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authorJuan Linietsky <reduzio@gmail.com>2017-01-02 19:12:25 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-01-02 19:12:25 -0300
commitce26eb74bca48f16e9a34b4eb1c34e50dfc5daae (patch)
tree5f9c387037d0142d40f7275575436483dc0a7237 /servers/visual/rasterizer.h
parentab4126f51061277e87b41c48b40e7b54942d4eca (diff)
parent45c5c89de961357a7042d9e1f063e288d7a510cf (diff)
Merge branch 'master' of https://github.com/godotengine/godot
Diffstat (limited to 'servers/visual/rasterizer.h')
-rw-r--r--servers/visual/rasterizer.h1062
1 files changed, 987 insertions, 75 deletions
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index 8cc567072f..3b3cd4caa4 100644
--- a/servers/visual/rasterizer.h
+++ b/servers/visual/rasterizer.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 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 */
@@ -29,6 +29,918 @@
#ifndef RASTERIZER_H
#define RASTERIZER_H
+
+#include "servers/visual_server.h"
+#include "camera_matrix.h"
+
+#include "self_list.h"
+
+
+class RasterizerScene {
+public:
+
+ /* SHADOW ATLAS API */
+
+ virtual RID shadow_atlas_create()=0;
+ virtual void shadow_atlas_set_size(RID p_atlas,int p_size)=0;
+ virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision)=0;
+ virtual bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version)=0;
+
+ virtual int get_directional_light_shadow_size(RID p_light_intance)=0;
+ virtual void set_directional_shadow_count(int p_count)=0;
+
+ /* ENVIRONMENT API */
+
+ virtual RID environment_create()=0;
+
+ virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg)=0;
+ virtual void environment_set_skybox(RID p_env,RID p_skybox)=0;
+ virtual void environment_set_skybox_scale(RID p_env,float p_scale)=0;
+ virtual void environment_set_bg_color(RID p_env,const Color& p_color)=0;
+ virtual void environment_set_bg_energy(RID p_env,float p_energy)=0;
+ virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer)=0;
+ virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0)=0;
+
+ virtual void environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality)=0;
+ virtual void environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality)=0;
+ virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale,bool p_bicubic_upscale)=0;
+ virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture)=0;
+
+ virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness)=0;
+ virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect,const Color &p_color,bool p_blur)=0;
+
+ virtual void environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale)=0;
+
+ virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
+
+ struct InstanceBase : RID_Data {
+
+ VS::InstanceType base_type;
+ RID base;
+
+ RID skeleton;
+ RID material_override;
+
+ Transform transform;
+
+ int depth_layer;
+ uint32_t layer_mask;
+
+ //RID sampled_light;
+
+ Vector<RID> materials;
+ Vector<RID> light_instances;
+ Vector<RID> reflection_probe_instances;
+ Vector<RID> gi_probe_instances;
+
+ Vector<float> morph_values;
+
+ //BakedLightData *baked_light;
+ VS::ShadowCastingSetting cast_shadows;
+ //Transform *baked_light_octree_xform;
+ //int baked_lightmap_id;
+
+ bool mirror :8;
+ bool depth_scale :8;
+ bool billboard :8;
+ bool billboard_y :8;
+ bool receive_shadows : 8;
+
+ float depth; //used for sorting
+
+ SelfList<InstanceBase> dependency_item;
+ InstanceBase *baked_light; //baked light to use
+ SelfList<InstanceBase> baked_light_item;
+
+ virtual void base_removed()=0;
+ virtual void base_changed()=0;
+ virtual void base_material_changed()=0;
+
+ InstanceBase() : dependency_item(this), baked_light_item(this) {
+
+ base_type=VS::INSTANCE_NONE;
+ cast_shadows=VS::SHADOW_CASTING_SETTING_ON;
+ receive_shadows=true;
+ depth_scale=false;
+ billboard=false;
+ billboard_y=false;
+ depth_layer=0;
+ layer_mask=1;
+ baked_light=NULL;
+
+ }
+ };
+
+ virtual RID light_instance_create(RID p_light)=0;
+ virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform)=0;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance,const CameraMatrix& p_projection,const Transform& p_transform,float p_far,float p_split,int p_pass)=0;
+ virtual void light_instance_mark_visible(RID p_light_instance)=0;
+
+ virtual RID reflection_atlas_create()=0;
+ virtual void reflection_atlas_set_size(RID p_ref_atlas,int p_size)=0;
+ virtual void reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv)=0;
+
+ virtual RID reflection_probe_instance_create(RID p_probe)=0;
+ virtual void reflection_probe_instance_set_transform(RID p_instance,const Transform& p_transform)=0;
+ virtual void reflection_probe_release_atlas_index(RID p_instance)=0;
