c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
791 lines
27 KiB
C++
791 lines
27 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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#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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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 flags[VS::MATERIAL_FLAG_MAX];
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VS::MaterialDepthDrawMode depth_draw_mode;
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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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depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
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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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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 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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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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virtual void texture_set_path(RID p_texture,const String& p_path) {}
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virtual String texture_get_path(RID p_texture) const { return String(); }
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virtual void texture_debug_usage(List<VS::TextureInfo> *r_info) {}
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virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) {}
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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,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_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 String shader_get_light_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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virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
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virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
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virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name);
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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_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
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virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(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,RID p_skeleton=RID()) 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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/* IMMEDIATE API */
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virtual RID immediate_create();
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virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID());
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virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
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virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
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virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
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virtual void immediate_color(RID p_immediate,const Color& p_color);
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virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
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virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
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virtual void immediate_end(RID p_immediate);
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virtual void immediate_clear(RID p_immediate);
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virtual void immediate_set_material(RID p_immediate,RID p_material);
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virtual RID immediate_get_material(RID p_immediate) const;
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virtual AABB immediate_get_aabb(RID p_mesh) 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 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,bool p_ortho_hint);
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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 begin_canvas_bg();
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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,bool p_antialiased);
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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, const Rect2& p_src_region, 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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virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light);
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virtual RID canvas_light_occluder_create();
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virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines);
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virtual RID canvas_light_shadow_buffer_create(int p_width);
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virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache);
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virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow);
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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_immediate(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_canvas_light_occluder(const RID& p_rid) const;
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virtual bool is_shader(const RID& p_rid) const;
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|
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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;
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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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virtual void restore_framebuffer();
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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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