diff options
author | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
commit | 0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch) | |
tree | 276c4d099e178eb67fbd14f61d77b05e3808e9e3 /servers/visual | |
parent | 0e49da1687bc8192ed210947da52c9e5c5f301bb (diff) |
GODOT IS OPEN SOURCE
Diffstat (limited to 'servers/visual')
-rw-r--r-- | servers/visual/SCsub | 7 | ||||
-rw-r--r-- | servers/visual/default_mouse_cursor.xpm | 23 | ||||
-rw-r--r-- | servers/visual/particle_system_sw.cpp | 412 | ||||
-rw-r--r-- | servers/visual/particle_system_sw.h | 131 | ||||
-rw-r--r-- | servers/visual/rasterizer.cpp | 573 | ||||
-rw-r--r-- | servers/visual/rasterizer.h | 562 | ||||
-rw-r--r-- | servers/visual/rasterizer_dummy.cpp | 1786 | ||||
-rw-r--r-- | servers/visual/rasterizer_dummy.h | 725 | ||||
-rw-r--r-- | servers/visual/shader_compiler.cpp | 30 | ||||
-rw-r--r-- | servers/visual/shader_compiler.h | 142 | ||||
-rw-r--r-- | servers/visual/shader_graph.cpp | 455 | ||||
-rw-r--r-- | servers/visual/shader_graph.h | 112 | ||||
-rw-r--r-- | servers/visual/shader_language.cpp | 2385 | ||||
-rw-r--r-- | servers/visual/shader_language.h | 403 | ||||
-rw-r--r-- | servers/visual/visual_server_raster.cpp | 5717 | ||||
-rw-r--r-- | servers/visual/visual_server_raster.h | 1112 | ||||
-rw-r--r-- | servers/visual/visual_server_wrap_mt.cpp | 199 | ||||
-rw-r--r-- | servers/visual/visual_server_wrap_mt.h | 1057 |
18 files changed, 15831 insertions, 0 deletions
diff --git a/servers/visual/SCsub b/servers/visual/SCsub new file mode 100644 index 0000000000..16fe3a59ac --- /dev/null +++ b/servers/visual/SCsub @@ -0,0 +1,7 @@ +Import('env') + +env.add_source_files(env.servers_sources,"*.cpp") + +Export('env') + + diff --git a/servers/visual/default_mouse_cursor.xpm b/servers/visual/default_mouse_cursor.xpm new file mode 100644 index 0000000000..37d437dd15 --- /dev/null +++ b/servers/visual/default_mouse_cursor.xpm @@ -0,0 +1,23 @@ +/* XPM */ +static const char * default_mouse_cursor_xpm[] = { +"16 16 4 1", +" c None", +". c #000000", +"+ c #FF00FF", +"@ c #FFFFFF", +"...+++++++++++++", +".@...+++++++++++", +".@@@...+++++++++", +".@@@@@....++++++", +".@@@@@@@@...++++", +".@@@@@@@@@@...++", +".@@@@@@@@@@@@..+", +".@@@@@@@@@@@@@..", +".@@@@@@@@@@@@..+", +".@@@@@@@@@@@..++", +".@@@@@@@@@...+++", +".@@@.....@@..+++", +".....+++.@@@..++", +"++++++++..@@@..+", +"+++++++++..@@@.+", +"++++++++++.....+"}; diff --git a/servers/visual/particle_system_sw.cpp b/servers/visual/particle_system_sw.cpp new file mode 100644 index 0000000000..49a68f8e80 --- /dev/null +++ b/servers/visual/particle_system_sw.cpp @@ -0,0 +1,412 @@ +/*************************************************************************/ +/* particle_system_sw.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "particle_system_sw.h" +#include "sort.h" + + +ParticleSystemSW::ParticleSystemSW() { + + amount=8; + emitting=true; + + for (int i=0;i<VS::PARTICLE_VAR_MAX;i++) { + particle_randomness[i]=0.0; + } + + particle_vars[VS::PARTICLE_LIFETIME]=2.0;// + particle_vars[VS::PARTICLE_SPREAD]=0.2;// + particle_vars[VS::PARTICLE_GRAVITY]=9.8;// + particle_vars[VS::PARTICLE_LINEAR_VELOCITY]=0.2;// + particle_vars[VS::PARTICLE_ANGULAR_VELOCITY]=0.0;// + particle_vars[VS::PARTICLE_LINEAR_ACCELERATION]=0.0;// + particle_vars[VS::PARTICLE_RADIAL_ACCELERATION]=0.0;// + particle_vars[VS::PARTICLE_TANGENTIAL_ACCELERATION]=1.0;// + particle_vars[VS::PARTICLE_DAMPING]=0.0;// + particle_vars[VS::PARTICLE_INITIAL_SIZE]=1.0; + particle_vars[VS::PARTICLE_FINAL_SIZE]=0.8; + particle_vars[VS::PARTICLE_HEIGHT]=1; + particle_vars[VS::PARTICLE_HEIGHT_SPEED_SCALE]=1; + + height_from_velocity=false; + local_coordinates=false; + + particle_vars[VS::PARTICLE_INITIAL_ANGLE]=0.0;// + + gravity_normal=Vector3(0,-1.0,0); + //emission_half_extents=Vector3(0.1,0.1,0.1); + emission_half_extents=Vector3(1,1,1); + color_phase_count=0; + color_phases[0].pos=0.0; + color_phases[0].color=Color(1.0,0.0,0.0); + visibility_aabb=AABB(Vector3(-64,-64,-64),Vector3(128,128,128)); + + attractor_count=0; + +} + + +ParticleSystemSW::~ParticleSystemSW() +{ +} + + +#define DEFAULT_SEED 1234567 + +_FORCE_INLINE_ static float _rand_from_seed(uint32_t *seed) { + + uint32_t k; + uint32_t s = (*seed); + if (s == 0) + s = 0x12345987; + k = s / 127773; + s = 16807 * (s - k * 127773) - 2836 * k; + if (s < 0) + s += 2147483647; + (*seed) = s; + + float v=((float)((*seed) & 0xFFFFF))/(float)0xFFFFF; + v=v*2.0-1.0; + return v; +} + +_FORCE_INLINE_ static uint32_t _irand_from_seed(uint32_t *seed) { + + uint32_t k; + uint32_t s = (*seed); + if (s == 0) + s = 0x12345987; + k = s / 127773; + s = 16807 * (s - k * 127773) - 2836 * k; + if (s < 0) + s += 2147483647; + (*seed) = s; + + return s; +} + +void ParticleSystemProcessSW::process(const ParticleSystemSW *p_system,const Transform& p_transform,float p_time) { + + valid=false; + if (p_system->amount<=0) { + ERR_EXPLAIN("Invalid amount of particles: "+itos(p_system->amount)); + ERR_FAIL_COND(p_system->amount<=0); + } + if (p_system->attractor_count<0 || p_system->attractor_count>VS::MAX_PARTICLE_ATTRACTORS) { + ERR_EXPLAIN("Invalid amount of particle attractors."); + ERR_FAIL_COND(p_system->attractor_count<0 || p_system->attractor_count>VS::MAX_PARTICLE_ATTRACTORS); + } + float lifetime = p_system->particle_vars[VS::PARTICLE_LIFETIME]; + if (lifetime<CMP_EPSILON) { + ERR_EXPLAIN("Particle system lifetime too small."); + ERR_FAIL_COND(lifetime<CMP_EPSILON); + } + valid=true; + int particle_count=MIN(p_system->amount,ParticleSystemSW::MAX_PARTICLES);; + + + int emission_point_count = p_system->emission_points.size(); + DVector<Vector3>::Read r; + if (emission_point_count) + r=p_system->emission_points.read(); + + if (particle_count!=particle_data.size()) { + + //clear the whole system if particle amount changed + particle_data.clear(); + particle_data.resize(p_system->amount); + particle_system_time=0; + } + + float next_time = particle_system_time+p_time; + + if (next_time > lifetime) + next_time=Math::fmod(next_time,lifetime); + + + ParticleData *pdata=&particle_data[0]; + Vector3 attractor_positions[VS::MAX_PARTICLE_ATTRACTORS]; + + for(int i=0;i<p_system->attractor_count;i++) { + + attractor_positions[i]=p_transform.xform(p_system->attractors[i].pos); + } + + + for(int i=0;i<particle_count;i++) { + + ParticleData &p=pdata[i]; + + float restart_time = (i * lifetime / p_system->amount); + + bool restart=false; + + if ( next_time < particle_system_time ) { + + if (restart_time > particle_system_time || restart_time < next_time ) + restart=true; + + } else if (restart_time > particle_system_time && restart_time < next_time ) { + restart=true; + } + + if (restart) { + + + if (p_system->emitting) { + if (emission_point_count==0) { //use AABB + if (p_system->local_coordinates) + p.pos = p_system->emission_half_extents * Vector3( _rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed) ); + else + p.pos = p_transform.xform( p_system->emission_half_extents * Vector3( _rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed), _rand_from_seed(&rand_seed) ) ); + } else { + //use preset positions + if (p_system->local_coordinates) + p.pos = r[_irand_from_seed(&rand_seed)%emission_point_count]; + else + p.pos = p_transform.xform( r[_irand_from_seed(&rand_seed)%emission_point_count] ); + } + + + float angle1 = _rand_from_seed(&rand_seed)*p_system->particle_vars[VS::PARTICLE_SPREAD]*Math_PI; + float angle2 = _rand_from_seed(&rand_seed)*20.0*Math_PI; // make it more random like + + Vector3 rot_xz=Vector3( Math::sin(angle1), 0.0, Math::cos(angle1) ); + Vector3 rot = Vector3( Math::cos(angle2)*rot_xz.x,Math::sin(angle2)*rot_xz.x, rot_xz.z); + + p.vel=(rot*p_system->particle_vars[VS::PARTICLE_LINEAR_VELOCITY]+rot*p_system->particle_randomness[VS::PARTICLE_LINEAR_VELOCITY]*_rand_from_seed(&rand_seed)); + if (!p_system->local_coordinates) + p.vel=p_transform.basis.xform( p.vel ); + + p.vel+=p_system->emission_base_velocity; + + p.rot=p_system->particle_vars[VS::PARTICLE_INITIAL_ANGLE]+p_system->particle_randomness[VS::PARTICLE_INITIAL_ANGLE]*_rand_from_seed(&rand_seed); + p.active=true; + for(int r=0;r<PARTICLE_RANDOM_NUMBERS;r++) + p.random[r]=_rand_from_seed(&rand_seed); + + } else { + + p.pos=Vector3(); + p.rot=0; + p.vel=Vector3(); + p.active=false; + } + + } else { + + if (!p.active) + continue; + + Vector3 force; + //apply gravity + force=p_system->gravity_normal * (p_system->particle_vars[VS::PARTICLE_GRAVITY]+(p_system->particle_randomness[VS::PARTICLE_GRAVITY]*p.random[0])); + //apply linear acceleration + force+=p.vel.normalized() * (p_system->particle_vars[VS::PARTICLE_LINEAR_ACCELERATION]+p_system->particle_randomness[VS::PARTICLE_LINEAR_ACCELERATION]*p.random[1]); + //apply radial acceleration + Vector3 org; + if (!p_system->local_coordinates) + org=p_transform.origin; + force+=(p.pos-org).normalized() * (p_system->particle_vars[VS::PARTICLE_RADIAL_ACCELERATION]+p_system->particle_randomness[VS::PARTICLE_RADIAL_ACCELERATION]*p.random[2]); + //apply tangential acceleration + force+=(p.pos-org).cross(p_system->gravity_normal).normalized() * (p_system->particle_vars[VS::PARTICLE_TANGENTIAL_ACCELERATION]+p_system->particle_randomness[VS::PARTICLE_TANGENTIAL_ACCELERATION]*p.random[3]); + //apply attractor forces + for(int a=0;a<p_system->attractor_count;a++) { + + force+=(p.pos-attractor_positions[a]).normalized() * p_system->attractors[a].force; + } + + + p.vel+=force * p_time; + if (p_system->particle_vars[VS::PARTICLE_DAMPING]) { + + float v = p.vel.length(); + float damp = p_system->particle_vars[VS::PARTICLE_DAMPING] + p_system->particle_vars[VS::PARTICLE_DAMPING] * p_system->particle_randomness[VS::PARTICLE_DAMPING]; + v -= damp * p_time; + if (v<0) { + p.vel=Vector3(); + } else { + p.vel=p.vel.normalized() * v; + } + + } + p.rot+=(p_system->particle_vars[VS::PARTICLE_ANGULAR_VELOCITY]+p_system->particle_randomness[VS::PARTICLE_ANGULAR_VELOCITY]*p.random[4]) *p_time; + p.pos+=p.vel * p_time; + } + } + + particle_system_time=Math::fmod( particle_system_time+p_time, lifetime ); + + +} + +ParticleSystemProcessSW::ParticleSystemProcessSW() { + + particle_system_time=0; + rand_seed=1234567; + valid=false; +} + + +struct _ParticleSorterSW { + + + _FORCE_INLINE_ bool operator()(const ParticleSystemDrawInfoSW::ParticleDrawInfo *p_a,const ParticleSystemDrawInfoSW::ParticleDrawInfo *p_b) const { + + return p_a->d > p_b->d; // draw from further away to closest + } +}; + +void ParticleSystemDrawInfoSW::prepare(const ParticleSystemSW *p_system,const ParticleSystemProcessSW *p_process,const Transform& p_system_transform,const Transform& p_camera_transform) { + + ERR_FAIL_COND(p_process->particle_data.size() != p_system->amount); + ERR_FAIL_COND(p_system->amount<=0 || p_system->amount>=ParticleSystemSW::MAX_PARTICLES); + + const ParticleSystemProcessSW::ParticleData *pdata=&p_process->particle_data[0]; + float time_pos=p_process->particle_system_time/p_system->particle_vars[VS::PARTICLE_LIFETIME]; + + ParticleSystemSW::ColorPhase cphase[VS::MAX_PARTICLE_COLOR_PHASES]; + + float last=-1; + int col_count=0; + + for(int i=0;i<p_system->color_phase_count;i++) { + + if (p_system->color_phases[i].pos<=last) + break; + cphase[i]=p_system->color_phases[i]; + col_count++; + } + + + + + + Vector3 camera_z_axis = p_camera_transform.basis.get_axis(2); + + for(int i=0;i<p_system->amount;i++) { + + ParticleDrawInfo &pdi=draw_info[i]; + pdi.data=&pdata[i]; + pdi.transform.origin=pdi.data->pos; + if (p_system->local_coordinates) + pdi.transform.origin=p_system_transform.xform(pdi.transform.origin); + + pdi.d=-camera_z_axis.dot(pdi.transform.origin); + + // adjust particle size, color and rotation + + float time = ((float)i / p_system->amount); + if (time<time_pos) + time=time_pos-time; + else + time=(1.0-time)+time_pos; + + Vector3 up=p_camera_transform.basis.get_axis(1); // up determines the rotation + float up_scale=1.0; + + if (p_system->height_from_velocity) { + + Vector3 veld = pdi.data->vel; + Vector3 cam_z = camera_z_axis.normalized(); + float vc = Math::abs(veld.normalized().dot(cam_z)); + + if (vc<(1.0-CMP_EPSILON)) { + up = Plane(cam_z,0).project(veld).normalized(); + float h = p_system->particle_vars[VS::PARTICLE_HEIGHT]+p_system->particle_randomness[VS::PARTICLE_HEIGHT]*pdi.data->random[7]; + float velh = veld.length(); + h+=velh*(p_system->particle_vars[VS::PARTICLE_HEIGHT_SPEED_SCALE]+p_system->particle_randomness[VS::PARTICLE_HEIGHT_SPEED_SCALE]*pdi.data->random[7]); + + + up_scale=Math::lerp(1.0,h,(1.0-vc)); + } + + } else if (pdi.data->rot) { + + up.rotate(camera_z_axis,pdi.data->rot); + } + + { + // matrix + Vector3 v_z = (p_camera_transform.origin-pdi.transform.origin).normalized(); +// Vector3 v_z = (p_camera_transform.origin-pdi.data->pos).normalized(); + Vector3 v_y = up; + Vector3 v_x = v_y.cross(v_z); + v_y = v_z.cross(v_x); + v_x.normalize(); + v_y.normalize(); + + + float initial_scale, final_scale; + initial_scale = p_system->particle_vars[VS::PARTICLE_INITIAL_SIZE]+p_system->particle_randomness[VS::PARTICLE_INITIAL_SIZE]*pdi.data->random[5]; + final_scale = p_system->particle_vars[VS::PARTICLE_FINAL_SIZE]+p_system->particle_randomness[VS::PARTICLE_FINAL_SIZE]*pdi.data->random[6]; + float scale = initial_scale + time * (final_scale - initial_scale); + + pdi.transform.basis.set_axis(0,v_x * scale); + pdi.transform.basis.set_axis(1,v_y * scale * up_scale); + pdi.transform.basis.set_axis(2,v_z * scale); + } + + + + int cpos=0; + + while(cpos<col_count) { + + if (cphase[cpos].pos > time) + break; + cpos++; + } + + cpos--; + + + if (cpos==-1) + pdi.color=Color(1,1,1,1); + else { + if (cpos==col_count-1) + pdi.color=cphase[cpos].color; + else { + float diff = (cphase[cpos+1].pos-cphase[cpos].pos); + if (diff>0) + pdi.color=cphase[cpos].color.linear_interpolate(cphase[cpos+1].color, (time - cphase[cpos].pos) / diff ); + else + pdi.color=cphase[cpos+1].color; + } + } + + + draw_info_order[i]=&pdi; + + } + + + SortArray<ParticleDrawInfo*,_ParticleSorterSW> particle_sort; + particle_sort.sort(&draw_info_order[0],p_system->amount); + +} diff --git a/servers/visual/particle_system_sw.h b/servers/visual/particle_system_sw.h new file mode 100644 index 0000000000..2b18c7f4e3 --- /dev/null +++ b/servers/visual/particle_system_sw.h @@ -0,0 +1,131 @@ +/*************************************************************************/ +/* particle_system_sw.