+ virtual bool reflection_probe_instance_needs_redraw(RID p_instance)=0;
+ virtual bool reflection_probe_instance_has_reflection(RID p_instance)=0;
+ virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas)=0;
+ virtual bool reflection_probe_instance_postprocess_step(RID p_instance)=0;
+
+ virtual RID gi_probe_instance_create()=0;
+ virtual void gi_probe_instance_set_light_data(RID p_probe,RID p_base,RID p_data)=0;
+ virtual void gi_probe_instance_set_transform_to_data(RID p_probe,const Transform& p_xform)=0;
+ virtual void gi_probe_instance_set_bounds(RID p_probe,const Vector3& p_bounds)=0;
+
+ virtual void render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass)=0;
+ virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count)=0;
+
+ virtual void set_scene_pass(uint64_t p_pass)=0;
+
+ virtual bool free(RID p_rid)=0;
+
+ virtual ~RasterizerScene() {}
+};
+
+
+
+
+
+
+
+class RasterizerStorage {
+public:
+ /* TEXTURE API */
+
+ virtual RID texture_create()=0;
+ 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 void texture_set_size_override(RID p_texture,int p_width, int p_height)=0;
+
+ virtual void texture_set_path(RID p_texture,const String& p_path)=0;
+ virtual String texture_get_path(RID p_texture) const=0;
+
+ virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable)=0;
+
+ virtual void texture_debug_usage(List<VS::TextureInfo> *r_info)=0;
+
+ virtual RID texture_create_radiance_cubemap(RID p_source,int p_resolution=-1) const=0;
+
+
+ virtual void textures_keep_original(bool p_enable)=0;
+
+ /* SKYBOX API */
+
+ virtual RID skybox_create()=0;
+ virtual void skybox_set_texture(RID p_skybox,RID p_cube_map,int p_radiance_size)=0;
+
+ /* SHADER API */
+
+
+ virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_SPATIAL)=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_code)=0;
+ virtual String shader_get_code(RID p_shader) const=0;
+ virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0;
+
+ virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture)=0;
+ virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) 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_line_width(RID p_material, float p_width)=0;
+
+ virtual bool material_is_animated(RID p_material)=0;
+ virtual bool material_casts_shadows(RID p_material)=0;
+
+ virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance)=0;
+ virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance)=0;
+
+ /* MESH API */
+
+ virtual RID mesh_create()=0;
+
+ virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >(),const Vector<AABB>& p_bone_aabbs=Vector<AABB>())=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)=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 DVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const=0;
+ virtual DVector<uint8_t> mesh_surface_get_index_array(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 AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const=0;
+ virtual Vector<DVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const=0;
+ virtual Vector<AABB> mesh_surface_get_skeleton_aabb(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 void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb)=0;
+ virtual AABB mesh_get_custom_aabb(RID p_mesh) const=0;
+
+ virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const=0;
+ virtual void mesh_clear(RID p_mesh)=0;
+
+ /* MULTIMESH API */
+
+
+ virtual RID multimesh_create()=0;
+
+ virtual void multimesh_allocate(RID p_multimesh,int p_instances,VS::MultimeshTransformFormat p_transform_format,VS::MultimeshColorFormat p_color_format)=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_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform)=0;
+ virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& 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 Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0;
+ virtual Matrix32 multimesh_instance_get_transform_2d(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;
+
+ virtual AABB multimesh_get_aabb(RID p_multimesh) const=0;
+
+ /* 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 void immediate_set_material(RID p_immediate,RID p_material)=0;
+ virtual RID immediate_get_material(RID p_immediate) const=0;
+ virtual AABB immediate_get_aabb(RID p_immediate) const=0;
+
+
+ /* SKELETON API */
+
+ virtual RID skeleton_create()=0;
+ virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false)=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) const =0;
+ virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform)=0;
+ virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const=0;
+
+ /* Light API */
+
+ virtual RID light_create(VS::LightType p_type)=0;
