virtualx-engine/servers/visual/rasterizer.h
Juan Linietsky 990f6cf50e More Bug Fixes
-=-=-=-=-=-=-

-Fixed a few bugs in Mixer, now playback of chiptunes works great :)
-Changed how visibility AABB generation from skeletons work, it's fully automatic and real-time now, generated from current skeleton pose for the frame.
-Fixed camera in 3D kinematic character demo.
2014-09-17 20:03:10 -03:00

622 lines
25 KiB
C++

/*************************************************************************/
/* rasterizer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_H
#define RASTERIZER_H
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
#include "servers/visual_server.h"
#include "camera_matrix.h"
#include "map.h"
#include "self_list.h"
class Rasterizer {
protected:
RID create_default_material();
RID create_overdraw_debug_material();
/* Fixed Material Shader API */
union FixedMaterialShaderKey {
struct {
uint16_t texcoord_mask;
uint8_t texture_mask;
uint8_t light_shader:2;
bool use_alpha:1;
bool use_color_array:1;
bool use_pointsize:1;
bool discard_alpha:1;
bool valid:1;
};
uint32_t key;
_FORCE_INLINE_ bool operator<(const FixedMaterialShaderKey& p_key) const { return key<p_key.key; }
};
struct FixedMaterialShader {
int refcount;
RID shader;
};
Map<FixedMaterialShaderKey,FixedMaterialShader> fixed_material_shaders;
RID _create_shader(const FixedMaterialShaderKey& p_key);
void _free_shader(const FixedMaterialShaderKey& p_key);
struct FixedMaterial {
RID self;
bool use_alpha;
bool use_color_array;
bool discard_alpha;
bool use_pointsize;
float point_size;
Transform uv_xform;
VS::FixedMaterialLightShader light_shader;
RID texture[VS::FIXED_MATERIAL_PARAM_MAX];
Variant param[VS::FIXED_MATERIAL_PARAM_MAX];
VS::FixedMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX];
SelfList<FixedMaterial> dirty_list;
FixedMaterialShaderKey current_key;
_FORCE_INLINE_ FixedMaterialShaderKey get_key() const {
FixedMaterialShaderKey k;
k.key=0;
k.use_alpha=use_alpha;
k.use_color_array=use_color_array;
k.use_pointsize=use_pointsize;
k.discard_alpha=discard_alpha;
k.light_shader=light_shader;
k.valid=true;
for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
if (texture[i].is_valid()) {
//print_line("valid: "+itos(i));
k.texture_mask|=(1<<i);
k.texcoord_mask|=(texture_tc[i])<<(i*2);
}
}
return k;
}
FixedMaterial() : dirty_list(this) {
use_alpha=false;
use_color_array=false;
use_pointsize=false;
discard_alpha=false;
point_size=1.0;
light_shader=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT;
for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
texture_tc[i]=VS::FIXED_MATERIAL_TEXCOORD_UV;
}
param[VS::FIXED_MATERIAL_PARAM_DIFFUSE]=Color(1,1,1);
param[VS::FIXED_MATERIAL_PARAM_DETAIL]=1.0;
param[VS::FIXED_MATERIAL_PARAM_EMISSION]=Color(0,0,0);
param[VS::FIXED_MATERIAL_PARAM_GLOW]=0;
param[VS::FIXED_MATERIAL_PARAM_SHADE_PARAM]=0;
param[VS::FIXED_MATERIAL_PARAM_SPECULAR]=Color(0.0,0.0,0.0);
param[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]=40;
param[VS::FIXED_MATERIAL_PARAM_NORMAL]=1;
current_key.key=0;
}
};
StringName _fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_MAX];
StringName _fixed_material_tex_names[VS::FIXED_MATERIAL_PARAM_MAX];
StringName _fixed_material_uv_xform_name;
StringName _fixed_material_point_size_name;
Map<RID,FixedMaterial*> fixed_materials;
SelfList<FixedMaterial>::List fixed_material_dirty_list;
protected:
void _update_fixed_materials();
void _free_fixed_material(const RID& p_material);
public:
enum ShadowFilterTechnique {
SHADOW_FILTER_NONE,
SHADOW_FILTER_PCF5,
SHADOW_FILTER_PCF13,
SHADOW_FILTER_ESM,
SHADOW_FILTER_VSM,
};
/* TEXTURE API */
virtual RID texture_create()=0;
RID texture_create_from_image(const Image& p_image,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); // helper
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)=0;
virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT)=0;
virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const=0;
virtual void texture_set_flags(RID p_texture,uint32_t p_flags)=0;
virtual uint32_t texture_get_flags(RID p_texture) const=0;
virtual Image::Format texture_get_format(RID p_texture) const=0;
virtual uint32_t texture_get_width(RID p_texture) const=0;
virtual uint32_t texture_get_height(RID p_texture) const=0;
virtual bool texture_has_alpha(RID p_texture) const=0;
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height)=0;
virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const=0;
/* SHADER API */
virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL)=0;
virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0;