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef PARTICLE_SYSTEM_SW_H +#define PARTICLE_SYSTEM_SW_H + +/** + @author Juan Linietsky <reduzio@gmail.com> +*/ + +#include "servers/visual_server.h" + +struct ParticleSystemSW { + enum { + + MAX_PARTICLES=1024 + }; + + float particle_vars[VS::PARTICLE_VAR_MAX]; + float particle_randomness[VS::PARTICLE_VAR_MAX]; + + Vector3 emission_half_extents; + DVector<Vector3> emission_points; + Vector3 gravity_normal; + Vector3 emission_base_velocity; + int amount; + bool emitting; + bool height_from_velocity; + AABB visibility_aabb; + bool sort; + bool local_coordinates; + + struct ColorPhase { + + float pos; + Color color; + ColorPhase() { pos=1.0; color=Color(0.0,0.0,1.0,1.0); } + }; + + int color_phase_count; + ColorPhase color_phases[VS::MAX_PARTICLE_COLOR_PHASES]; + + + struct Attractor { + + Vector3 pos; + float force; + }; + + int attractor_count; + Attractor attractors[VS::MAX_PARTICLE_ATTRACTORS]; + + + ParticleSystemSW(); + ~ParticleSystemSW(); + +}; + + +struct ParticleSystemProcessSW { + + enum { + PARTICLE_RANDOM_NUMBERS = 8, + }; + + struct ParticleData { + + Vector3 pos; + Vector3 vel; + float rot; + bool active; + float random[PARTICLE_RANDOM_NUMBERS]; + + ParticleData() { active=0; rot=0; } + }; + + + bool valid; + float particle_system_time; + uint32_t rand_seed; + Vector<ParticleData> particle_data; + + void process(const ParticleSystemSW *p_system,const Transform& p_transform,float p_time); + + ParticleSystemProcessSW(); +}; + +struct ParticleSystemDrawInfoSW { + + struct ParticleDrawInfo { + + const ParticleSystemProcessSW::ParticleData *data; + float d; + Transform transform; + Color color; + + }; + + ParticleDrawInfo draw_info[ParticleSystemSW::MAX_PARTICLES]; + ParticleDrawInfo *draw_info_order[ParticleSystemSW::MAX_PARTICLES]; + + void prepare(const ParticleSystemSW *p_system,const ParticleSystemProcessSW *p_process,const Transform& p_system_transform,const Transform& p_camera_transform); + +}; + +#endif diff --git a/servers/visual/rasterizer.cpp b/servers/visual/rasterizer.cpp new file mode 100644 index 0000000000..2de49d3d81 --- /dev/null +++ b/servers/visual/rasterizer.cpp @@ -0,0 +1,573 @@ +/*************************************************************************/ +/* rasterizer.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "rasterizer.h" +#include "print_string.h" +#include "os/os.h" + +RID Rasterizer::create_default_material() { + + return material_create(); +} + + +/* Fixed MAterial SHADER API */ + +RID Rasterizer::_create_shader(const FixedMaterialShaderKey& p_key) { + + ERR_FAIL_COND_V(!p_key.valid,RID()); + Map<FixedMaterialShaderKey,FixedMaterialShader>::Element *E=fixed_material_shaders.find(p_key); + + if (E) { + E->get().refcount++; + return E->get().shader; + } + + uint64_t t = OS::get_singleton()->get_ticks_usec(); + + FixedMaterialShader fms; + fms.refcount=1; + fms.shader=shader_create(); + + //create shader code + + + int texcoords_used=0; + String code; + + static const char* _uv_str[4]={"UV","UV2","uv_xform","uv_sphere"}; +#define _TEXUVSTR(m_idx) String( _uv_str[(p_key.texcoord_mask>>(m_idx*2))&0x3] ) + + + if (p_key.use_pointsize) { + + code+="UV=POINT_COORD;\n"; + } + + + for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) { + + if (p_key.texture_mask&(1<<i)) + texcoords_used|=(1<<((p_key.texcoord_mask>>(i*2))&0x3)); + } + + if (texcoords_used&(1<<VS::FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM)) { + + code+="uniform mat4 fmp_uv_xform;\n"; + code+="vec2 uv_xform = fmp_uv_xform * UV;\n"; + } + + /* HANDLE NORMAL MAPPING */ + + + if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_NORMAL)) { + + String scode; + scode+="uniform float fmp_normal;\n"; + scode+="uniform texture fmp_normal_tex;\n"; + String uv_str; + if ((p_key.texcoord_mask>>(VS::FIXED_MATERIAL_PARAM_NORMAL*2))&0x3==VS::FIXED_MATERIAL_TEXCOORD_SPHERE) { + uv_str="uv"; //sorry not supported + } else { + uv_str=_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_NORMAL); + } + scode+="vec3 normal=tex( fmp_normal_tex,"+uv_str+").xyz * 2.0 - vec3(1.0,1.0,1.0);\n"; + scode+="NORMAL = mix( NORMAL,mat3(TANGENT,BINORMAL,NORMAL) * normal, fmp_normal);\n"; + code+=scode; + } + + //handle sphere uv if used, do it here because it needs the normal, which may be transformed by a normal map + + if (texcoords_used&(1<<VS::FIXED_MATERIAL_TEXCOORD_SPHERE)) { + + String tcode; + tcode="vec3 eye_normal = normalize(VERTEX);\n"; + tcode+="vec3 ref = (eye_normal - 2.0*dot(NORMAL, eye_normal)*NORMAL);\n"; + tcode+="ref.z+=1.0;\n"; + tcode+="vec2 uv_sphere = ref.xy*vec2(0.5,0.0-0.5)+vec2(0.5,0.0-0.5);\n"; + code+=tcode; + } + + /* HANDLE DIFFUSE LIGHTING */ + + code+="uniform color fmp_diffuse;\n"; + code+="color diffuse=fmp_diffuse;\n"; + + if (p_key.use_color_array) + code+="diffuse*=COLOR;\n"; + + if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_DIFFUSE)) { + + + code+="uniform texture fmp_diffuse_tex;\n"; + code+="diffuse*=tex( fmp_diffuse_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DIFFUSE)+");\n"; + } + + if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_DETAIL)) { + + String dcode; + dcode+="uniform texture fmp_detail_tex;\n"; + dcode+="uniform float fmp_detail;\n"; + dcode+="color detail=tex( fmp_detail_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_DETAIL)+");\n"; + + switch(p_key.detail_blend) { + + case VS::MATERIAL_BLEND_MODE_MIX: + + dcode+="diffuse=vec4(mix(diffuse.rgb,detail.rgb,detail.a*fmp_detail),diffuse.a);\n"; + break; + case VS::MATERIAL_BLEND_MODE_ADD: + dcode+="diffuse=vec4(diffuse.rgb+detail.rgb*fmp_detail,diffuse.a);\n"; + break; + case VS::MATERIAL_BLEND_MODE_SUB: + dcode+="diffuse=vec4(diffuse.rgb+detail.rgb*fmp_detail,diffuse.a);\n"; + break; + case VS::MATERIAL_BLEND_MODE_MUL: + dcode+="diffuse=diffuse*mix(vec4(1,1,1,1),detail,fmp_detail);\n"; + break; + } + + code+=dcode; + } + + if (p_key.use_alpha) { + code+="DIFFUSE_ALPHA=diffuse;\n"; + } else { + code+="DIFFUSE=diffuse.rgb;\n"; + } + + /* HANDLE SPECULAR LIGHTING */ + + code+="uniform color fmp_specular;\n"; + code+="color specular=fmp_specular;\n"; + + if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SPECULAR)) { + + String scode; + scode+="uniform texture fmp_specular_tex;\n"; + scode+="specular*=tex( fmp_specular_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SPECULAR)+");\n"; + code+=scode; + } + + code+="SPECULAR=specular.rgb;\n"; + + code+="uniform float fmp_specular_exp;\n"; + code+="float specular_exp=fmp_specular_exp;\n"; + + if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP)) { + + String scode; + scode+="uniform texture fmp_specular_exp_tex;\n"; + scode+="specular_exp*=tex( fmp_specular_exp_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP)+").r;\n"; + code+=scode; + } + + code+="SPEC_EXP=specular_exp;\n"; + + /* HANDLE EMISSION LIGHTING */ + + code+="uniform color fmp_emission;\n"; + code+="color emission=fmp_emission;\n"; + + if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_EMISSION)) { + + String scode; + scode+="uniform texture fmp_emission_tex;\n"; + scode+="emission*=tex( fmp_emission_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_EMISSION)+");\n"; + code+=scode; + } + + code+="EMISSION=emission.rgb;\n"; + + + /* HANDLE GLOW */ + + code+="uniform float fmp_glow;\n"; + code+="float glow=fmp_glow;\n"; + + if (p_key.texture_mask&(1<<VS::FIXED_MATERIAL_PARAM_GLOW)) { + + String scode; + scode+="uniform texture fmp_glow_tex;\n"; + scode+="glow*=tex( fmp_glow_tex,"+_TEXUVSTR(VS::FIXED_MATERIAL_PARAM_GLOW)+").r;\n"; + code+=scode; + } + + code+="GLOW=glow;\n"; + + //print_line("**FRAGMENT SHADER GENERATED code: \n"+code); + + String vcode; + vcode="uniform float "+_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]+";\n"; + vcode+="SPEC_EXP="+_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]+";\n"; + if (p_key.use_pointsize) { + + vcode+="uniform float "+_fixed_material_point_size_name+";\n"; + vcode+="POINT_SIZE="+_fixed_material_point_size_name+";\n"; +// vcode+="POINT_SIZE=10.0;\n"; + } + + //print_line("**VERTEX SHADER GENERATED code: \n"+vcode); + + double tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0; +// print_line("generate: "+rtos(tf)); + + shader_set_code(fms.shader,vcode,code,0,0); + + fixed_material_shaders[p_key]=fms; + return fms.shader; +} + +void Rasterizer::_free_shader(const FixedMaterialShaderKey& p_key) { + + if (p_key.valid==0) + return; //not a valid key + + Map<FixedMaterialShaderKey,FixedMaterialShader>::Element *E=fixed_material_shaders.find(p_key); + + ERR_FAIL_COND(!E); + E->get().refcount--; + if (E->get().refcount==0) { + free(E->get().shader); + fixed_material_shaders.erase(E); + } + +} + + +void Rasterizer::fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled) { + + Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND(!E); + FixedMaterial &fm=*E->get(); + + switch(p_flag) { + + case VS::FIXED_MATERIAL_FLAG_USE_ALPHA: fm.use_alpha=p_enabled; break; + case VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY: fm.use_color_array=p_enabled; break; + case VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE: fm.use_pointsize=p_enabled; break; + } + + if (!fm.dirty_list.in_list()) + fixed_material_dirty_list.add( &fm.dirty_list ); + +} + +bool Rasterizer::fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const{ + + const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND_V(!E,false); + const FixedMaterial &fm=*E->get(); + switch(p_flag) { + + case VS::FIXED_MATERIAL_FLAG_USE_ALPHA: return fm.use_alpha;; break; + case VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY: return fm.use_color_array;; break; + case VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE: return fm.use_pointsize;; break; + } + + + return false; +} + + +RID Rasterizer::fixed_material_create() { + + RID mat = material_create(); + fixed_materials[mat]=memnew( FixedMaterial() ); + FixedMaterial &fm=*fixed_materials[mat]; + fm.self=mat; + fm.get_key(); + for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) { + + material_set_param(mat,_fixed_material_param_names[i],fm.param[i]); //must be there + } + fixed_material_dirty_list.add(&fm.dirty_list); + //print_line("FMC: "+itos(mat.get_id())); + return mat; +} + + + + +void Rasterizer::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value){ + + Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND(!E); + FixedMaterial &fm=*E->get(); + RID material=E->key(); + ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX); + + if ((p_parameter==VS::FIXED_MATERIAL_PARAM_DIFFUSE || p_parameter==VS::FIXED_MATERIAL_PARAM_SPECULAR || p_parameter==VS::FIXED_MATERIAL_PARAM_EMISSION)) { + + if (p_value.get_type()!=Variant::COLOR) { + ERR_EXPLAIN(String(_fixed_material_param_names[p_parameter])+" expects Color"); + ERR_FAIL(); + } + } else { + + if (!p_value.is_num()) { + ERR_EXPLAIN(String(_fixed_material_param_names[p_parameter])+" expects scalar"); + ERR_FAIL(); + } + } + + fm.param[p_parameter]=p_value; + VS::get_singleton()->material_set_param(material,_fixed_material_param_names[p_parameter],p_value); + + +} +Variant Rasterizer::fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const{ + + const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND_V(!E,Variant()); + const FixedMaterial &fm=*E->get(); + ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,Variant()); + return fm.param[p_parameter]; +} + +void Rasterizer::fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture){ + + Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + if (!E) { + + print_line("Not found: "+itos(p_material.get_id())); + } + ERR_FAIL_COND(!E); + FixedMaterial &fm=*E->get(); + + + ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX); + RID material=E->key(); + fm.texture[p_parameter]=p_texture; + VS::get_singleton()->material_set_param(material,_fixed_material_tex_names[p_parameter],p_texture); + + if (!fm.dirty_list.in_list()) + fixed_material_dirty_list.add( &fm.dirty_list ); + + + + +} +RID Rasterizer::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const{ + + const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND_V(!E,RID()); + const FixedMaterial &fm=*E->get(); + ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,RID()); + + return fm.texture[p_parameter]; +} + +void Rasterizer::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode){ + + Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND(!E); + FixedMaterial &fm=*E->get(); + + + fm.get_key(); + ERR_FAIL_INDEX(p_mode,4); + fm.detail_blend=p_mode; + if (!fm.dirty_list.in_list()) + fixed_material_dirty_list.add( &fm.dirty_list ); + +} +VS::MaterialBlendMode Rasterizer::fixed_material_get_detail_blend_mode(RID p_material) const{ + + const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND_V(!E,VS::MATERIAL_BLEND_MODE_MIX); + const FixedMaterial &fm=*E->get(); + + return fm.detail_blend; +} + +void Rasterizer::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) { + + Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND(!E); + FixedMaterial &fm=*E->get(); + ERR_FAIL_INDEX(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX); + + fm.get_key(); + + fm.texture_tc[p_parameter]=p_mode; + + if (!fm.dirty_list.in_list()) + fixed_material_dirty_list.add( &fm.dirty_list ); + +} + +VS::FixedMaterialTexCoordMode Rasterizer::fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const { + + const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND_V(!E,VS::FIXED_MATERIAL_TEXCOORD_UV); + const FixedMaterial &fm=*E->get(); + ERR_FAIL_INDEX_V(p_parameter,VS::FIXED_MATERIAL_PARAM_MAX,VS::FIXED_MATERIAL_TEXCOORD_UV); + + return fm.texture_tc[p_parameter]; +} + +void Rasterizer::fixed_material_set_uv_transform(RID p_material,const Transform& p_transform) { + + Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND(!E); + FixedMaterial &fm=*E->get(); + RID material=E->key(); + + VS::get_singleton()->material_set_param(material,_fixed_material_uv_xform_name,p_transform); + + fm.uv_xform=p_transform; + +} + + + +Transform Rasterizer::fixed_material_get_uv_transform(RID p_material) const { + + const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND_V(!E,Transform()); + const FixedMaterial &fm=*E->get(); + + return fm.uv_xform; +} + +void Rasterizer::fixed_material_set_point_size(RID p_material,float p_size) { + + Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND(!E); + FixedMaterial &fm=*E->get(); + RID material=E->key(); + + VS::get_singleton()->material_set_param(material,_fixed_material_point_size_name,p_size); + + fm.point_size=p_size; + + +} + +float Rasterizer::fixed_material_get_point_size(RID p_material) const{ + + const Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + ERR_FAIL_COND_V(!E,1.0); + const FixedMaterial &fm=*E->get(); + + return fm.point_size; + +} + +void Rasterizer::_update_fixed_materials() { + + + while(fixed_material_dirty_list.first()) { + + FixedMaterial &fm=*fixed_material_dirty_list.first()->self(); + + FixedMaterialShaderKey new_key = fm.get_key(); + if (new_key.key!