+
+ virtual void light_set_color(RID p_light,const Color& p_color)=0;
+ virtual void light_set_param(RID p_light,VS::LightParam p_param,float p_value)=0;
+ virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
+ virtual void light_set_shadow_color(RID p_light,const Color& p_color)=0;
+ virtual void light_set_projector(RID p_light,RID p_texture)=0;
+ virtual void light_set_negative(RID p_light,bool p_enable)=0;
+ virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0;
+
+ virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0;
+ virtual void light_omni_set_shadow_detail(RID p_light,VS::LightOmniShadowDetail p_detail)=0;
+
+ virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
+ virtual void light_directional_set_blend_splits(RID p_light,bool p_enable)=0;
+ virtual bool light_directional_get_blend_splits(RID p_light) const=0;
+
+ virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light)=0;
+ virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light)=0;
+
+ virtual bool light_has_shadow(RID p_light) const=0;
+
+ virtual VS::LightType light_get_type(RID p_light) const=0;
+ virtual AABB light_get_aabb(RID p_light) const=0;
+ virtual float light_get_param(RID p_light,VS::LightParam p_param)=0;
+ virtual Color light_get_color(RID p_light)=0;
+ virtual uint64_t light_get_version(RID p_light) const=0;
+
+
+ /* PROBE API */
+
+ virtual RID reflection_probe_create()=0;
+
+ virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode)=0;
+ virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity)=0;
+ virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color& p_ambient)=0;
+ virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy)=0;
+ virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib)=0;
+ virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance)=0;
+ virtual void reflection_probe_set_extents(RID p_probe, const Vector3& p_extents)=0;
+ virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset)=0;
+ virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable)=0;
+ virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable)=0;
+ virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable)=0;
+ virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers)=0;
+
+ virtual AABB reflection_probe_get_aabb(RID p_probe) const=0;
+ virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const=0;
+ virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const=0;
+ virtual Vector3 reflection_probe_get_extents(RID p_probe) const=0;
+ virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const=0;
+ virtual float reflection_probe_get_origin_max_distance(RID p_probe) const=0;
+ virtual bool reflection_probe_renders_shadows(RID p_probe) const=0;
+
+
+ /* ROOM API */
+
+ virtual RID room_create()=0;
+ virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform)=0;
+ virtual void room_clear_bounds(RID p_room)=0;
+
+ /* PORTAL API */
+
+ // portals are only (x/y) points, forming a convex shape, which its clockwise
+ // order points outside. (z is 0)=0;
+
+ virtual RID portal_create()=0;
+ virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape)=0;
+ virtual void portal_set_enabled(RID p_portal, bool p_enabled)=0;
+ virtual void portal_set_disable_distance(RID p_portal, float p_distance)=0;
+ virtual void portal_set_disabled_color(RID p_portal, const Color& p_color)=0;
+
+ virtual void instance_add_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance)=0;
+ virtual void instance_remove_skeleton(RID p_skeleton,RasterizerScene::InstanceBase *p_instance)=0;
+
+ virtual void instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance)=0;
+ virtual void instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance)=0;
+
+ /* GI PROBE API */
+
+ virtual RID gi_probe_create()=0;
+
+ virtual void gi_probe_set_bounds(RID p_probe,const AABB& p_bounds)=0;
+ virtual AABB gi_probe_get_bounds(RID p_probe) const=0;
+
+ virtual void gi_probe_set_cell_size(RID p_probe,float p_range)=0;
+ virtual float gi_probe_get_cell_size(RID p_probe) const=0;
+
+ virtual void gi_probe_set_to_cell_xform(RID p_probe,const Transform& p_xform)=0;
+ virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const=0;
+
+ virtual void gi_probe_set_dynamic_data(RID p_probe,const DVector<int>& p_data)=0;
+ virtual DVector<int> gi_probe_get_dynamic_data(RID p_probe) const=0;
+
+ virtual void gi_probe_set_dynamic_range(RID p_probe,int p_range)=0;
+ virtual int gi_probe_get_dynamic_range(RID p_probe) const=0;
+
+ virtual void gi_probe_set_energy(RID p_probe,float p_range)=0;
+ virtual float gi_probe_get_energy(RID p_probe) const=0;
+
+ virtual void gi_probe_set_interior(RID p_probe,bool p_enable)=0;
