometry *p_geometry,const Material *p_material);
|
|
void _setup_material(const Geometry *p_geometry,const Material *p_material);
|
|
|
|
Error _setup_geometry(const Geometry *p_geometry, const Material* p_material,const Skeleton *p_skeleton, const float *p_morphs);
|
|
void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner);
|
|
|
|
|
|
/***********/
|
|
/* SHADOWS */
|
|
/***********/
|
|
|
|
struct ShadowBuffer {
|
|
|
|
int size;
|
|
GLuint fbo;
|
|
GLuint depth;
|
|
LightInstance *owner;
|
|
void init(int p_size);
|
|
ShadowBuffer() { size=0; depth=0; owner=NULL; }
|
|
};
|
|
|
|
Vector<ShadowBuffer> near_shadow_buffers;
|
|
Vector<ShadowBuffer> far_shadow_buffers;
|
|
|
|
LightInstance *shadow;
|
|
int shadow_pass;
|
|
void _init_shadow_buffers();
|
|
|
|
float shadow_near_far_split_size_ratio;
|
|
bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer>& p_buffers);
|
|
void _debug_draw_shadow(ShadowBuffer *p_buffer, const Rect2& p_rect);
|
|
void _debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs);
|
|
void _debug_shadows();
|
|
void reset_state();
|
|
|
|
/***********/
|
|
/* FBOs */
|
|
/***********/
|
|
|
|
|
|
struct FrameBuffer {
|
|
|
|
GLuint fbo;
|
|
GLuint color;
|
|
GLuint depth;
|
|
int width,height;
|
|
bool buff16;
|
|
bool active;
|
|
|
|
struct Blur {
|
|
|
|
GLuint fbo;
|
|
GLuint color;
|
|
} blur[2];
|
|
|
|
} framebuffer;
|
|
|
|
void _update_framebuffer();
|
|
void _process_glow_and_bloom();
|
|
|
|
/*********/
|
|
/* FRAME */
|
|
/*********/
|
|
|
|
struct _Rinfo {
|
|
|
|
int texture_mem;
|
|
int vertex_count;
|
|
int object_count;
|
|
int mat_change_count;
|
|
int shader_change_count;
|
|
|
|
} _rinfo;
|
|
|
|
GLuint white_tex;
|
|
RID canvas_tex;
|
|
float canvas_opacity;
|
|
VS::MaterialBlendMode canvas_blend;
|
|
_FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
|
|
|
|
|
|
int _setup_geometry_vinfo;
|
|
|
|
bool cull_front;
|
|
_FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false);
|
|
|
|
Size2 window_size;
|
|
VS::ViewportRect viewport;
|
|
double last_time;
|
|
double time_delta;
|
|
uint64_t frame;
|
|
uint64_t scene_pass;
|
|
|
|
//void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1);
|
|
//void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false );
|
|
//void _draw_quad(const Rect2& p_rect);
|
|
|
|
public:
|
|
|
|
/* TEXTURE API */
|
|
|
|
virtual RID texture_create();
|
|
virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT);
|
|
virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
|
|
virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
|
|
virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
|
|
virtual uint32_t texture_get_flags(RID p_texture) const;
|
|
virtual Image::Format texture_get_format(RID p_texture) const;
|
|
virtual uint32_t texture_get_width(RID p_texture) const;
|
|
virtual uint32_t texture_get_height(RID p_texture) const;
|
|
virtual bool texture_has_alpha(RID p_texture) const;
|
|
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
|
|
virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
|
|
|
|
/* SHADER API */
|
|
|
|
virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL);
|
|
|
|
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
|
|
virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
|
|
|
|
virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
|
|
virtual String shader_get_fragment_code(RID p_shader) const;
|
|
virtual String shader_get_vertex_code(RID p_shader) const;
|
|
virtual String shader_get_light_code(RID p_shader) const;
|
|
|
|
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
|
|
|
|
/* COMMON MATERIAL API */
|
|
|
|
virtual RID material_create();
|
|
|
|
virtual void material_set_shader(RID p_shader_material, RID p_shader);
|
|
virtual RID material_get_shader(RID p_shader_material) const;
|
|
|
|
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
|
|
virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
|
|
|
|
virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
|
|
virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
|
|
|
|
virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
|
|
virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
|
|
|
|
virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
|
|
virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
|
|
|
|
virtual void material_set_line_width(RID p_material,float p_line_width);
|
|
virtual float material_get_line_width(RID p_material) const;
|
|
|
|
/* FIXED MATERIAL */
|
|
|
|
virtual RID fixed_material_create();
|
|
|
|
virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled);
|
|
virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const;
|
|
|
|
virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value);
|
|
virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const;
|
|
|
|
virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
|
|
virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;
|
|
|
|
virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
|
|
virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;
|
|
|
|
virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
|
|
virtual Transform fixed_material_get_uv_transform(RID p_material) const;
|
|
|
|
virtual void fixed_material_set_point_size(RID p_material,float p_size);
|
|
virtual float fixed_material_get_point_size(RID p_material) const;
|
|
|
|
/* MESH API */
|
|
|
|
|
|
virtual RID mesh_create();
|
|
|
|
virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false);
|
|
virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
|
|
virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
|
|
virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat);
|
|
|
|
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
|
|
virtual int mesh_get_morph_target_count(RID p_mesh) const;
|
|
|
|
virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
|
|
virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
|
|
|
|
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
|
|
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
|
|
|
|
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
|
|
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
|
|
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
|
|
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
|
|
|
|
virtual void mesh_remove_surface(RID p_mesh,int p_index);
|
|
virtual int mesh_get_surface_count(RID p_mesh) const;
|
|
|
|
virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) const;
|
|
|
|
virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
|
|
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
|
|
|
|
/* MULTIMESH API */
|
|
|
|
virtual RID multimesh_create();
|
|
|
|
virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
|
|
virtual int multimesh_get_instance_count(RID p_multimesh) const;
|
|
|
|
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
|
|
virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
|
|
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
|
|
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
|
|
|
|
virtual RID multimesh_get_mesh(RID p_multimesh) const;
|
|
virtual AABB multimesh_get_aabb(RID p_multimesh) const;;
|
|
|
|
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
|
|
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
|
|
|
|
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
|
|
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
|
|
|
|
/* IMMEDIATE API */
|
|
|
|
virtual RID immediate_create();
|
|
virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID());
|
|
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
|
|
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
|
|
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
|
|
virtual void immediate_color(RID p_immediate,const Color& p_color);
|
|
virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
|
|
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
|
|
virtual void immediate_end(RID p_immediate);
|
|
virtual void immediate_clear(RID p_immediate);
|
|
virtual AABB immediate_get_aabb(RID p_immediate) const;
|
|
virtual void immediate_set_material(RID p_immediate,RID p_material);
|
|
virtual RID immediate_get_material(RID p_immediate) const;
|
|
|
|
|
|
/* PARTICLES API */
|
|
|
|
virtual RID particles_create();
|
|
|
|