=fm.current_key.key) { + + _free_shader(fm.current_key); + RID new_rid = _create_shader(new_key); + fm.current_key=new_key; + material_set_shader(fm.self,new_rid); + + if (fm.texture[VS::FIXED_MATERIAL_PARAM_DETAIL].is_valid()) { + //send these again just in case. + material_set_param(fm.self,_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_DETAIL],fm.param[VS::FIXED_MATERIAL_PARAM_DETAIL]); + } + if (fm.texture[VS::FIXED_MATERIAL_PARAM_NORMAL].is_valid()) { + //send these again just in case. + material_set_param(fm.self,_fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_NORMAL],fm.param[VS::FIXED_MATERIAL_PARAM_NORMAL]); + } + + material_set_param(fm.self,_fixed_material_uv_xform_name,fm.uv_xform); + if (fm.use_pointsize) + material_set_param(fm.self,_fixed_material_point_size_name,fm.point_size); + } + + fixed_material_dirty_list.remove(fixed_material_dirty_list.first()); + } +} + + +void Rasterizer::_free_fixed_material(const RID& p_material) { + + Map<RID,FixedMaterial*>::Element *E = fixed_materials.find(p_material); + + if (E) { + + _free_shader(E->get()->current_key); //free shader + if (E->get()->dirty_list.in_list()) + fixed_material_dirty_list.remove( &E->get()->dirty_list); + memdelete(E->get()); + fixed_materials.erase(E); //free material + } + + +} + + +void Rasterizer::flush_frame() { + + //not really necesary to implement +} + +Rasterizer::Rasterizer() { + + static const char* fm_names[VS::FIXED_MATERIAL_PARAM_MAX]={ + "diffuse", + "detail", + "specular", + "emission", + "specular_exp", + "glow", + "normal", + "shade_param"}; + + for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) { + + _fixed_material_param_names[i]=String("fmp_")+fm_names[i]; + _fixed_material_tex_names[i]=String("fmp_")+fm_names[i]+"_tex"; + } + + _fixed_material_uv_xform_name="fmp_uv_xform"; + _fixed_material_point_size_name="fmp_point_size"; + +} + +RID Rasterizer::create_overdraw_debug_material() { + RID mat = fixed_material_create(); + fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_SPECULAR,Color(0,0,0) ); + fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_DIFFUSE,Color(0.1,0.1,0.2) ); + fixed_material_set_parameter( mat,VisualServer::FIXED_MATERIAL_PARAM_EMISSION,Color(0,0,0) ); + fixed_material_set_flag( mat, VS::FIXED_MATERIAL_FLAG_USE_ALPHA, true); + material_set_flag( mat, VisualServer::MATERIAL_FLAG_UNSHADED, true ); + material_set_blend_mode( mat,VisualServer::MATERIAL_BLEND_MODE_ADD ); + + + return mat; +} diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h new file mode 100644 index 0000000000..83031e981a --- /dev/null +++ b/servers/visual/rasterizer.h @@ -0,0 +1,562 @@ +/*************************************************************************/ +/* rasterizer.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef RASTERIZER_H +#define RASTERIZER_H + +/** + @author Juan Linietsky <reduzio@gmail.com> +*/ +#include "servers/visual_server.h" +#include "camera_matrix.h" +#include "map.h" +#include "self_list.h" + +class Rasterizer { +protected: + + RID create_default_material(); + RID create_overdraw_debug_material(); + + + /* Fixed Material Shader API */ + + union FixedMaterialShaderKey { + + struct { + uint16_t texcoord_mask; + uint8_t texture_mask; + uint8_t detail_blend:2; + bool use_alpha:1; + bool use_color_array:1; + bool use_pointsize:1; + bool valid:1; + }; + + uint32_t key; + + _FORCE_INLINE_ bool operator<(const FixedMaterialShaderKey& p_key) const { return key<p_key.key; } + }; + + struct FixedMaterialShader { + + int refcount; + RID shader; + }; + + Map<FixedMaterialShaderKey,FixedMaterialShader> fixed_material_shaders; + + RID _create_shader(const FixedMaterialShaderKey& p_key); + void _free_shader(const FixedMaterialShaderKey& p_key); + + struct FixedMaterial { + + + RID self; + bool use_alpha; + bool use_color_array; + bool use_pointsize; + float point_size; + Transform uv_xform; + VS::MaterialBlendMode detail_blend; + RID texture[VS::FIXED_MATERIAL_PARAM_MAX]; + Variant param[VS::FIXED_MATERIAL_PARAM_MAX]; + VS::FixedMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX]; + + SelfList<FixedMaterial> dirty_list; + + FixedMaterialShaderKey current_key; + + _FORCE_INLINE_ FixedMaterialShaderKey get_key() const { + + + FixedMaterialShaderKey k; + k.key=0; + k.use_alpha=use_alpha; + k.use_color_array=use_color_array; + k.use_pointsize=use_pointsize; + k.detail_blend=detail_blend; + k.valid=true; + for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) { + if (texture[i].is_valid()) { + //print_line("valid: "+itos(i)); + k.texture_mask|=(1<<i); + k.texcoord_mask|=(texture_tc[i])<<(i*2); + } + } + + return k; + } + + + FixedMaterial() : dirty_list(this) { + + use_alpha=false; + use_color_array=false; + use_pointsize=false; + point_size=1.0; + detail_blend=VS::MATERIAL_BLEND_MODE_MIX; + for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) { + texture_tc[i]=VS::FIXED_MATERIAL_TEXCOORD_UV; + } + param[VS::FIXED_MATERIAL_PARAM_DIFFUSE]=Color(1,1,1); + param[VS::FIXED_MATERIAL_PARAM_DETAIL]=1.0; + param[VS::FIXED_MATERIAL_PARAM_EMISSION]=Color(0,0,0); + param[VS::FIXED_MATERIAL_PARAM_GLOW]=0; + param[VS::FIXED_MATERIAL_PARAM_SHADE_PARAM]=0; + param[VS::FIXED_MATERIAL_PARAM_SPECULAR]=Color(0.0,0.0,0.0); + param[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]=40; + param[VS::FIXED_MATERIAL_PARAM_NORMAL]=1; + + current_key.key=0; + + + } + }; + + StringName _fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_MAX]; + StringName _fixed_material_tex_names[VS::FIXED_MATERIAL_PARAM_MAX]; + StringName _fixed_material_uv_xform_name; + StringName _fixed_material_point_size_name; + + Map<RID,FixedMaterial*> fixed_materials; + + SelfList<FixedMaterial>::List fixed_material_dirty_list; + +protected: + void _update_fixed_materials(); + void _free_fixed_material(const RID& p_material); + +public: + /* TEXTURE API */ + + virtual RID texture_create()=0; + RID texture_create_from_image(const Image& p_image,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); // helper + virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT)=0; + virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT)=0; + virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const=0; + virtual void texture_set_flags(RID p_texture,uint32_t p_flags)=0; + virtual uint32_t texture_get_flags(RID p_texture) const=0; + virtual Image::Format texture_get_format(RID p_texture) const=0; + virtual uint32_t texture_get_width(RID p_texture) const=0; + virtual uint32_t texture_get_height(RID p_texture) const=0; + virtual bool texture_has_alpha(RID p_texture) const=0; + virtual void texture_set_size_override(RID p_texture,int p_width, int p_height)=0; + + virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const=0; + + /* SHADER API */ + + virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL)=0; + + virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0; + virtual VS::ShaderMode shader_get_mode(RID p_shader) const=0; + + virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0)=0; + virtual String shader_get_fragment_code(RID p_shader) const=0; + virtual String shader_get_vertex_code(RID p_shader) const=0; + + virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0; + + /* COMMON MATERIAL API */ + + virtual RID material_create()=0; + + virtual void material_set_shader(RID p_shader_material, RID p_shader)=0; + virtual RID material_get_shader(RID p_shader_material) const=0; + + virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value)=0; + virtual Variant material_get_param(RID p_material, const StringName& p_param) const=0; + + virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled)=0; + virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const=0; + + virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled)=0; + virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const=0; + + virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model)=0; + virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const=0; + + virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)=0; + virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const=0; + + virtual void material_set_line_width(RID p_material,float p_line_width)=0; + virtual float material_get_line_width(RID p_material) const=0; + + + /* FIXED MATERIAL */ + + virtual RID fixed_material_create(); + + virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled); + virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const; + + virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value); + virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture); + virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); + virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const; + + virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode); + virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform); + virtual Transform fixed_material_get_uv_transform(RID p_material) const; + + virtual void fixed_material_set_point_size(RID p_material,float p_size); + virtual float fixed_material_get_point_size(RID p_material) const; + + /* MESH API */ + + virtual RID mesh_create()=0; + + + virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false)=0; + virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const=0; + virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const=0; + + virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat)=0; + + virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0; + virtual int mesh_get_morph_target_count(RID p_mesh) const=0; + + virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode)=0; + virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const=0; + + virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false)=0; + virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const=0; + + virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const=0; + virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const=0; + virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const=0; + virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const=0; + + virtual void mesh_remove_surface(RID p_mesh,int p_index)=0; + virtual int mesh_get_surface_count(RID p_mesh) const=0; + + virtual AABB mesh_get_aabb(RID p_mesh) const=0; + + /* MULTIMESH API */ + + virtual RID multimesh_create()=0; + + virtual void multimesh_set_instance_count(RID p_multimesh,int p_count)=0; + virtual int multimesh_get_instance_count(RID p_multimesh) const=0; + + virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh)=0; + virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb)=0; + virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform)=0; + virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color)=0; + + virtual RID multimesh_get_mesh(RID p_multimesh) const=0; + virtual AABB multimesh_get_aabb(RID p_multimesh) const=0;; + + virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0; + virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const=0; + + virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible)=0; + virtual int multimesh_get_visible_instances(RID p_multimesh) const=0; + + + /* PARTICLES API */ + + virtual RID particles_create()=0; + + virtual void particles_set_amount(RID p_particles, int p_amount)=0; + virtual int particles_get_amount(RID p_particles) const=0; + + virtual void particles_set_emitting(RID p_particles, bool p_emitting)=0; + virtual bool particles_is_emitting(RID p_particles) const=0; + + virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility)=0; + virtual AABB particles_get_visibility_aabb(RID p_particles) const=0; + + virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents)=0; + virtual Vector3 particles_get_emission_half_extents(RID p_particles) const=0; + + virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity)=0; + virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const=0; + + virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points)=0; + virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const=0; + + virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal)=0; + virtual