+ virtual bool gi_probe_is_interior(RID p_probe) const=0;
+
+ virtual void gi_probe_set_compress(RID p_probe,bool p_enable)=0;
+ virtual bool gi_probe_is_compressed(RID p_probe) const=0;
+
+ virtual uint32_t gi_probe_get_version(RID p_probe)=0;
+
+ enum GIProbeCompression {
+ GI_PROBE_UNCOMPRESSED,
+ GI_PROBE_S3TC,
+ GI_PROBE_ETC2
+ };
+
+ virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const=0;
+ virtual RID gi_probe_dynamic_data_create(int p_width,int p_height,int p_depth,GIProbeCompression p_compression)=0;
+ virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data,int p_depth_slice,int p_slice_count,int p_mipmap,const void* p_data)=0;
+
+
+ /* PARTICLES */
+
+ virtual RID particles_create()=0;
+
+ virtual void particles_set_emitting(RID p_particles,bool p_emitting)=0;
+ virtual void particles_set_amount(RID p_particles,int p_amount)=0;
+ virtual void particles_set_lifetime(RID p_particles,float p_lifetime)=0;
+ virtual void particles_set_pre_process_time(RID p_particles,float p_time)=0;
+ virtual void particles_set_explosiveness_ratio(RID p_particles,float p_ratio)=0;
+ virtual void particles_set_randomness_ratio(RID p_particles,float p_ratio)=0;
+ virtual void particles_set_custom_aabb(RID p_particles,const AABB& p_aabb)=0;
+ virtual void particles_set_gravity(RID p_particles,const Vector3& p_gravity)=0;
+ virtual void particles_set_use_local_coordinates(RID p_particles,bool p_enable)=0;
+ virtual void particles_set_process_material(RID p_particles,RID p_material)=0;
+
+ virtual void particles_set_emission_shape(RID p_particles,VS::ParticlesEmissionShape p_shape)=0;
+ virtual void particles_set_emission_sphere_radius(RID p_particles,float p_radius)=0;
+ virtual void particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents)=0;
+ virtual void particles_set_emission_points(RID p_particles,const DVector<Vector3>& p_points)=0;
+
+
+ virtual void particles_set_draw_order(RID p_particles,VS::ParticlesDrawOrder p_order)=0;
+
+ virtual void particles_set_draw_passes(RID p_particles,int p_count)=0;
+ virtual void particles_set_draw_pass_material(RID p_particles,int p_pass, RID p_material)=0;
+ virtual void particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh)=0;
+
+ virtual AABB particles_get_current_aabb(RID p_particles)=0;
+
+
+
+ /* RENDER TARGET */
+
+ enum RenderTargetFlags {
+ RENDER_TARGET_VFLIP,
+ RENDER_TARGET_TRANSPARENT,
+ RENDER_TARGET_NO_3D,
+ RENDER_TARGET_NO_SAMPLING,
+ RENDER_TARGET_HDR,
+ RENDER_TARGET_FLAG_MAX
+ };
+
+ 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 void render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value)=0;
+ virtual bool render_target_renedered_in_frame(RID p_render_target)=0;
+ virtual void render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa)=0;
+
+
+ /* CANVAS SHADOW */
+
+ virtual RID canvas_light_shadow_buffer_create(int p_width)=0;
+
+ /* LIGHT SHADOW MAPPING */
+
+ virtual RID canvas_light_occluder_create()=0;
+ virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines)=0;
+
+
+ virtual VS::InstanceType get_base_type(RID p_rid) const=0;
+ virtual bool free(RID p_rid)=0;
+
+
+ static RasterizerStorage*base_signleton;
+ RasterizerStorage();
+ virtual ~RasterizerStorage() {}
+};
+
+
+
+
+
+class RasterizerCanvas {
+public:
+
+ enum CanvasRectFlags {
+
+ CANVAS_RECT_REGION=1,
+ CANVAS_RECT_TILE=2,
+ CANVAS_RECT_FLIP_H=4,
+ CANVAS_RECT_FLIP_V=8,
+ CANVAS_RECT_TRANSPOSE=16
+ };
+
+
+ struct Light : public RID_Data {
+
+
+
+ bool enabled;
+ Color color;
+ Matrix32 xform;
+ float height;
+ float energy;
+ float scale;
+ int z_min;
+ int z_max;
+ int layer_min;
+ int layer_max;
+ int item_mask;
+ int item_shadow_mask;
+ VS::CanvasLightMode mode;
+ RID texture;
+ Vector2 texture_offset;
+ RID canvas;
+ RID shadow_buffer;
+ int shadow_buffer_size;
+ float shadow_gradient_length;
+ VS::CanvasLightShadowFilter shadow_filter;
+ Color shadow_color;
+
+
+ void *texture_cache; // implementation dependent
+ Rect2 rect_cache;
+ Matrix32 xform_cache;
+ float radius_cache; //used for shadow far plane
+ CameraMatrix shadow_matrix_cache;
+
+ Matrix32 light_shader_xform;
+ Vector2 light_shader_pos;
+
+ Light *shadows_next_ptr;
+ Light *filter_next_ptr;
+ Light *next_ptr;
+ Light *mask_next_ptr;
+
+ RID light_internal;
+
+ Light() {
+ enabled=true;
+ color=Color(1,1,1);
+ shadow_color=Color(0,0,0,0);
+ height=0;
+ z_min=-1024;
+ z_max=1024;
+ layer_min=0;
+ layer_max=0;
+ item_mask=1;
+ scale=1.0;
+ energy=1.0;
+ item_shadow_mask=-1;
+ mode=VS::CANVAS_LIGHT_MODE_ADD;
+ texture_cache=NULL;
+ next_ptr=NULL;
+ mask_next_ptr=NULL;
+ filter_next_ptr=NULL;
+ shadow_buffer_size=256;
+ shadow_gradient_length=0;