virtual void particles_set_amount(RID p_particles, int p_amount);
|
|
virtual int particles_get_amount(RID p_particles) const;
|
|
|
|
virtual void particles_set_emitting(RID p_particles, bool p_emitting);
|
|
virtual bool particles_is_emitting(RID p_particles) const;
|
|
|
|
virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
|
|
virtual AABB particles_get_visibility_aabb(RID p_particles) const;
|
|
|
|
virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
|
|
virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
|
|
|
|
virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
|
|
virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
|
|
|
|
virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
|
|
virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
|
|
|
|
virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
|
|
virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
|
|
|
|
virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value);
|
|
virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const;
|
|
|
|
virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness);
|
|
virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const;
|
|
|
|
virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
|
|
virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
|
|
|
|
virtual void particles_set_color_phases(RID p_particles, int p_phases);
|
|
virtual int particles_get_color_phases(RID p_particles) const;
|
|
|
|
virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
|
|
virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
|
|
|
|
virtual void particles_set_attractors(RID p_particles, int p_attractors);
|
|
virtual int particles_get_attractors(RID p_particles) const;
|
|
|
|
virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
|
|
virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
|
|
|
|
virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
|
|
virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
|
|
|
|
virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
|
|
virtual RID particles_get_material(RID p_particles) const;
|
|
|
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virtual AABB particles_get_aabb(RID p_particles) const;
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virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
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virtual bool particles_has_height_from_velocity(RID p_particles) const;
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virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
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virtual bool particles_is_using_local_coordinates(RID p_particles) const;
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/* SKELETON API */
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virtual RID skeleton_create();
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virtual void skeleton_resize(RID p_skeleton,int p_bones);
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virtual int skeleton_get_bone_count(RID p_skeleton) const;
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virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
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virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
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/* LIGHT API */
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virtual RID light_create(VS::LightType p_type);
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virtual VS::LightType light_get_type(RID p_light) const;
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virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color);
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virtual Color light_get_color(RID p_light,VS::LightColor p_type) const;
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virtual void light_set_shadow(RID p_light,bool p_enabled);
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virtual bool light_has_shadow(RID p_light) const;
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virtual void light_set_volumetric(RID p_light,bool p_enabled);
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virtual bool light_is_volumetric(RID p_light) const;
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virtual void light_set_projector(RID p_light,RID p_texture);
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virtual RID light_get_projector(RID p_light) const;
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virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value);
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virtual float light_get_var(RID p_light, VS::LightParam p_var) const;
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virtual void light_set_operator(RID p_light,VS::LightOp p_op);
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virtual VS::LightOp light_get_operator(RID p_light) const;
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virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode);
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virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
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virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
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virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
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virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value);
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virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const;
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virtual AABB light_get_aabb(RID p_poly) const;
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virtual RID light_instance_create(RID p_light);
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virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
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virtual bool light_instance_has_shadow(RID p_light_instance) const;
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virtual bool light_instance_assign_shadow(RID p_light_instance);
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virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const;
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virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
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virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const;
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virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
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virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; }
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virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const;
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virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
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virtual void shadow_clear_near();
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virtual bool shadow_allocate_near(RID p_light);
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virtual bool shadow_allocate_far(RID p_light);
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/* PARTICLES INSTANCE */
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virtual RID particles_instance_create(RID p_particles);
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virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform);
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/* VIEWPORT */
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virtual RID viewport_data_create();
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virtual RID render_target_create();
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virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
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virtual RID render_target_get_texture(RID p_render_target) const;
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virtual bool render_target_renedered_in_frame(RID p_render_target);
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/* RENDER API */
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/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