Vector3 particles_get_gravity_normal(RID p_particles) const=0; + + virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value)=0; + virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const=0; + + virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness)=0; + virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const=0; + + virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos)=0; + virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const=0; + + virtual void particles_set_color_phases(RID p_particles, int p_phases)=0; + virtual int particles_get_color_phases(RID p_particles) const=0; + + virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color)=0; + virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const=0; + + virtual void particles_set_attractors(RID p_particles, int p_attractors)=0; + virtual int particles_get_attractors(RID p_particles) const=0; + + virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos)=0; + virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const=0; + + virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force)=0; + virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const=0; + + virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false)=0; + virtual RID particles_get_material(RID p_particles) const=0; + + virtual AABB particles_get_aabb(RID p_particles) const=0; + + virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable)=0; + virtual bool particles_has_height_from_velocity(RID p_particles) const=0; + + virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable)=0; + virtual bool particles_is_using_local_coordinates(RID p_particles) const=0; + + /* SKELETON API */ + + virtual RID skeleton_create()=0; + virtual void skeleton_resize(RID p_skeleton,int p_bones)=0; + virtual int skeleton_get_bone_count(RID p_skeleton) const=0; + virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform)=0; + virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone)=0; + + + /* LIGHT API */ + + virtual RID light_create(VS::LightType p_type)=0; + virtual VS::LightType light_get_type(RID p_light) const=0; + + virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color)=0; + virtual Color light_get_color(RID p_light,VS::LightColor p_type) const=0; + + virtual void light_set_shadow(RID p_light,bool p_enabled)=0; + virtual bool light_has_shadow(RID p_light) const=0; + + virtual void light_set_volumetric(RID p_light,bool p_enabled)=0; + virtual bool light_is_volumetric(RID p_light) const=0; + + virtual void light_set_projector(RID p_light,RID p_texture)=0; + virtual RID light_get_projector(RID p_light) const=0; + + virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value)=0; + virtual float light_get_var(RID p_light, VS::LightParam p_var) const=0; + + virtual void light_set_operator(RID p_light,VS::LightOp p_op)=0; + virtual VS::LightOp light_get_operator(RID p_light) const=0; + + virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0; + virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const=0; + + virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0; + virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const=0; + virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value)=0; + virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const=0; + + virtual AABB light_get_aabb(RID p_poly) const=0; + + virtual RID light_instance_create(RID p_light)=0; + virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform)=0; + + + enum ShadowType { + SHADOW_NONE, + SHADOW_SIMPLE, + SHADOW_ORTHOGONAL, + SHADOW_DUAL_PARABOLOID, + SHADOW_CUBE, + SHADOW_PSSM, //parallel split shadow map + SHADOW_PSM //perspective shadow map + }; + + enum ShadowPass { + PASS_DUAL_PARABOLOID_FRONT=0, + PASS_DUAL_PARABOLOID_BACK=1, + PASS_CUBE_FRONT=0, + PASS_CUBE_BACK=1, + PASS_CUBE_TOP=2, + PASS_CUBE_BOTTOM=3, + PASS_CUBE_LEFT=4, + PASS_CUBE_RIGHT=5, + }; + + virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const=0; + virtual int light_instance_get_shadow_passes(RID p_light_instance) const=0; + virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0)=0; + virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const=0; + + /* SHADOWS */ + + virtual void shadow_clear_near()=0; + virtual bool shadow_allocate_near(RID p_light)=0; //true on successful alloc + virtual bool shadow_allocate_far(RID p_light)=0; //true on successful alloc + + /* PARTICLES INSTANCE */ + + virtual RID particles_instance_create(RID p_particles)=0; + virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform)=0; + + /* RENDER API */ + /* all calls (inside begin/end shadow) are always warranted to be in the following order: */ + + /* VIEWPORT API */ + + virtual RID viewport_data_create()=0; + + virtual RID render_target_create()=0; + virtual void render_target_set_size(RID p_render_target, int p_width, int p_height)=0; + virtual RID render_target_get_texture(RID p_render_target) const=0; + virtual bool render_target_renedered_in_frame(RID p_render_target)=0; + + virtual void begin_frame()=0; + + virtual void set_viewport(const VS::ViewportRect& p_viewport)=0; + virtual void set_render_target(RID p_render_target)=0; + virtual void clear_viewport(const Color& p_color)=0; + virtual void capture_viewport(Image* r_capture)=0; + + virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug)=0; + virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass )=0; + + virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection)=0; + + virtual void add_light( RID p_light_instance )=0; ///< all "add_light" calls happen before add_geometry calls + + typedef Map<StringName,Variant> ParamOverrideMap; + + + struct InstanceData { + + Transform transform; + RID skeleton; + RID material_override; + Vector<RID> light_instances; + Vector<float> morph_values; + bool mirror :8; + bool depth_scale :8; + bool billboard :8; + bool billboard_y :8; + + }; + + virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data)=0; + virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data)=0; + virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data)=0; + + + virtual void end_scene()=0; + virtual void end_shadow_map()=0; + + virtual void end_frame()=0; + virtual void flush_frame(); //not necesary in most cases + + /* CANVAS API */ + + enum CanvasRectFlags { + + CANVAS_RECT_REGION=1, + CANVAS_RECT_TILE=2, + CANVAS_RECT_FLIP_H=4, + CANVAS_RECT_FLIP_V=8 + }; + + virtual void canvas_begin()=0; + virtual void canvas_set_opacity(float p_opacity)=0; + virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode)=0; + virtual void canvas_begin_rect(const Matrix32& p_transform)=0;; + virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect)=0; + virtual void canvas_end_rect()=0; + virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width)=0; + virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate)=0; + virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1))=0; + virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width)=0; + virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor)=0; + virtual void canvas_set_transform(const Matrix32& p_transform)=0; + + /* ENVIRONMENT */ + + + virtual RID environment_create()=0; + + virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg)=0; + virtual VS::EnvironmentBG environment_get_background(RID p_env) const=0; + + virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value)=0; + virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const=0; + + virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled)=0; + virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const=0; + + virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value)=0; + virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const=0; + + + /*MISC*/ + + virtual bool is_texture(const RID& p_rid) const=0; + virtual bool is_material(const RID& p_rid) const=0; + virtual bool is_mesh(const RID& p_rid) const=0; + virtual bool is_multimesh(const RID& p_rid) const=0; + virtual bool is_particles(const RID &p_beam) const=0; + + virtual bool is_light(const RID& p_rid) const=0; + virtual bool is_light_instance(const RID& p_rid) const=0; + virtual bool is_particles_instance(const RID& p_rid) const=0; + virtual bool is_skeleton(const RID& p_rid) const=0; + virtual bool is_environment(const RID& p_rid) const=0; + virtual bool is_shader(const RID& p_rid) const=0; + + virtual void free(const RID& p_rid)=0; + + virtual void init()=0; + virtual void finish()=0; + + virtual bool needs_to_draw_next_frame() const=0; + + virtual void reload_vram() {} + + virtual bool has_feature(VS::Features p_feature) const=0; + + + virtual int get_render_info(VS::RenderInfo p_info)=0; + + Rasterizer(); + virtual ~Rasterizer() {} +}; + + + +#endif diff --git a/servers/visual/rasterizer_dummy.cpp b/servers/visual/rasterizer_dummy.cpp new file mode 100644 index 0000000000..694d365d79 --- /dev/null +++ b/servers/visual/rasterizer_dummy.cpp @@ -0,0 +1,1786 @@ +/*************************************************************************/ +/* rasterizer_dummy.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "rasterizer_dummy.h" + +/* TEXTURE API */ + + +RID RasterizerDummy::texture_create() { + + Texture *texture = memnew(Texture); + ERR_FAIL_COND_V(!texture,RID()); + return texture_owner.make_rid( texture ); + +} + +void RasterizerDummy::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) { + + + Texture *texture = texture_owner.get( p_texture ); + ERR_FAIL_COND(!texture); + texture->width=p_width; + texture->height=p_height; + texture->format=p_format; + texture->flags=p_flags; +} + +void RasterizerDummy::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND(!texture); + ERR_FAIL_COND(texture->format != p_image.get_format() ); + + texture->image[p_cube_side]=p_image; + +} + +Image RasterizerDummy::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,Image()); + + return texture->image[p_cube_side]; +} + +void RasterizerDummy::texture_set_flags(RID p_texture,uint32_t p_flags) { + + Texture *texture = texture_owner.get( p_texture ); + ERR_FAIL_COND(!texture); + uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP; + texture->flags=p_flags|cube; // can't remove a cube from being a cube + +} +uint32_t RasterizerDummy::texture_get_flags(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return texture->flags; + +} +Image::Format RasterizerDummy::texture_get_format(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,Image::FORMAT_GRAYSCALE); + + return texture->format; +} +uint32_t RasterizerDummy::texture_get_width(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return texture->width; +} +uint32_t RasterizerDummy::texture_get_height(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return texture->height; +} + +bool RasterizerDummy::texture_has_alpha(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return false; + +} + +void RasterizerDummy::texture_set_size_override(RID p_texture,int p_width, int p_height) { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND(!texture); + + ERR_FAIL_COND(p_width<=0 || p_width>4096); + ERR_FAIL_COND(p_height<=0 || p_height>4096); + //real texture size is in alloc width and height +// texture->width=p_width; +// texture->height=p_height; + +} + +void RasterizerDummy::texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const { + + +} + +/* SHADER API */ + +/* SHADER API */ + +RID RasterizerDummy::shader_create(VS::ShaderMode p_mode) { + + Shader *shader = memnew( Shader ); + shader->mode=p_mode; + shader->fragment_line=0; + shader->vertex_line=0; + RID rid = shader_owner.make_rid(shader); + + return rid; + +} + + + +void RasterizerDummy::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) { + + ERR_FAIL_INDEX(p_mode,3); + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); + shader->mode=p_mode; + +} +VS::ShaderMode RasterizerDummy::shader_get_mode(RID p_shader) const { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,VS::SHADER_MATERIAL); + return shader->mode; +} + + + +void RasterizerDummy::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); + shader->fragment_code=p_fragment; + shader->vertex_code=p_vertex; + shader->fragment_line=p_fragment_ofs; + shader->vertex_line=p_vertex_ofs; + +} + + +String RasterizerDummy::shader_get_vertex_code(RID p_shader) const { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,String()); + return shader->vertex_code; + +} + +String RasterizerDummy::shader_get_fragment_code(RID p_shader) const { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,String()); + return shader->fragment_code; + +} + +void RasterizerDummy::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); + +} + +/* COMMON MATERIAL API */ + + +RID RasterizerDummy::material_create() { + + return material_owner.make_rid( memnew( Material ) ); +} + +void RasterizerDummy::material_set_shader(RID p_material, RID p_shader) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + material->shader=p_shader; + +} + +RID RasterizerDummy::material_get_shader(RID p_material) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,RID()); + return material->shader; +} + +void RasterizerDummy::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + + if (p_value.get_type()==Variant::NIL) + material->shader_params.erase(p_param); + else + material->shader_params[p_param]=p_value; +} +Variant RasterizerDummy::material_get_param(RID p_material, const StringName& p_param) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,Variant()); + + if (material->shader_params.has(p_param)) + return material->shader_params[p_param]; + else + return Variant(); +} + + +void RasterizerDummy::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + ERR_FAIL_INDEX(p_flag,VS::MATERIAL_FLAG_MAX); + material->flags[p_flag]=p_enabled; + +} +bool