+ shadow_filter=VS::CANVAS_LIGHT_FILTER_NONE;
+
+ }
+ };
+
+ virtual RID light_internal_create()=0;
+ virtual void light_internal_update(RID p_rid, Light* p_light)=0;
+ virtual void light_internal_free(RID p_rid)=0;
+
+ struct Item : public RID_Data {
+
+ struct Command {
+
+ enum Type {
+
+ TYPE_LINE,
+ TYPE_RECT,
+ TYPE_NINEPATCH,
+ TYPE_PRIMITIVE,
+ TYPE_POLYGON,
+ TYPE_MESH,
+ TYPE_MULTIMESH,
+ TYPE_CIRCLE,
+ TYPE_TRANSFORM,
+ TYPE_CLIP_IGNORE,
+ };
+
+ Type type;
+ virtual ~Command(){}
+ };
+
+ struct CommandLine : public Command {
+
+ Point2 from,to;
+ Color color;
+ float width;
+ bool antialiased;
+ CommandLine() { type = TYPE_LINE; }
+ };
+
+ struct CommandRect : public Command {
+
+ Rect2 rect;
+ RID texture;
+ Color modulate;
+ Rect2 source;
+ uint8_t flags;
+
+ CommandRect() { flags=0; type = TYPE_RECT; }
+ };
+
+ struct CommandNinePatch : public Command {
+
+ Rect2 rect;
+ Rect2 source;
+ RID texture;
+ float margin[4];
+ bool draw_center;
+ Color color;
+ VS::NinePatchAxisMode axis_x;
+ VS::NinePatchAxisMode axis_y;
+ CommandNinePatch() { draw_center=true; type = TYPE_NINEPATCH; }
+ };
+
+ struct CommandPrimitive : public Command {
+
+ Vector<Point2> points;
+ Vector<Point2> uvs;
+ Vector<Color> colors;
+ RID texture;
+ float width;
+
+ CommandPrimitive() { type = TYPE_PRIMITIVE; width=1;}
+ };
+
+ struct CommandPolygon : public Command {
+
+ Vector<int> indices;
+ Vector<Point2> points;
+ Vector<Point2> uvs;
+ Vector<Color> colors;
+ RID texture;
+ int count;
+
+ CommandPolygon() { type = TYPE_POLYGON; count = 0; }
+ };
+
+
+ struct CommandMesh : public Command {
+
+ RID mesh;
+ RID skeleton;
+ CommandMesh() { type = TYPE_MESH; }
+ };
+
+ struct CommandMultiMesh : public Command {
+
+ RID multimesh;
+ RID skeleton;
+ CommandMultiMesh() { type = TYPE_MULTIMESH; }
+ };
+
+ struct CommandCircle : public Command {
+
+ Point2 pos;
+ float radius;
+ Color color;
+ CommandCircle() { type = TYPE_CIRCLE; }
+ };
+
+ struct CommandTransform : public Command {
+
+ Matrix32 xform;
+ CommandTransform() { type = TYPE_TRANSFORM; }
+ };
+
+
+ struct CommandClipIgnore : public Command {
+
+ bool ignore;
+ CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore=false; }
+ };
+
+
+ struct ViewportRender {
+ VisualServer*owner;
+ void* udata;
+ Rect2 rect;
+ };
+
+ Matrix32 xform;
+ bool clip;
+ bool visible;
+ bool behind;
+ //VS::MaterialBlendMode blend_mode;
+ int light_mask;
+ Vector<Command*> commands;
+ mutable bool custom_rect;
+ mutable bool rect_dirty;
+ mutable Rect2 rect;
+ RID material;
+ Item*next;
+
+ struct CopyBackBuffer {
+ Rect2 rect;
+ Rect2 screen_rect;
+ bool full;
+ };
+ CopyBackBuffer *copy_back_buffer;
+
+
+ Color final_modulate;
+ Matrix32 final_transform;
+ Rect2 final_clip_rect;
+ Item* final_clip_owner;
+ Item* material_owner;
+ ViewportRender *vp_render;
+ bool distance_field;
+ bool light_masked;
+
+ Rect2 global_rect_cache;
+
+ const Rect2& get_rect() const {
+ if (custom_rect || !rect_dirty)
+ return rect;
+
+ //must update rect
+ int s=commands.size();
+ if (s==0) {
+
+ rect=Rect2();
+ rect_dirty=false;
+ return rect;
+ }
+
+ Matrix32 xf;
+ bool found_xform=false;
+ bool first=true;
+
+ const Item::Command * const *cmd = &commands[0];
+
+
+ for (int i=0;i<s;i++) {
+
+ const Item::Command *c=cmd[i];
+ Rect2 r;
+
+ switch(c->type) {
+ case Item::Command::TYPE_LINE: {
+
+ const Item::CommandLine* line = static_cast< const Item::CommandLine*>(c);
+ r.pos=line->from;
+ r.expand_to(line->to);
+ } break;
+ case Item::Command::TYPE_RECT: {
+
+ const Item::CommandRect* crect = static_cast< const Item::CommandRect*>(c);
+ r=crect->rect;
+
+ } break;
+ case Item::Command::TYPE_NINEPATCH: {
+
+ const Item::CommandNinePatch* style = static_cast< const Item::CommandNinePatch*>(c);
+ r=style->rect;
+ } break;
+ case Item::Command::TYPE_PRIMITIVE: {
+
+ const Item::CommandPrimitive* primitive = static_cast< const Item::CommandPrimitive*>(c);
+ r.pos=primitive->points[0];
+ for(int i=1;i<primitive->points.size();i++) {
+
+ r.expand_to(primitive->points[i]);
+
+ }
+ } break;
+ case Item::Command::TYPE_POLYGON: {
+
+ const Item::CommandPolygon* polygon = static_cast< const Item::CommandPolygon*>(c);
+ int l = polygon->points.size();
+ const Point2*pp=&polygon->points[0];
+ r.pos=pp[0];
+ for(int i=1;i<l;i++) {
+
+ r.expand_to(pp[i]);
+
+ }
+ } break;
+ case Item::Command::TYPE_MESH: {
+
+ const Item::CommandMesh* mesh = static_cast< const Item::CommandMesh*>(c);
+ AABB aabb = RasterizerStorage::base_signleton->mesh_get_aabb(mesh->mesh,mesh->skeleton);
+
+ r=Rect2(aabb.pos.x,aabb.pos.y,aabb.size.x,aabb.size.y);
+
+ } break;
+ case Item::Command::TYPE_MULTIMESH: {
+