virtual VS::ShaderMode shader_get_mode(RID p_shader) const=0;
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)=0;
virtual String shader_get_fragment_code(RID p_shader) const=0;
virtual String shader_get_vertex_code(RID p_shader) const=0;
virtual String shader_get_light_code(RID p_shader) const=0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0;
/* COMMON MATERIAL API */
virtual RID material_create()=0;
virtual void material_set_shader(RID p_shader_material, RID p_shader)=0;
virtual RID material_get_shader(RID p_shader_material) const=0;
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value)=0;
virtual Variant material_get_param(RID p_material, const StringName& p_param) const=0;
virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled)=0;
virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const=0;
virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode)=0;
virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0;
virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)=0;
virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const=0;
virtual void material_set_line_width(RID p_material,float p_line_width)=0;
virtual float material_get_line_width(RID p_material) const=0;
/* 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_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader);
virtual VS::FixedMaterialLightShader fixed_material_get_light_shader(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()=0;
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)=0;
virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const=0;
virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const=0;
virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat)=0;
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0;
virtual int mesh_get_morph_target_count(RID p_mesh) const=0;
virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode)=0;
virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const=0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false)=0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const=0;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const=0;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const=0;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const=0;
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const=0;
virtual void mesh_remove_surface(RID p_mesh,int p_index)=0;
virtual int mesh_get_surface_count(RID p_mesh) const=0;
virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) const=0;
virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb)=0;
virtual AABB mesh_get_custom_aabb(RID p_mesh) const=0;
/* MULTIMESH API */
virtual RID multimesh_create()=0;
virtual void multimesh_set_instance_count(RID p_multimesh,int p_count)=0;
virtual int multimesh_get_instance_count(RID p_multimesh) const=0;
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh)=0;
virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb)=0;
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform)=0;
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color)=0;
virtual RID multimesh_get_mesh(RID p_multimesh) const=0;
virtual AABB multimesh_get_aabb(RID p_multimesh) const=0;;
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0;
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const=0;
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible)=0;
virtual int multimesh_get_visible_instances(RID p_multimesh) const=0;
/* BAKED LIGHT */
/* IMMEDIATE API */
virtual RID immediate_create()=0;
virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID())=0;
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex)=0;
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal)=0;
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent)=0;
virtual void immediate_color(RID p_immediate,const Color& p_color)=0;
virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv)=0;
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv)=0;
virtual void immediate_end(RID p_immediate)=0;
virtual void immediate_clear(RID p_immediate)=0;
virtual AABB immediate_get_aabb(RID p_immediate) const=0;
virtual void immediate_set_material(RID p_immediate,RID p_material)=0;
virtual RID immediate_get_material(RID p_immediate) const=0;
/* PARTICLES API */
virtual RID particles_create()=0;
virtual void particles_set_amount(RID p_particles, int p_amount)=0;
virtual int particles_get_amount(RID p_particles) const=0;
virtual void particles_set_emitting(RID p_particles, bool p_emitting)=0;
virtual bool particles_is_emitting(RID p_particles) const=0;
virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility)=0;
virtual AABB particles_get_visibility_aabb(RID p_particles) const=0;
virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents)=0;
virtual Vector3 particles_get_emission_half_extents(RID p_particles) const=0;
virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity)=0;
virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const=0;
virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points)=0;
virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const=0;
virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal)=0;
virtual Vector3 particles_get_gravity_normal(RID p_particles) const=0;
virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value)=0;
virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const=0;
virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness)=0;
virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const=0;
virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos)=0;
virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const=0;
virtual void particles_set_color_phases(RID p_particles, int p_phases)=0;
virtual int particles_get_color_phases(RID p_particles) const=0;
virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color)=0;
virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const=0;
virtual void particles_set_attractors(RID p_particles, int p_attractors)=0;
virtual int particles_get_attractors(RID p_particles) const=0;
virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos)=0;
virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const=0;
virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force)=0;
virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const=0;
virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false)=0;
virtual RID particles_get_material(RID p_particles) const=0;
virtual AABB particles_get_aabb(RID p_particles) const=0;
virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable)=0;
virtual bool particles_has_height_from_velocity(RID p_particles) const=0;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable)=0;
virtual bool particles_is_using_local_coordinates(RID p_particles) const=0;
/* SKELETON API */
virtual RID skeleton_create()=0;
virtual void skeleton_resize(RID p_skeleton,int p_bones)=0;
virtual int skeleton_get_bone_count(RID p_skeleton) const=0;
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform)=0;
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone)=0;
/* LIGHT API */
virtual RID light_create(VS::LightType p_type)=0;
virtual VS::LightType light_get_type(RID p_light) const=0;
virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color)=0;
virtual Color light_get_color(RID p_light,VS::LightColor p_type) const=0;
virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
virtual bool light_has_shadow(RID p_light) const=0;
virtual void light_set_volumetric(RID p_light,bool p_enabled)=0;
virtual bool light_is_volumetric(RID p_light) const=0;
virtual void light_set_projector(RID p_light,RID p_texture)=0;
virtual RID light_get_projector(RID p_light) const=0;
virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value)=0;
virtual float light_get_var(RID p_light, VS::LightParam p_var) const=0;
virtual void light_set_operator(RID p_light,VS::LightOp p_op)=0;
virtual VS::LightOp light_get_operator(RID p_light) const=0;
virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0;
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const=0;
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const=0;
virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value)=0;
virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const=0;
virtual AABB light_get_aabb(RID p_poly) const=0;
virtual RID light_instance_create(RID p_light)=0;
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform)=0;
enum ShadowType {
SHADOW_NONE,
SHADOW_SIMPLE,
SHADOW_ORTHOGONAL,
SHADOW_DUAL_PARABOLOID,
SHADOW_CUBE,
SHADOW_PSSM, //parallel split shadow map
SHADOW_PSM //perspective shadow map
};
enum ShadowPass {
PASS_DUAL_PARABOLOID_FRONT=0,
PASS_DUAL_PARABOLOID_BACK=1,
PASS_CUBE_FRONT=0,
PASS_CUBE_BACK=1,
PASS_CUBE_TOP=2,
PASS_CUBE_BOTTOM=3,
PASS_CUBE_LEFT=4,
PASS_CUBE_RIGHT=5,
};
virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const=0;
virtual int light_instance_get_shadow_passes(RID p_light_instance) const=0;
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)=0;
virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const=0;
virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const=0;
/* SHADOWS */
virtual void shadow_clear_near()=0;
virtual bool shadow_allocate_near(RID p_light)=0; //true on successful alloc
virtual bool shadow_allocate_far(RID p_light)=0; //true on successful alloc