RasterizerDummy::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,false); + ERR_FAIL_INDEX_V(p_flag,VS::MATERIAL_FLAG_MAX,false); + return material->flags[p_flag]; + + +} + +void RasterizerDummy::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX); + material->hints[p_hint]=p_enabled; + +} + +bool RasterizerDummy::material_get_hint(RID p_material,VS::MaterialHint p_hint) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,false); + ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false); + return material->hints[p_hint]; + +} + +void RasterizerDummy::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + material->shade_model=p_model; + +}; + +VS::MaterialShadeModel RasterizerDummy::material_get_shade_model(RID p_material) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT); + return material->shade_model; +}; + + +void RasterizerDummy::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + material->blend_mode=p_mode; + +} +VS::MaterialBlendMode RasterizerDummy::material_get_blend_mode(RID p_material) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,VS::MATERIAL_BLEND_MODE_ADD); + return material->blend_mode; +} + +void RasterizerDummy::material_set_line_width(RID p_material,float p_line_width) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + material->line_width=p_line_width; + +} +float RasterizerDummy::material_get_line_width(RID p_material) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,0); + + return material->line_width; +} + +/* MESH API */ + + +RID RasterizerDummy::mesh_create() { + + + return mesh_owner.make_rid( memnew( Mesh ) ); +} + + +void RasterizerDummy::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,bool p_alpha_sort) { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND(!mesh); + + ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX ); + ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX); + + Surface s; + + + s.format=0; + + for(int i=0;i<p_arrays.size();i++) { + + if (p_arrays[i].get_type()==Variant::NIL) + continue; + + s.format|=(1<<i); + + if (i==VS::ARRAY_VERTEX) { + + Vector3Array v = p_arrays[i]; + int len = v.size(); + ERR_FAIL_COND(len==0); + Vector3Array::Read r = v.read(); + + + for(int i=0;i<len;i++) { + + if (i==0) + s.aabb.pos=r[0]; + else + s.aabb.expand_to(r[i]); + } + + } + } + + ERR_FAIL_COND((s.format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory + + s.data=p_arrays; + s.morph_data=p_blend_shapes; + s.primitive=p_primitive; + s.alpha_sort=p_alpha_sort; + s.morph_target_count=mesh->morph_target_count; + s.morph_format=s.format; + + + Surface *surface = memnew( Surface ); + *surface=s; + + mesh->surfaces.push_back(surface); + + +} + + + +void RasterizerDummy::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) { + + ERR_EXPLAIN("Dummy Rasterizer does not support custom surfaces. Running on wrong platform?"); + ERR_FAIL_V(); +} + +Array RasterizerDummy::mesh_get_surface_arrays(RID p_mesh,int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,Array()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, Array() ); + + return surface->data; + + +} +Array RasterizerDummy::mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const{ + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,Array()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, Array() ); + + return surface->morph_data; + +} + + +void RasterizerDummy::mesh_set_morph_target_count(RID p_mesh,int p_amount) { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND(!mesh); + ERR_FAIL_COND( mesh->surfaces.size()!=0 ); + + mesh->morph_target_count=p_amount; + +} + +int RasterizerDummy::mesh_get_morph_target_count(RID p_mesh) const{ + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,-1); + + return mesh->morph_target_count; + +} + +void RasterizerDummy::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode) { + + ERR_FAIL_INDEX(p_mode,2); + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND(!mesh); + + mesh->morph_target_mode=p_mode; + +} + +VS::MorphTargetMode RasterizerDummy::mesh_get_morph_target_mode(RID p_mesh) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED); + + return mesh->morph_target_mode; + +} + + + +void RasterizerDummy::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND(!mesh); + ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND( !surface); + + if (surface->material_owned && surface->material.is_valid()) + free(surface->material); + + surface->material_owned=p_owned; + surface->material=p_material; +} + +RID RasterizerDummy::mesh_surface_get_material(RID p_mesh, int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,RID()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, RID() ); + + return surface->material; +} + +int RasterizerDummy::mesh_surface_get_array_len(RID p_mesh, int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,-1); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, -1 ); + + Vector3Array arr = surface->data[VS::ARRAY_VERTEX]; + return arr.size(); + +} + +int RasterizerDummy::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,-1); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, -1 ); + + IntArray arr = surface->data[VS::ARRAY_INDEX]; + return arr.size(); + +} +uint32_t RasterizerDummy::mesh_surface_get_format(RID p_mesh, int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,0); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, 0 ); + + return surface->format; +} +VS::PrimitiveType RasterizerDummy::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS ); + + return surface->primitive; +} + +void RasterizerDummy::mesh_remove_surface(RID p_mesh,int p_index) { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND(!mesh); + ERR_FAIL_INDEX(p_index, mesh->surfaces.size() ); + Surface *surface = mesh->surfaces[p_index]; + ERR_FAIL_COND( !surface); + + memdelete( mesh->surfaces[p_index] ); + mesh->surfaces.remove(p_index); + +} +int RasterizerDummy::mesh_get_surface_count(RID p_mesh) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,-1); + + return mesh->surfaces.size(); +} + +AABB RasterizerDummy::mesh_get_aabb(RID p_mesh) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,AABB()); + + AABB aabb; + + for (int i=0;i<mesh->surfaces.size();i++) { + + if (i==0) + aabb=mesh->surfaces[i]->aabb; + else + aabb.merge_with(mesh->surfaces[i]->aabb); + } + + return aabb; +} + +/* MULTIMESH API */ + +RID RasterizerDummy::multimesh_create() { + + return multimesh_owner.make_rid( memnew( MultiMesh )); +} + +void RasterizerDummy::multimesh_set_instance_count(RID p_multimesh,int p_count) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh); + + multimesh->elements.clear(); // make sure to delete everything, so it "fails" in all implementations + multimesh->elements.resize(p_count); + +} +int RasterizerDummy::multimesh_get_instance_count(RID p_multimesh) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,-1); + + return multimesh->elements.size(); +} + +void RasterizerDummy::multimesh_set_mesh(RID p_multimesh,RID p_mesh) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh); + + multimesh->mesh=p_mesh; + +} +void RasterizerDummy::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh); + multimesh->aabb=p_aabb; +} +void RasterizerDummy::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index,multimesh->elements.size()); + multimesh->elements[p_index].xform=p_transform; + +} +void RasterizerDummy::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh) + ERR_FAIL_INDEX(p_index,multimesh->elements.size()); + multimesh->elements[p_index].color=p_color; + +} + +RID RasterizerDummy::multimesh_get_mesh(RID p_multimesh) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,RID()); + + return multimesh->mesh; +} +AABB RasterizerDummy::multimesh_get_aabb(RID p_multimesh) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,AABB()); + + return multimesh->aabb; +} + +Transform RasterizerDummy::multimesh_instance_get_transform(RID p_multimesh,int p_index) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,Transform()); + + ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Transform()); + + return multimesh->elements[p_index].xform; + +} +Color RasterizerDummy::multimesh_instance_get_color(RID p_multimesh,int p_index) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,Color()); + ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Color()); + + return multimesh->elements[p_index].color; +} + +void RasterizerDummy::multimesh_set_visible_instances(RID p_multimesh,int p_visible) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh); + multimesh->visible=p_visible; + +} + +int RasterizerDummy::multimesh_get_visible_instances(RID p_multimesh) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,-1); + return multimesh->visible; + +} + + +/* PARTICLES API */ + +RID RasterizerDummy::particles_create() { + + Particles *particles = memnew( Particles ); + ERR_FAIL_COND_V(!particles,RID()); + return particles_owner.make_rid(particles); +} + +void RasterizerDummy::particles_set_amount(RID p_particles, int p_amount) { + + ERR_FAIL_COND(p_amount<1); + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.amount=p_amount; + +} + +int RasterizerDummy::particles_get_amount(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.amount; + +} + +void RasterizerDummy::particles_set_emitting(RID p_particles, bool p_emitting) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.emitting=p_emitting;; + +} +bool RasterizerDummy::particles_is_emitting(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,false); + return particles->data.emitting; + +} + +void RasterizerDummy::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.visibility_aabb=p_visibility; + +} + +void RasterizerDummy::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + + particles->data.emission_half_extents=p_half_extents; +} +Vector3 RasterizerDummy::particles_get_emission_half_extents(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,Vector3()); + + return particles->data.emission_half_extents; +} + +void RasterizerDummy::particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + + particles->data.emission_base_velocity=p_base_velocity; +} + +Vector3 RasterizerDummy::particles_get_emission_base_velocity(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,Vector3()); + + return particles->data.emission_base_velocity; +} + + +void RasterizerDummy::particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + + particles->data.emission_points=p_points; +} + +DVector<Vector3> RasterizerDummy::particles_get_emission_points(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,DVector<Vector3>()); + + return particles->data.emission_points; + +} + +void RasterizerDummy::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + + particles->data.gravity_normal=p_normal; + +} +Vector3 RasterizerDummy::particles_get_gravity_normal(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,Vector3()); + + return particles->data.gravity_normal; +} + + +AABB RasterizerDummy::particles_get_visibility_aabb(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,AABB()); + return particles->data.visibility_aabb; + +} + +void RasterizerDummy::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) { + + ERR_FAIL_INDEX(p_variable,VS::PARTICLE_VAR_MAX); + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.particle_vars[p_variable]=p_value; + +} +float RasterizerDummy::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.particle_vars[p_variable]; +} + +void RasterizerDummy::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.particle_randomness[p_variable]=p_randomness; + +} +float RasterizerDummy::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.particle_randomness[p_variable]; + +} + +void RasterizerDummy::particles_set_color_phases(RID p_particles, int p_phases) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + ERR_FAIL_COND( p_phases<0 || p_phases>VS::MAX_PARTICLE_COLOR_PHASES ); + particles->data.color_phase_count=p_phases; + +} +int RasterizerDummy::particles_get_color_phases(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.color_phase_count; +} + + +void RasterizerDummy::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) { + + ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES); + if (p_pos<0.0) + p_pos=0.0; + if (p_pos>1.0) + p_pos=1.0; + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.color_phases[p_phase].pos=p_pos; + +} +float RasterizerDummy::particles_get_color_phase_pos(RID p_particles, int p_phase) const { + + ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, -1.0); + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.color_phases[p_phase].pos; + +} + +void RasterizerDummy::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) { + + ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES); + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.color_phases[p_phase].color=p_color; + + //update alpha + particles->has_alpha=false; + for(int i=0;i<VS::MAX_PARTICLE_COLOR_PHASES;i++) { + if (particles->data.color_phases[i].color.a<0.99) + particles->has_alpha=true; + } + +} + +Color RasterizerDummy::particles_get_color_phase_color(RID p_particles, int p_phase) const { + + ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, Color()); + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,Color()); + return particles->data.color_phases[p_phase].color; + +} + +void RasterizerDummy::particles_set_attractors(RID p_particles, int p_attractors) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + ERR_FAIL_COND( p_attractors<0 || p_attractors>VisualServer::MAX_PARTICLE_ATTRACTORS ); + particles->data.attractor_count=p_attractors; + +} +int RasterizerDummy::particles_get_attractors(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.attractor_count; +} + +void RasterizerDummy::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count); + particles->data.attractors[p_attractor].pos=p_pos;; +} +Vector3 RasterizerDummy::particles_get_attractor_pos(RID