+ const Item::CommandMultiMesh* multimesh = static_cast< const Item::CommandMultiMesh*>(c);
+ AABB aabb = RasterizerStorage::base_signleton->multimesh_get_aabb(multimesh->multimesh);
+
+ r=Rect2(aabb.pos.x,aabb.pos.y,aabb.size.x,aabb.size.y);
+
+ } break;
+ case Item::Command::TYPE_CIRCLE: {
+
+ const Item::CommandCircle* circle = static_cast< const Item::CommandCircle*>(c);
+ r.pos=Point2(-circle->radius,-circle->radius)+circle->pos;
+ r.size=Point2(circle->radius*2.0,circle->radius*2.0);
+ } break;
+ case Item::Command::TYPE_TRANSFORM: {
+
+ const Item::CommandTransform* transform = static_cast<const Item::CommandTransform*>(c);
+ xf=transform->xform;
+ found_xform=true;
+ continue;
+ } break;
+
+ case Item::Command::TYPE_CLIP_IGNORE: {
+
+ } break;
+ }
+
+ if (found_xform) {
+ r = xf.xform(r);
+ found_xform=false;
+ }
+
+
+ if (first) {
+ rect=r;
+ first=false;
+ } else
+ rect=rect.merge(r);
+ }
+
+ rect_dirty=false;
+ return rect;
+ }
+
+ void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true; final_clip_owner=NULL; material_owner=NULL; light_masked=false; }
+ Item() { light_mask=1; vp_render=NULL; next=NULL; final_clip_owner=NULL; clip=false; final_modulate=Color(1,1,1,1); visible=true; rect_dirty=true; custom_rect=false; behind=false; material_owner=NULL; copy_back_buffer=NULL; distance_field=false; light_masked=false; }
+ virtual ~Item() { clear(); if (copy_back_buffer) memdelete(copy_back_buffer); }
+ };
+
+
+ virtual void canvas_begin()=0;
+
+ virtual void canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light)=0;
+ virtual void canvas_debug_viewport_shadows(Light* p_lights_with_shadow)=0;
+
+
+
+ struct LightOccluderInstance : public RID_Data {
+
+
+ bool enabled;
+ RID canvas;
+ RID polygon;
+ RID polygon_buffer;
+ Rect2 aabb_cache;
+ Matrix32 xform;
+ Matrix32 xform_cache;
+ int light_mask;
+ VS::CanvasOccluderPolygonCullMode cull_cache;
+
+ LightOccluderInstance *next;
+
+ LightOccluderInstance() { enabled=true; next=NULL; light_mask=1; cull_cache=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
+ };
+
+
+
+ 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, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache)=0;
+
+
+ virtual void reset_canvas()=0;
+
+ virtual ~RasterizerCanvas() {}
+};
+
+
+class Rasterizer {
+protected:
+ static Rasterizer* (*_create_func)();
+public:
+ static Rasterizer *create();
+
+ virtual RasterizerStorage *get_storage()=0;
+ virtual RasterizerCanvas *get_canvas()=0;
+ virtual RasterizerScene *get_scene()=0;
+
+ virtual void initialize()=0;
+ virtual void begin_frame()=0;
+ virtual void set_current_render_target(RID p_render_target)=0;
+ virtual void restore_render_target()=0;
+ virtual void clear_render_target(const Color& p_color)=0;
+ virtual void blit_render_target_to_screen(RID p_render_target,const Rect2& p_screen_rect,int p_screen=0)=0;
+ virtual void end_frame()=0;
+ virtual void finalize()=0;
+
+
+ virtual ~Rasterizer() {}
+};
+
+
+#if 0
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
@@ -41,7 +953,7 @@ class Rasterizer {
protected:
- typedef void (*CanvasItemDrawViewportFunc)(VisualServer*owner,void*ud,const Rect2& p_rect);
+ typedef void (*ItemDrawViewportFunc)(VisualServer*owner,void*ud,const Rect2& p_rect);
RID create_default_material();
RID create_overdraw_debug_material();
@@ -49,7 +961,7 @@ protected:
/* Fixed Material Shader API */
- union FixedMaterialShaderKey {
+ union FixedSpatialMaterialShaderKey {
struct {
uint16_t texcoord_mask;
@@ -65,21 +977,21 @@ protected:
uint32_t key;
- _FORCE_INLINE_ bool operator<(const FixedMaterialShaderKey& p_key) const { return key<p_key.key; }
+ _FORCE_INLINE_ bool operator<(const FixedSpatialMaterialShaderKey& p_key) const { return key<p_key.key; }
};
- struct FixedMaterialShader {
+ struct FixedSpatialMaterialShader {
int refcount;
RID shader;
};
- Map<FixedMaterialShaderKey,FixedMaterialShader> fixed_material_shaders;
+ Map<FixedSpatialMaterialShaderKey,FixedSpatialMaterialShader> fixed_material_shaders;
- RID _create_shader(const FixedMaterialShaderKey& p_key);
- void _free_shader(const FixedMaterialShaderKey& p_key);
+ RID _create_shader(const FixedSpatialMaterialShaderKey& p_key);
+ void _free_shader(const FixedSpatialMaterialShaderKey& p_key);
- struct FixedMaterial {
+ struct FixedSpatialMaterial {
RID self;
@@ -90,19 +1002,19 @@ protected:
bool use_xy_normalmap;
float point_size;
Transform uv_xform;
- VS::FixedMaterialLightShader light_shader;
+ VS::FixedSpatialMaterialLightShader 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];
+ VS::FixedSpatialMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX];
- SelfList<FixedMaterial> dirty_list;