/* PARTICLES INSTANCE */
virtual RID particles_instance_create(RID p_particles)=0;
virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform)=0;
/* RENDER API */
/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
/* VIEWPORT API */
virtual RID viewport_data_create()=0;
virtual RID render_target_create()=0;
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height)=0;
virtual RID render_target_get_texture(RID p_render_target) const=0;
virtual bool render_target_renedered_in_frame(RID p_render_target)=0;
virtual void begin_frame()=0;
virtual void set_viewport(const VS::ViewportRect& p_viewport)=0;
virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false)=0;
virtual void clear_viewport(const Color& p_color)=0;
virtual void capture_viewport(Image* r_capture)=0;
virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug)=0;
virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass )=0;
virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection)=0;
virtual void add_light( RID p_light_instance )=0; ///< all "add_light" calls happen before add_geometry calls
typedef Map<StringName,Variant> ParamOverrideMap;
struct BakedLightData {
VS::BakedLightMode mode;
RID octree_texture;
float color_multiplier; //used for both lightmaps and octree
Transform octree_transform;
Map<int,RID> lightmaps;
//cache
float octree_lattice_size;
float octree_lattice_divide;
float texture_multiplier;
float lightmap_multiplier;
int octree_steps;
Vector2 octree_tex_pixel_size;
};
struct InstanceData {
Transform transform;
RID skeleton;
RID material_override;
Vector<RID> light_instances;
Vector<float> morph_values;
BakedLightData *baked_light;
Transform *baked_light_octree_xform;
int baked_lightmap_id;
bool mirror :8;
bool depth_scale :8;
bool billboard :8;
bool billboard_y :8;
};
virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data)=0;
virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data)=0;
virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data)=0;
virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data)=0;
virtual void end_scene()=0;
virtual void end_shadow_map()=0;
virtual void end_frame()=0;
virtual void flush_frame(); //not necesary in most cases
/* CANVAS API */
enum CanvasRectFlags {
CANVAS_RECT_REGION=1,
CANVAS_RECT_TILE=2,
CANVAS_RECT_FLIP_H=4,
CANVAS_RECT_FLIP_V=8
};
virtual void canvas_begin()=0;
virtual void canvas_disable_blending()=0;
virtual void canvas_set_opacity(float p_opacity)=0;
virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode)=0;
virtual void canvas_begin_rect(const Matrix32& p_transform)=0;;
virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect)=0;
virtual void canvas_end_rect()=0;
virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width)=0;
virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate)=0;
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))=0;
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)=0;
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)=0;
virtual void canvas_set_transform(const Matrix32& p_transform)=0;
/* ENVIRONMENT */
virtual RID environment_create()=0;
virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg)=0;
virtual VS::EnvironmentBG environment_get_background(RID p_env) const=0;
virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value)=0;
virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const=0;
virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled)=0;
virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const=0;
virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value)=0;
virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const=0;
/*MISC*/
virtual bool is_texture(const RID& p_rid) const=0;
virtual bool is_material(const RID& p_rid) const=0;
virtual bool is_mesh(const RID& p_rid) const=0;
virtual bool is_multimesh(const RID& p_rid) const=0;
virtual bool is_immediate(const RID& p_rid) const=0;
virtual bool is_particles(const RID &p_beam) const=0;
virtual bool is_light(const RID& p_rid) const=0;
virtual bool is_light_instance(const RID& p_rid) const=0;
virtual bool is_particles_instance(const RID& p_rid) const=0;
virtual bool is_skeleton(const RID& p_rid) const=0;
virtual bool is_environment(const RID& p_rid) const=0;
virtual bool is_shader(const RID& p_rid) const=0;
virtual void free(const RID& p_rid)=0;
virtual void init()=0;
virtual void finish()=0;
virtual bool needs_to_draw_next_frame() const=0;
virtual void reload_vram() {}
virtual bool has_feature(VS::Features p_feature) const=0;
virtual int get_render_info(VS::RenderInfo p_info)=0;
Rasterizer();
virtual ~Rasterizer() {}
};
#endif