p_particles,int p_attractor) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,Vector3()); + ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,Vector3()); + return particles->data.attractors[p_attractor].pos; +} + +void RasterizerDummy::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count); + particles->data.attractors[p_attractor].force=p_force; +} + +float RasterizerDummy::particles_get_attractor_strength(RID p_particles,int p_attractor) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,0); + ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,0); + return particles->data.attractors[p_attractor].force; +} + +void RasterizerDummy::particles_set_material(RID p_particles, RID p_material,bool p_owned) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + if (particles->material_owned && particles->material.is_valid()) + free(particles->material); + + particles->material_owned=p_owned; + + particles->material=p_material; + +} +RID RasterizerDummy::particles_get_material(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,RID()); + return particles->material; + +} + +void RasterizerDummy::particles_set_use_local_coordinates(RID p_particles, bool p_enable) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.local_coordinates=p_enable; + +} + +bool RasterizerDummy::particles_is_using_local_coordinates(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,false); + return particles->data.local_coordinates; +} +bool RasterizerDummy::particles_has_height_from_velocity(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,false); + return particles->data.height_from_velocity; +} + +void RasterizerDummy::particles_set_height_from_velocity(RID p_particles, bool p_enable) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.height_from_velocity=p_enable; + +} + +AABB RasterizerDummy::particles_get_aabb(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,AABB()); + return particles->data.visibility_aabb; +} + +/* SKELETON API */ + +RID RasterizerDummy::skeleton_create() { + + Skeleton *skeleton = memnew( Skeleton ); + ERR_FAIL_COND_V(!skeleton,RID()); + return skeleton_owner.make_rid( skeleton ); +} +void RasterizerDummy::skeleton_resize(RID p_skeleton,int p_bones) { + + Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + ERR_FAIL_COND(!skeleton); + if (p_bones == skeleton->bones.size()) { + return; + }; + + skeleton->bones.resize(p_bones); + +} +int RasterizerDummy::skeleton_get_bone_count(RID p_skeleton) const { + + Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + ERR_FAIL_COND_V(!skeleton, -1); + return skeleton->bones.size(); +} +void RasterizerDummy::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) { + + Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + ERR_FAIL_COND(!skeleton); + ERR_FAIL_INDEX( p_bone, skeleton->bones.size() ); + + skeleton->bones[p_bone] = p_transform; +} + +Transform RasterizerDummy::skeleton_bone_get_transform(RID p_skeleton,int p_bone) { + + Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + ERR_FAIL_COND_V(!skeleton, Transform()); + ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() ); + + // something + return skeleton->bones[p_bone]; +} + + +/* LIGHT API */ + +RID RasterizerDummy::light_create(VS::LightType p_type) { + + Light *light = memnew( Light ); + light->type=p_type; + return light_owner.make_rid(light); +} + +VS::LightType RasterizerDummy::light_get_type(RID p_light) const { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI); + return light->type; +} + +void RasterizerDummy::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND(!light); + ERR_FAIL_INDEX( p_type, 3 ); + light->colors[p_type]=p_color; +} +Color RasterizerDummy::light_get_color(RID p_light,VS::LightColor p_type) const { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light, Color()); + ERR_FAIL_INDEX_V( p_type, 3, Color() ); + return light->colors[p_type]; +} + +void RasterizerDummy::light_set_shadow(RID p_light,bool p_enabled) { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND(!light); + light->shadow_enabled=p_enabled; +} + +bool RasterizerDummy::light_has_shadow(RID p_light) const { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light,false); + return light->shadow_enabled; +} + +void RasterizerDummy::light_set_volumetric(RID p_light,bool p_enabled) { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND(!light); + light->volumetric_enabled=p_enabled; + +} +bool RasterizerDummy::light_is_volumetric(RID p_light) const { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light,false); + return light->volumetric_enabled; +} + +void RasterizerDummy::light_set_projector(RID p_light,RID p_texture) { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND(!light); + light->projector=p_texture; +} +RID RasterizerDummy::light_get_projector(RID p_light) const { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light,RID()); + return light->projector; +} + +void RasterizerDummy::light_set_var(RID p_light, VS::LightParam p_var, float p_value) { + + Light * light = light_owner.get( p_light ); + ERR_FAIL_COND(!light); + ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX ); + + light->vars[p_var]=p_value; +} +float RasterizerDummy::light_get_var(RID p_light, VS::LightParam p_var) const { + + Light * light = light_owner.get( p_light ); + ERR_FAIL_COND_V(!light,0); + + ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 ); + + return light->vars[p_var]; +} + +void RasterizerDummy::light_set_operator(RID p_light,VS::LightOp p_op) { + + Light * light = light_owner.get( p_light ); + ERR_FAIL_COND(!light); + + +}; + +VS::LightOp RasterizerDummy::light_get_operator(RID p_light) const { + + return VS::LightOp(0); +}; + +void RasterizerDummy::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) { + + +} + +VS::LightOmniShadowMode RasterizerDummy::light_omni_get_shadow_mode(RID p_light) const{ + + return VS::LightOmniShadowMode(0); +} + +void RasterizerDummy::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode) { + + +} + +VS::LightDirectionalShadowMode RasterizerDummy::light_directional_get_shadow_mode(RID p_light) const { + + return VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; +} + +void RasterizerDummy::light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value) { + + +} + +float RasterizerDummy::light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const { + + return 0; +} + + +AABB RasterizerDummy::light_get_aabb(RID p_light) const { + + Light *light = light_owner.get( p_light ); + ERR_FAIL_COND_V(!light,AABB()); + + switch( light->type ) { + + case VS::LIGHT_SPOT: { + + float len=light->vars[VS::LIGHT_PARAM_RADIUS]; + float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len; + return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) ); + } break; + case VS::LIGHT_OMNI: { + + float r = light->vars[VS::LIGHT_PARAM_RADIUS]; + return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 ); + } break; + case VS::LIGHT_DIRECTIONAL: { + + return AABB(); + } break; + default: {} + } + + ERR_FAIL_V( AABB() ); +} + + +RID RasterizerDummy::light_instance_create(RID p_light) { + + Light *light = light_owner.get( p_light ); + ERR_FAIL_COND_V(!light, RID()); + + LightInstance *light_instance = memnew( LightInstance ); + + light_instance->light=p_light; + light_instance->base=light; + + + return light_instance_owner.make_rid( light_instance ); +} +void RasterizerDummy::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) { + + LightInstance *lighti = light_instance_owner.get( p_light_instance ); + ERR_FAIL_COND(!lighti); + lighti->transform=p_transform; + +} + +bool RasterizerDummy::light_instance_has_shadow(RID p_light_instance) const { + + return false; + +} + + +bool RasterizerDummy::light_instance_assign_shadow(RID p_light_instance) { + + return false; + +} + + +Rasterizer::ShadowType RasterizerDummy::light_instance_get_shadow_type(RID p_light_instance) const { + + LightInstance *lighti = light_instance_owner.get( p_light_instance ); + ERR_FAIL_COND_V(!lighti,Rasterizer::SHADOW_NONE); + + switch(lighti->base->type) { + + case VS::LIGHT_DIRECTIONAL: return SHADOW_PSM; break; + case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break; + case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break; + } + + return Rasterizer::SHADOW_NONE; +} + +Rasterizer::ShadowType RasterizerDummy::light_instance_get_shadow_type(RID p_light_instance,bool p_far) const { + + return SHADOW_NONE; +} +void RasterizerDummy::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) { + + +} + +int RasterizerDummy::light_instance_get_shadow_passes(RID p_light_instance) const { + + return 0; +} + +void RasterizerDummy::light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) { + + LightInstance *lighti = light_instance_owner.get( p_light_instance ); + ERR_FAIL_COND(!lighti); + + ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL); + ERR_FAIL_INDEX(p_index,1); + + lighti->custom_projection=p_camera; + lighti->custom_transform=p_transform; + +} +void RasterizerDummy::shadow_clear_near() { + + +} + +bool RasterizerDummy::shadow_allocate_near(RID p_light) { + + return false; +} + +bool RasterizerDummy::shadow_allocate_far(RID p_light) { + + return false; +} + +/* PARTICLES INSTANCE */ + +RID RasterizerDummy::particles_instance_create(RID p_particles) { + + ERR_FAIL_COND_V(!particles_owner.owns(p_particles),RID()); + ParticlesInstance *particles_instance = memnew( ParticlesInstance ); + ERR_FAIL_COND_V(!particles_instance, RID() ); + particles_instance->particles=p_particles; + return particles_instance_owner.make_rid(particles_instance); +} + +void RasterizerDummy::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) { + + ParticlesInstance *particles_instance=particles_instance_owner.get(p_particles_instance); + ERR_FAIL_COND(!particles_instance); + particles_instance->transform=p_transform; +} + + +/* RENDER API */ +/* all calls (inside begin/end shadow) are always warranted to be in the following order: */ + + +RID RasterizerDummy::viewport_data_create() { + + return RID(); +} + +RID RasterizerDummy::render_target_create(){ + + return RID(); + +} +void RasterizerDummy::render_target_set_size(RID p_render_target, int p_width, int p_height){ + + +} +RID RasterizerDummy::render_target_get_texture(RID p_render_target) const{ + + return RID(); + +} +bool RasterizerDummy::render_target_renedered_in_frame(RID p_render_target){ + + return false; +} + + +void RasterizerDummy::begin_frame() { + + + +} + +void RasterizerDummy::capture_viewport(Image* r_capture) { + + +} + + +void RasterizerDummy::clear_viewport(const Color& p_color) { + + +}; + +void RasterizerDummy::set_viewport(const VS::ViewportRect& p_viewport) { + + + +} + +void RasterizerDummy::set_render_target(RID p_render_target) { + + +} + + +void RasterizerDummy::begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug) { + + +}; + +void RasterizerDummy::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) { + +} + +void RasterizerDummy::set_camera(const Transform& p_world,const CameraMatrix& p_projection) { + + +} + +void RasterizerDummy::add_light( RID p_light_instance ) { + + + +} + + + + +void RasterizerDummy::add_mesh( const RID& p_mesh, const InstanceData *p_data) { + + +} + +void RasterizerDummy::add_multimesh( const RID& p_multimesh, const InstanceData *p_data){ + + + + +} + +void RasterizerDummy::add_particles( const RID& p_particle_instance, const InstanceData *p_data){ + + + +} + + + +void RasterizerDummy::end_scene() { + + +} +void RasterizerDummy::end_shadow_map() { + +} + + +void RasterizerDummy::end_frame() { + + +} + +/* CANVAS API */ + + +void RasterizerDummy::canvas_begin() { + + + +} +void RasterizerDummy::canvas_set_opacity(float p_opacity) { + + +} + +void RasterizerDummy::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) { + + +} + + +void RasterizerDummy::canvas_begin_rect(const Matrix32& p_transform) { + + + +} + +void RasterizerDummy::canvas_set_clip(bool p_clip, const Rect2& p_rect) { + + + + +} + +void RasterizerDummy::canvas_end_rect() { + + +} + +void RasterizerDummy::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width) { + + + +} + +void RasterizerDummy::canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate) { + + + + +} +void RasterizerDummy::canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margin, bool p_draw_center,const Color& p_modulate) { + + +} +void RasterizerDummy::canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width) { + + + +} + + +void RasterizerDummy::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) { + + + +} + +void RasterizerDummy::canvas_set_transform(const Matrix32& p_transform) { + + +} + +/* ENVIRONMENT */ + +RID RasterizerDummy::environment_create() { + + Environment * env = memnew( Environment ); + return environment_owner.make_rid(env); +} + +void RasterizerDummy::environment_set_background(RID p_env,VS::EnvironmentBG p_bg) { + + ERR_FAIL_INDEX(p_bg,VS::ENV_BG_MAX); + Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND(!env); + env->bg_mode=p_bg; +} + +VS::EnvironmentBG RasterizerDummy::environment_get_background(RID p_env) const{ + + const Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env,VS::ENV_BG_MAX); + return env->bg_mode; +} + +void RasterizerDummy::environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value){ + + ERR_FAIL_INDEX(p_param,VS::ENV_BG_PARAM_MAX); + Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND(!env); + env->bg_param[p_param]=p_value; + +} +Variant RasterizerDummy::environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const{ + + ERR_FAIL_INDEX_V(p_param,VS::ENV_BG_PARAM_MAX,Variant()); + const Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env,Variant()); + return env->bg_param[p_param]; + +} + +void RasterizerDummy::environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled){ + + ERR_FAIL_INDEX(p_effect,VS::ENV_FX_MAX); + Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND(!env); + env->fx_enabled[p_effect]=p_enabled; +} +bool RasterizerDummy::environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const{ + + ERR_FAIL_INDEX_V(p_effect,VS::ENV_FX_MAX,false); + const Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env,false); + return env->fx_enabled[p_effect]; + +} + +void RasterizerDummy::environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value){ + + ERR_FAIL_INDEX(p_param,VS::ENV_FX_PARAM_MAX); + Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND(!env); + env->fx_param[p_param]=p_value; +} +Variant RasterizerDummy::environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const{ + + ERR_FAIL_INDEX_V(p_param,VS::ENV_FX_PARAM_MAX,Variant()); + const Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env,Variant()); + return env->fx_param[p_param]; + +} + +/*MISC*/ + +bool RasterizerDummy::is_texture(const RID& p_rid) const { + + return texture_owner.owns(p_rid); +} +bool RasterizerDummy::is_material(const RID& p_rid) const { + + return material_owner.owns(p_rid); +} +bool RasterizerDummy::is_mesh(const RID& p_rid) const { + + return mesh_owner.owns(p_rid); +} +bool RasterizerDummy::is_multimesh(const RID& p_rid) const { + + return multimesh_owner.owns(p_rid); +} +bool RasterizerDummy::is_particles(const RID &p_beam) const { + + return particles_owner.owns(p_beam); +} + +bool RasterizerDummy::is_light(const RID& p_rid) const { + + return light_owner.owns(p_rid); +} +bool RasterizerDummy::is_light_instance(const RID& p_rid) const { + + return light_instance_owner.owns(p_rid); +} +bool RasterizerDummy::is_particles_instance(const RID& p_rid) const { + + return particles_instance_owner.owns(p_rid); +} +bool RasterizerDummy::is_skeleton(const RID& p_rid) const { + + return skeleton_owner.owns(p_rid); +} +bool RasterizerDummy::is_environment(const RID& p_rid) const { + + return environment_owner.owns(p_rid); +} + +bool RasterizerDummy::is_shader(const RID& p_rid) const { + + return false; +} + +void RasterizerDummy::free(const RID& p_rid) { + + if (texture_owner.owns(p_rid)) { + + // delete the texture + Texture *texture = texture_owner.get(p_rid); + texture_owner.free(p_rid); + memdelete(texture); + + } else if (shader_owner.owns(p_rid)) { + + // delete the texture + Shader *shader = shader_owner.get(p_rid); + shader_owner.free(p_rid); + memdelete(shader); + + } else if (material_owner.owns(p_rid)) { + + Material *material = material_owner.get( p_rid ); + material_owner.free(p_rid); + memdelete(material); + + } else if (mesh_owner.owns(p_rid)) { + + Mesh *mesh = mesh_owner.get(p_rid); + + for (int i=0;i<mesh->surfaces.size();i++) { + + memdelete( mesh->surfaces[i] ); + }; + + mesh->surfaces.clear(); + mesh_owner.free(p_rid); + memdelete(mesh); + + } else if (multimesh_owner.owns(p_rid)) { + + MultiMesh *multimesh = multimesh_owner.get(p_rid); + multimesh_owner.free(p_rid); + memdelete(multimesh); + + } else if (particles_owner.owns(p_rid)) { + + Particles *particles = particles_owner.get(p_rid); + particles_owner.free(p_rid); + memdelete(particles); + } else if (particles_instance_owner.owns(p_rid)) { + + ParticlesInstance *particles_isntance = particles_instance_owner.get(p_rid); + particles_instance_owner.free(p_rid); + memdelete(particles_isntance); + + } else if (skeleton_owner.owns(p_rid)) { + + Skeleton *skeleton = skeleton_owner.get( p_rid ); + skeleton_owner.free(p_rid); + memdelete(skeleton); + + } else if (light_owner.owns(p_rid)) { + + Light *light = light_owner.get( p_rid ); + light_owner.free(p_rid); + memdelete(light); + + } else if (light_instance_owner.owns(p_rid)) { + + LightInstance *light_instance = light_instance_owner.get( p_rid ); + light_instance_owner.free(p_rid); + memdelete( light_instance ); + + + } else if (environment_owner.owns(p_rid)) { + + Environment *env = environment_owner.get( p_rid ); + environment_owner.free(p_rid); + memdelete( env ); + }; +} + + +void RasterizerDummy::custom_shade_model_set_shader(int p_model, RID p_shader) { + + +}; + +RID RasterizerDummy::custom_shade_model_get_shader(int p_model) const { + + return RID(); +}; + +void RasterizerDummy::custom_shade_model_set_name(int p_model, const String& p_name) { + +}; + +String RasterizerDummy::custom_shade_model_get_name(int p_model) const { + + return String(); +}; + +void RasterizerDummy::custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info) { + +}; + +void RasterizerDummy::custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const { + +}; + + + +void RasterizerDummy::init() { + + +} + +void RasterizerDummy::finish() { + + +} + +int RasterizerDummy::get_render_info(VS::RenderInfo p_info) { + + return 0; +} + +bool RasterizerDummy::needs_to_draw_next_frame() const { + + return false; +} + + +bool RasterizerDummy::has_feature(VS::Features p_feature) const { + + return false; + +} + + +RasterizerDummy::RasterizerDummy() { + +}; + +RasterizerDummy::~RasterizerDummy() { + +}; + diff --git a/servers/visual/rasterizer_dummy.h b/servers/visual/rasterizer_dummy.h new file mode 100644 index 0000000000..7ae03a1c0b --- /dev/null +++ b/servers/visual/rasterizer_dummy.h @@ -0,0 +1,725 @@ +/*************************************************************************/ +/* rasterizer_dummy.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef RASTERIZER_DUMMY_H +#define RASTERIZER_DUMMY_H + +#include "servers/visual/rasterizer.h" + + +#include "image.h" +#include "rid.h" +#include "servers/visual_server.h" +#include "list.h" +#include "map.h" +#include "camera_matrix.h" +#include "sort.h" + + +#include "servers/visual/particle_system_sw.h" + +/** + @author Juan Linietsky <reduzio@gmail.com> +*/ +class RasterizerDummy : public Rasterizer { + + struct Texture { + + uint32_t flags; + int width,height; + Image::Format format; + Image image[6]; + Texture() { + + flags=width=height=0; + format=Image::FORMAT_GRAYSCALE; + } + + ~Texture() { + + } + }; + + mutable RID_Owner<Texture> texture_owner; + + struct Shader { + + String vertex_code; + String fragment_code; + VS::ShaderMode mode; + Map<StringName,Variant> params; + int fragment_line; + int vertex_line; + bool valid; + bool has_alpha; + bool use_world_transform; + + }; + + mutable RID_Owner<Shader> shader_owner; + + + struct Material { + + bool flags[VS::MATERIAL_FLAG_MAX]; + bool hints[VS::MATERIAL_HINT_MAX]; + + VS::MaterialShadeModel shade_model; + + VS::MaterialBlendMode blend_mode; + + float line_width; + float point_size; + + RID shader; // shader material + + Map<StringName,Variant> shader_params; + + + Material() { + + + for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++) + flags[i]=false; + flags[VS::MATERIAL_FLAG_VISIBLE]=true; + for(int i=0;i<VS::MATERIAL_HINT_MAX;i++) + hints[i]=false; + + line_width=1; + blend_mode=VS::MATERIAL_BLEND_MODE_MIX; + point_size = 1.0; + + } + }; + mutable RID_Owner<Material> material_owner; + + void _material_check_alpha(Material *p_material); + + + struct Geometry { + + enum Type { + GEOMETRY_INVALID, + GEOMETRY_SURFACE, + GEOMETRY_POLY, + GEOMETRY_PARTICLES, + GEOMETRY_MULTISURFACE, + }; + + Type type; + RID material; + bool has_alpha; + bool material_owned; + + Geometry() { has_alpha=false; material_owned = false; } + virtual ~Geometry() {}; + }; + + struct GeometryOwner { + + virtual ~GeometryOwner() {} + }; + + class Mesh; + + struct Surface : public Geometry { + + Array data; + Array morph_data; + + bool packed; + bool alpha_sort; + int morph_target_count; + AABB aabb; + + VS::PrimitiveType primitive; + + uint32_t format; + uint32_t morph_format; + + RID material; + bool material_owned; + + + Surface() { + + packed=false; + morph_target_count=0; + material_owned=false; + format=0; + morph_format=0; + + primitive=VS::PRIMITIVE_POINTS; + } + + ~Surface() { + + } + }; + + + struct Mesh { + + bool active; + Vector<Surface*> surfaces; + int morph_target_count; + VS::MorphTargetMode morph_target_mode; + + mutable uint64_t last_pass; + Mesh() { + morph_target_mode=VS::MORPH_MODE_NORMALIZED; + morph_target_count=0; + last_pass=0; + active=false; + } + }; + mutable RID_Owner<Mesh> mesh_owner; + + struct MultiMesh; + + struct MultiMeshSurface : public Geometry { + + Surface *surface; + MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; } + }; + + struct MultiMesh : public GeometryOwner { + + struct Element { + + Transform xform; + Color color; + }; + + AABB aabb; + RID mesh; + int visible; + + //IDirect3DVertexBuffer9* instance_buffer; + Vector<Element> elements; + + MultiMesh() { + visible=-1; + } + + + }; + + mutable RID_Owner<MultiMesh> multimesh_owner; + + struct Particles : public Geometry { + + ParticleSystemSW data; // software particle system + + Particles() { + type=GEOMETRY_PARTICLES; + + } + }; + + mutable RID_Owner<Particles> particles_owner; + + struct ParticlesInstance : public GeometryOwner { + + RID particles; + + ParticleSystemProcessSW particles_process; + Transform transform; + + ParticlesInstance() { } + }; + + mutable RID_Owner<ParticlesInstance> particles_instance_owner; + ParticleSystemDrawInfoSW particle_draw_info; + + struct Skeleton { + + Vector<Transform> bones; + + }; + + mutable RID_Owner<Skeleton> skeleton_owner; + + + struct Light { + + VS::LightType type; + float vars[VS::LIGHT_PARAM_MAX]; + Color colors[3]; + bool shadow_enabled; + RID projector; + bool volumetric_enabled; + Color volumetric_color; + + + Light() { + + vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1; + vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45; + vars[VS::LIGHT_PARAM_ATTENUATION]=1.0; + vars[VS::LIGHT_PARAM_ENERGY]=1.0; + vars[VS::LIGHT_PARAM_RADIUS]=1.0; + vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05; + colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0); + colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1); + colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1); + shadow_enabled=false; + volumetric_enabled=false; + } + }; + + + struct Environment { + + + VS::EnvironmentBG bg_mode; + Variant bg_param[VS::ENV_BG_PARAM_MAX]; + bool fx_enabled[VS::ENV_FX_MAX]; + Variant fx_param[VS::ENV_FX_PARAM_MAX]; + + Environment() { + + bg_mode=VS::ENV_BG_DEFAULT_COLOR; + bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0); + bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID(); + bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID(); + bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0; + + for(int i=0;i<VS::ENV_FX_MAX;i++) + fx_enabled[i]=false; + + fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]=1; + fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]=0.0; + fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]=0.5; + fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1; + fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0; + fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0; + fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4; + fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0; + fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95; + fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2; + fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4; + fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]=8.0; + fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]=0.5; + fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]=100.0; + fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]=1.0; + fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]=Color(0,0,0); + fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]=Color(0,0,0); + fx_param[VS::ENV_FX_PARAM_FOG_BG]=true; + fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0; + fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0; + fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0; + fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0; + + } + + }; + + mutable RID_Owner<Environment> environment_owner; + + struct ShadowBuffer; + + struct LightInstance { + + struct SplitInfo { + + CameraMatrix camera; + Transform transform; + float near; + float far; + }; + + RID light; + Light *base; + Transform transform; + CameraMatrix projection; + + Transform custom_transform; + CameraMatrix custom_projection; + + Vector3 light_vector; + Vector3 spot_vector; + float linear_att; + + + LightInstance() { linear_att=1.0; } + + }; + + mutable RID_Owner<Light> light_owner; + mutable RID_Owner<LightInstance> light_instance_owner; + + + RID default_material; + + + + +public: + + /* TEXTURE API */ + + virtual RID texture_create(); + virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); + virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT); + virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const; + virtual void texture_set_flags(RID p_texture,uint32_t p_flags); + virtual uint32_t texture_get_flags(RID p_texture) const; + virtual Image::Format texture_get_format(RID p_texture) const; + virtual uint32_t texture_get_width(RID p_texture) const; + virtual uint32_t texture_get_height(RID p_texture) const; + virtual bool texture_has_alpha(RID p_texture) const; + virtual void texture_set_size_override(RID p_texture,int p_width, int p_height); + virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const; + + /* SHADER API */ + + virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL); + + virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode); + virtual VS::ShaderMode shader_get_mode(RID p_shader) const; + + virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0); + virtual String shader_get_fragment_code(RID p_shader) const; + virtual String shader_get_vertex_code(RID p_shader) const; + + virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; + + /* COMMON MATERIAL API */ + + virtual RID material_create(); + + virtual void material_set_shader(RID p_shader_material, RID