+ SelfList<FixedSpatialMaterial> dirty_list;
- FixedMaterialShaderKey current_key;
+ FixedSpatialMaterialShaderKey current_key;
- _FORCE_INLINE_ FixedMaterialShaderKey get_key() const {
+ _FORCE_INLINE_ FixedSpatialMaterialShaderKey get_key() const {
- FixedMaterialShaderKey k;
+ FixedSpatialMaterialShaderKey k;
k.key=0;
k.use_alpha=use_alpha;
k.use_color_array=use_color_array;
@@ -123,7 +1035,7 @@ protected:
}
- FixedMaterial() : dirty_list(this) {
+ FixedSpatialMaterial() : dirty_list(this) {
use_alpha=false;
use_color_array=false;
@@ -155,9 +1067,9 @@ protected:
StringName _fixed_material_uv_xform_name;
StringName _fixed_material_point_size_name;
- Map<RID,FixedMaterial*> fixed_materials;
+ Map<RID,FixedSpatialMaterial*> fixed_materials;
- SelfList<FixedMaterial>::List fixed_material_dirty_list;
+ SelfList<FixedSpatialMaterial>::List fixed_material_dirty_list;
protected:
void _update_fixed_materials();
@@ -244,23 +1156,23 @@ public:
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_flag(RID p_material, VS::FixedSpatialMaterialFlags p_flag, bool p_enabled);
+ virtual bool fixed_material_get_flag(RID p_material, VS::FixedSpatialMaterialFlags 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_parameter(RID p_material, VS::FixedSpatialMaterialParam p_parameter, const Variant& p_value);
+ virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedSpatialMaterialParam 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_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter, RID p_texture);
+ virtual RID fixed_material_get_texture(RID p_material,VS::FixedSpatialMaterialParam 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_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter, VS::FixedSpatialMaterialTexCoordMode p_mode);
+ virtual VS::FixedSpatialMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam 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_light_shader(RID p_material,VS::FixedSpatialMaterialLightShader p_shader);
+ virtual VS::FixedSpatialMaterialLightShader 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;
@@ -581,7 +1493,7 @@ public:
};
- struct CanvasLight {
+ struct Light {
@@ -597,7 +1509,7 @@ public:
int layer_max;
int item_mask;
int item_shadow_mask;
- VS::CanvasLightMode mode;
+ VS::LightMode mode;
RID texture;
Vector2 texture_offset;
RID canvas;
@@ -616,12 +1528,12 @@ public:
Matrix32 light_shader_xform;
Vector2 light_shader_pos;
- CanvasLight *shadows_next_ptr;
- CanvasLight *filter_next_ptr;
- CanvasLight *next_ptr;
- CanvasLight *mask_next_ptr;
+ Light *shadows_next_ptr;
+ Light *filter_next_ptr;
+ Light *next_ptr;
+ Light *mask_next_ptr;
- CanvasLight() {
+ Light() {
enabled=true;
color=Color(1,1,1);
shadow_color=Color(0,0,0,0);
@@ -645,20 +1557,20 @@ public:
}
};
- struct CanvasItem;
+ struct Item;
- struct CanvasItemMaterial {
+ struct ItemMaterial {
RID shader;
Map<StringName,Variant> shader_param;
uint32_t shader_version;
- Set<CanvasItem*> owners;
- VS::CanvasItemShadingMode shading_mode;
+ Set<Item*> owners;
+ VS::ItemShadingMode shading_mode;
- CanvasItemMaterial() {shading_mode=VS::CANVAS_ITEM_SHADING_NORMAL; shader_version=0; }
+ ItemMaterial() {shading_mode=VS::CANVAS_ITEM_SHADING_NORMAL; shader_version=0; }
};
- struct CanvasItem {
+ struct Item {
struct Command {
@@ -788,8 +1700,8 @@ public:
mutable bool custom_rect;
mutable bool rect_dirty;
mutable Rect2 rect;
- CanvasItem*next;
- CanvasItemMaterial* material;
+ Item*next;
+ ItemMaterial* material;
struct CopyBackBuffer {
Rect2 rect;
Rect2 screen_rect;
@@ -801,8 +1713,8 @@ public:
float final_opacity;
Matrix32 final_transform;
Rect2 final_clip_rect;
- CanvasItem* final_clip_owner;
- CanvasItem* material_owner;
+ Item* final_clip_owner;
+ Item* material_owner;
ViewportRender *vp_render;
bool distance_field;
bool light_masked;
@@ -826,35 +1738,35 @@ public:
bool found_xform=false;
bool first=true;
- const CanvasItem::Command * const *cmd = &commands[0];
+ const Item::Command * const *cmd = &commands[0];
for (int i=0;i<s;i++) {
- const CanvasItem::Command *c=cmd[i];
+ const Item::Command *c=cmd[i];
Rect2 r;
switch(c->type) {
- case CanvasItem::Command::TYPE_LINE: {
+ case Item::Command::TYPE_LINE: {
- const CanvasItem::CommandLine* line = static_cast< const CanvasItem::CommandLine*>(c);
+ const Item::CommandLine* line = static_cast< const Item::CommandLine*>(c);
r.pos=line->from;
r.expand_to(line->to);
} break;
- case CanvasItem::Command::TYPE_RECT: {
+ case Item::Command::TYPE_RECT: {
- const CanvasItem::CommandRect* crect = static_cast< const CanvasItem::CommandRect*>(c);
+ const Item::CommandRect* crect = static_cast< const Item::CommandRect*>(c);
r=crect->rect;
} break;