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virtual void begin_frame();
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virtual void set_viewport(const VS::ViewportRect& p_viewport);
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virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false);
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virtual void clear_viewport(const Color& p_color);
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virtual void capture_viewport(Image* r_capture);
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virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug);
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virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass );
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virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection);
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virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls
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virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data);
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virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data);
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virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data) {}
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virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data);
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virtual void end_scene();
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virtual void end_shadow_map();
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virtual void end_frame();
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/* CANVAS API */
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virtual void canvas_begin();
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virtual void canvas_disable_blending();
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virtual void canvas_set_opacity(float p_opacity);
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virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
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virtual void canvas_begin_rect(const Matrix32& p_transform);
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virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect);
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virtual void canvas_end_rect();
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virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width);
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virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate);
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virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
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virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width);
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virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor);
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virtual void canvas_set_transform(const Matrix32& p_transform);
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/* FX */
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virtual RID fx_create();
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virtual void fx_get_effects(RID p_fx,List<String> *p_effects) const;
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virtual void fx_set_active(RID p_fx,const String& p_effect, bool p_active);
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virtual bool fx_is_active(RID p_fx,const String& p_effect) const;
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virtual void fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const;
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virtual Variant fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const;
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virtual void fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue);
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/* ENVIRONMENT */
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virtual RID environment_create();
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virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
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virtual VS::EnvironmentBG environment_get_background(RID p_env) const;
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virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value);
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virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const;
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virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled);
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virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const;
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virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value);
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virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const;
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/* SAMPLED LIGHT */
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virtual RID sampled_light_dp_create(int p_width,int p_height);
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virtual void sampled_light_dp_update(RID p_sampled_light,const Color *p_data,float p_multiplier);
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/*MISC*/
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virtual bool is_texture(const RID& p_rid) const;
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virtual bool is_material(const RID& p_rid) const;
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virtual bool is_mesh(const RID& p_rid) const;
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virtual bool is_multimesh(const RID& p_rid) const;
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virtual bool is_immediate(const RID& p_rid) const;
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virtual bool is_particles(const RID &p_beam) const;
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virtual bool is_light(const RID& p_rid) const;
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virtual bool is_light_instance(const RID& p_rid) const;
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virtual bool is_particles_instance(const RID& p_rid) const;
|
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virtual bool is_skeleton(const RID& p_rid) const;
|
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virtual bool is_environment(const RID& p_rid) const;
|
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virtual bool is_fx(const RID& p_rid) const;
|
|
virtual bool is_shader(const RID& p_rid) const;
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virtual void free(const RID& p_rid);
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|
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virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
|
|
virtual RID custom_shade_model_get_shader(int p_model) const;
|
|
virtual void custom_shade_model_set_name(int p_model, const String& p_name);
|
|
virtual String custom_shade_model_get_name(int p_model) const;
|
|
virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info);
|
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virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const;
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virtual void init();
|
|
virtual void finish();
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|
|
virtual int get_render_info(VS::RenderInfo p_info);
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|
|
|
void reload_vram();
|
|
|
|
virtual bool needs_to_draw_next_frame() const;
|
|
|
|
virtual bool has_feature(VS::Features p_feature) const;
|
|
|
|
|
|
#ifdef TOOLS_ENABLED
|
|
RasterizerGLES1(bool p_keep_copies=true,bool p_use_reload_hooks=false);
|
|
#else
|
|
RasterizerGLES1(bool p_keep_copies=false,bool p_use_reload_hooks=false);
|
|
#endif
|
|
virtual ~RasterizerGLES1();
|
|
};
|
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|
#endif
|
|
#endif
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