72ae89c5aa
-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too). -Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed. -Manipulator gizmos are different for edited object and other objects. -Properly highlight manipulator gizmo handles when hovered. -Fixed bugs in fragment program when using more than 1 light together. -Reload png/jpg files automatically in editor if edited externally. -Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios -Added PCF13 to improve smoothness of shadow borders -General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM. -Fixed normal mapping when importing DAE files, works nicely now.
731 lines
24 KiB
C++
731 lines
24 KiB
C++
/*************************************************************************/
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/* rasterizer_dummy.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_DUMMY_H
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#define RASTERIZER_DUMMY_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 "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 RasterizerDummy : public Rasterizer {
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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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Image image[6];
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Texture() {
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flags=width=height=0;
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format=Image::FORMAT_GRAYSCALE;
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}
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~Texture() {
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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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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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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 flags[VS::MATERIAL_FLAG_MAX];
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bool hints[VS::MATERIAL_HINT_MAX];
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VS::MaterialShadeModel shade_model;
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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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RID shader; // shader material
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Map<StringName,Variant> shader_params;
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Material() {
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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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for(int i=0;i<VS::MATERIAL_HINT_MAX;i++)
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hints[i]=false;
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line_width=1;
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blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
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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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Array data;
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Array morph_data;
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bool packed;
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bool alpha_sort;
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int morph_target_count;
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AABB aabb;
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VS::PrimitiveType primitive;
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uint32_t format;
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uint32_t morph_format;
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RID material;
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bool material_owned;
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Surface() {
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packed=false;
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morph_target_count=0;
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material_owned=false;
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format=0;
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morph_format=0;
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primitive=VS::PRIMITIVE_POINTS;
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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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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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Transform xform;
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Color color;
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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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MultiMesh() {
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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 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_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 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_SCALAR]=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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fx_param[VS::ENV_FX_PARAM_GAMMA]=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 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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LightInstance() { linear_att=1.0; }
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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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RID default_material;
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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_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
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virtual Image texture_get_data(RID p_texture,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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virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
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virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
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/* SHADER API */
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virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL);
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virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
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virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
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virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0);
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virtual String shader_get_fragment_code(RID p_shader) const;
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virtual String shader_get_vertex_code(RID p_shader) const;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
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/* COMMON MATERIAL API */
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virtual RID material_create();
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virtual void material_set_shader(RID p_shader_material, RID p_shader);
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virtual RID material_get_shader(RID p_shader_material) const;
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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_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_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled);
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virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const;
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virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model);
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virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) 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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/* 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,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false);
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virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
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virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
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virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat);
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virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
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virtual int mesh_get_morph_target_count(RID p_mesh) const;
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virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
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virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) 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_remove_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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virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
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virtual AABB mesh_get_custom_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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virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
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virtual int multimesh_get_visible_instances(RID p_multimesh) 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_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
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virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
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virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
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virtual DVector<Vector3> particles_get_emission_points(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);
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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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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 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_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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/* 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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/*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_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_shader(const RID& p_rid) const;
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virtual void free(const RID& p_rid);
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virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
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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);
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|
virtual String custom_shade_model_get_name(int p_model) const;
|
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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();
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virtual void finish();
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virtual int get_render_info(VS::RenderInfo p_info);
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virtual bool needs_to_draw_next_frame() const;
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virtual bool has_feature(VS::Features p_feature) const;
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RasterizerDummy();
|
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virtual ~RasterizerDummy();
|
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};
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#endif // RASTERIZER_DUMMY_H
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