- case CanvasItem::Command::TYPE_STYLE: {
+ case Item::Command::TYPE_STYLE: {
- const CanvasItem::CommandStyle* style = static_cast< const CanvasItem::CommandStyle*>(c);
+ const Item::CommandStyle* style = static_cast< const Item::CommandStyle*>(c);
r=style->rect;
} break;
- case CanvasItem::Command::TYPE_PRIMITIVE: {
+ case Item::Command::TYPE_PRIMITIVE: {
- const CanvasItem::CommandPrimitive* primitive = static_cast< const CanvasItem::CommandPrimitive*>(c);
+ const Item::CommandPrimitive* primitive = static_cast< const Item::CommandPrimitive*>(c);
r.pos=primitive->points[0];
for(int i=1;i<primitive->points.size();i++) {
@@ -862,9 +1774,9 @@ public:
}
} break;
- case CanvasItem::Command::TYPE_POLYGON: {
+ case Item::Command::TYPE_POLYGON: {
- const CanvasItem::CommandPolygon* polygon = static_cast< const CanvasItem::CommandPolygon*>(c);
+ const Item::CommandPolygon* polygon = static_cast< const Item::CommandPolygon*>(c);
int l = polygon->points.size();
const Point2*pp=&polygon->points[0];
r.pos=pp[0];
@@ -875,9 +1787,9 @@ public:
}
} break;
- case CanvasItem::Command::TYPE_POLYGON_PTR: {
+ case Item::Command::TYPE_POLYGON_PTR: {
- const CanvasItem::CommandPolygonPtr* polygon = static_cast< const CanvasItem::CommandPolygonPtr*>(c);
+ const Item::CommandPolygonPtr* polygon = static_cast< const Item::CommandPolygonPtr*>(c);
int l = polygon->count;
if (polygon->indices != NULL) {
@@ -894,23 +1806,23 @@ public:
}
}
} break;
- case CanvasItem::Command::TYPE_CIRCLE: {
+ case Item::Command::TYPE_CIRCLE: {
- const CanvasItem::CommandCircle* circle = static_cast< const CanvasItem::CommandCircle*>(c);
+ const Item::CommandCircle* circle = static_cast< const Item::CommandCircle*>(c);
r.pos=Point2(-circle->radius,-circle->radius)+circle->pos;
r.size=Point2(circle->radius*2.0,circle->radius*2.0);
} break;
- case CanvasItem::Command::TYPE_TRANSFORM: {
+ case Item::Command::TYPE_TRANSFORM: {
- const CanvasItem::CommandTransform* transform = static_cast<const CanvasItem::CommandTransform*>(c);
+ const Item::CommandTransform* transform = static_cast<const Item::CommandTransform*>(c);
xf=transform->xform;
found_xform=true;
continue;
} break;
- case CanvasItem::Command::TYPE_BLEND_MODE: {
+ case Item::Command::TYPE_BLEND_MODE: {
} break;
- case CanvasItem::Command::TYPE_CLIP_IGNORE: {
+ case Item::Command::TYPE_CLIP_IGNORE: {
} break;
}
@@ -933,12 +1845,12 @@ public:
}
void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true; final_clip_owner=NULL; material_owner=NULL; light_masked=false; }
- CanvasItem() { light_mask=1; vp_render=NULL; next=NULL; final_clip_owner=NULL; clip=false; final_opacity=1; blend_mode=VS::MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; material_owner=NULL; material=NULL; copy_back_buffer=NULL; distance_field=false; light_masked=false; }
- virtual ~CanvasItem() { clear(); if (copy_back_buffer) memdelete(copy_back_buffer); }
+ Item() { light_mask=1; vp_render=NULL; next=NULL; final_clip_owner=NULL; clip=false; final_opacity=1; blend_mode=VS::MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; material_owner=NULL; material=NULL; copy_back_buffer=NULL; distance_field=false; light_masked=false; }
+ virtual ~Item() { clear(); if (copy_back_buffer) memdelete(copy_back_buffer); }
};
- CanvasItemDrawViewportFunc draw_viewport_func;
+ ItemDrawViewportFunc draw_viewport_func;
virtual void begin_canvas_bg()=0;
@@ -956,8 +1868,8 @@ public:
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;
- virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light)=0;
- virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow)=0;
+ virtual void canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light)=0;
+ virtual void canvas_debug_viewport_shadows(Light* p_lights_with_shadow)=0;
/* LIGHT SHADOW MAPPING */
virtual RID canvas_light_occluder_create()=0;
@@ -966,7 +1878,7 @@ public:
virtual RID canvas_light_shadow_buffer_create(int p_width)=0;
- struct CanvasLightOccluderInstance {
+ struct LightOccluderInstance {
bool enabled;
@@ -979,14 +1891,14 @@ public:
int light_mask;
VS::CanvasOccluderPolygonCullMode cull_cache;
- CanvasLightOccluderInstance *next;
+ LightOccluderInstance *next;
- CanvasLightOccluderInstance() { enabled=true; next=NULL; light_mask=1; cull_cache=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
+ LightOccluderInstance() { enabled=true; next=NULL; light_mask=1; cull_cache=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
};
- 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)=0;
+ 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, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache)=0;
/* ENVIRONMENT */
@@ -1050,5 +1962,5 @@ public:
};
-
+#endif
#endif