p_shader); + virtual RID material_get_shader(RID p_shader_material) const; + + virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value); + virtual Variant material_get_param(RID p_material, const StringName& p_param) const; + + virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled); + virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const; + + virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled); + virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const; + + virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model); + virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const; + + virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); + virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const; + + virtual void material_set_line_width(RID p_material,float p_line_width); + virtual float material_get_line_width(RID p_material) const; + + /* MESH API */ + + + virtual RID mesh_create(); + + virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false); + virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const; + virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const; + virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); + + virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount); + virtual int mesh_get_morph_target_count(RID p_mesh) const; + + virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode); + virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const; + + virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false); + virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; + + virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; + virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; + virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; + virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; + + virtual void mesh_remove_surface(RID p_mesh,int p_index); + virtual int mesh_get_surface_count(RID p_mesh) const; + + virtual AABB mesh_get_aabb(RID p_mesh) const; + + /* MULTIMESH API */ + + virtual RID multimesh_create(); + + virtual void multimesh_set_instance_count(RID p_multimesh,int p_count); + virtual int multimesh_get_instance_count(RID p_multimesh) const; + + virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh); + virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb); + virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform); + virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color); + + virtual RID multimesh_get_mesh(RID p_multimesh) const; + virtual AABB multimesh_get_aabb(RID p_multimesh) const;; + + virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const; + virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const; + + virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible); + virtual int multimesh_get_visible_instances(RID p_multimesh) const; + + /* PARTICLES API */ + + virtual RID particles_create(); + + virtual void particles_set_amount(RID p_particles, int p_amount); + virtual int particles_get_amount(RID p_particles) const; + + virtual void particles_set_emitting(RID p_particles, bool p_emitting); + virtual bool particles_is_emitting(RID p_particles) const; + + virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility); + virtual AABB particles_get_visibility_aabb(RID p_particles) const; + + virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents); + virtual Vector3 particles_get_emission_half_extents(RID p_particles) const; + + virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity); + virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const; + + virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points); + virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const; + + virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal); + virtual Vector3 particles_get_gravity_normal(RID p_particles) const; + + virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value); + virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const; + + virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness); + virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const; + + virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos); + virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const; + + virtual void particles_set_color_phases(RID p_particles, int p_phases); + virtual int particles_get_color_phases(RID p_particles) const; + + virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color); + virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const; + + virtual void particles_set_attractors(RID p_particles, int p_attractors); + virtual int particles_get_attractors(RID p_particles) const; + + virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos); + virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const; + + virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force); + virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const; + + virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false); + virtual RID particles_get_material(RID p_particles) const; + + virtual AABB particles_get_aabb(RID p_particles) const; + + virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable); + virtual bool particles_has_height_from_velocity(RID p_particles) const; + + virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); + virtual bool particles_is_using_local_coordinates(RID p_particles) const; + + /* SKELETON API */ + + virtual RID skeleton_create(); + virtual void skeleton_resize(RID p_skeleton,int p_bones); + virtual int skeleton_get_bone_count(RID p_skeleton) const; + virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform); + virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone); + + + /* LIGHT API */ + + virtual RID light_create(VS::LightType p_type); + virtual VS::LightType light_get_type(RID p_light) const; + + virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color); + virtual Color light_get_color(RID p_light,VS::LightColor p_type) const; + + virtual void light_set_shadow(RID p_light,bool p_enabled); + virtual bool light_has_shadow(RID p_light) const; + + virtual void light_set_volumetric(RID p_light,bool p_enabled); + virtual bool light_is_volumetric(RID p_light) const; + + virtual void light_set_projector(RID p_light,RID p_texture); + virtual RID light_get_projector(RID p_light) const; + + virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value); + virtual float light_get_var(RID p_light, VS::LightParam p_var) const; + + virtual void light_set_operator(RID p_light,VS::LightOp p_op); + virtual VS::LightOp light_get_operator(RID p_light) const; + + virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode); + virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const; + + + virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode); + virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const; + virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value); + virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const; + + virtual AABB light_get_aabb(RID p_poly) const; + + + virtual RID light_instance_create(RID p_light); + virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform); + + virtual bool light_instance_has_shadow(RID p_light_instance) const; + virtual bool light_instance_assign_shadow(RID p_light_instance); + virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const; + virtual int light_instance_get_shadow_passes(RID p_light_instance) const; + 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); + virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; } + + virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const; + 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); + + virtual void shadow_clear_near(); + virtual bool shadow_allocate_near(RID p_light); + virtual bool shadow_allocate_far(RID p_light); + + + /* PARTICLES INSTANCE */ + + virtual RID particles_instance_create(RID p_particles); + virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform); + + /* VIEWPORT */ + + virtual RID viewport_data_create(); + + virtual RID render_target_create(); + virtual void render_target_set_size(RID p_render_target, int p_width, int p_height); + virtual RID render_target_get_texture(RID p_render_target) const; + virtual bool render_target_renedered_in_frame(RID p_render_target); + + /* RENDER API */ + /* all calls (inside begin/end shadow) are always warranted to be in the following order: */ + + virtual void begin_frame(); + + virtual void set_viewport(const VS::ViewportRect& p_viewport); + virtual void set_render_target(RID p_render_target); + virtual void clear_viewport(const Color& p_color); + virtual void capture_viewport(Image* r_capture); + + + virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug); + virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass ); + + virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection); + + virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls + + + virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data); + virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data); + virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data); + + virtual void end_scene(); + virtual void end_shadow_map(); + + virtual void end_frame(); + + /* CANVAS API */ + + virtual void canvas_begin(); + virtual void canvas_set_opacity(float p_opacity); + virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode); + virtual void canvas_begin_rect(const Matrix32& p_transform); + virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect); + virtual void canvas_end_rect(); + virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width); + virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate); + virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1)); + 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); + 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); + virtual void canvas_set_transform(const Matrix32& p_transform); + + /* ENVIRONMENT */ + + virtual RID environment_create(); + + virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg); + virtual VS::EnvironmentBG environment_get_background(RID p_env) const; + + virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value); + virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const; + + virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled); + virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const; + + virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value); + virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const; + + + /*MISC*/ + + virtual bool is_texture(const RID& p_rid) const; + virtual bool is_material(const RID& p_rid) const; + virtual bool is_mesh(const RID& p_rid) const; + virtual bool is_multimesh(const RID& p_rid) const; + virtual bool is_particles(const RID &p_beam) const; + + virtual bool is_light(const RID& p_rid) const; + virtual bool is_light_instance(const RID& p_rid) const; + virtual bool is_particles_instance(const RID& p_rid) const; + virtual bool is_skeleton(const RID& p_rid) const; + virtual bool is_environment(const RID& p_rid) const; + + virtual bool is_shader(const RID& p_rid) const; + + virtual void free(const RID& p_rid); + + virtual void custom_shade_model_set_shader(int p_model, RID p_shader); + virtual RID custom_shade_model_get_shader(int p_model) const; + virtual void custom_shade_model_set_name(int p_model, const String& p_name); + virtual String custom_shade_model_get_name(int p_model) const; + virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info); + virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const; + + + virtual void init(); + virtual void finish(); + + virtual int get_render_info(VS::RenderInfo p_info); + + virtual bool needs_to_draw_next_frame() const; + + virtual bool has_feature(VS::Features p_feature) const; + + + RasterizerDummy(); + virtual ~RasterizerDummy(); +}; + + +#endif // RASTERIZER_DUMMY_H diff --git a/servers/visual/shader_compiler.cpp b/servers/visual/shader_compiler.cpp new file mode 100644 index 0000000000..df2ffa6889 --- /dev/null +++ b/servers/visual/shader_compiler.cpp @@ -0,0 +1,30 @@ +/*************************************************************************/ +/* shader_compiler.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "shader_compiler.h" + diff --git a/servers/visual/shader_compiler.h b/servers/visual/shader_compiler.h new file mode 100644 index 0000000000..6bb523fbce --- /dev/null +++ b/servers/visual/shader_compiler.h @@ -0,0 +1,142 @@ +/*************************************************************************/ +/* shader_compiler.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef SHADER_COMPILER_H +#define SHADER_COMPILER_H + +#include "map.h" +#include "list.h" +#include "vector.h" +#if 0 +class ShaderSyntax { +public: + + + enum DataType { + TYPE_BOOL, + TYPE_FLOAT, + TYPE_VEC3, + TYPE_TRANSFORM, + TYPE_TEXTURE + }; + + enum Operator { + OP_ASSIGN, + OP_ADD, + OP_SUB, + OP_MUL, + OP_DIV, + OP_NEG, + OP_CMP_EQ, + OP_CMP_NEQ, + OP_CMP_LEQ, + OP_CMP_GEQ, + OP_CMP_OR, + OP_CMP_AND, + OP_CALL + }; + + struct Node { + + enum Type { + TYPE_PROGRAM, + TYPE_FUNCTION, + TYPE_BLOCK, + TYPE_VARIABLE, + TYPE_OPERATOR, + TYPE_IF, + }; + + Node * parent; + Type type; + + virtual ~Node() {} + }; + + + struct OperatorNode : public Node { + + Operator op; + Vector<Node*> arguments; + OperatorNode() { type=TYPE_OPERATOR; } + }; + + struct VariableNode : public Node { + + StringName variable; + VariableNode() { type=TYPE_VARIABLE; } + }; + + struct BlockNode : public Node { + + Map<StringName,DataType> variables; + List<Node*> subnodes; + BlockNode() { type=TYPE_BLOCK; } + }; + + struct ConditionalNode : public Node { + + Node *test; + Node *do_if; + Node *do_else; + ConditionalNode() { type=TYPE_CONDITIONAL; } + }; + + + struct FunctionNode : public Node { + + struct Argument { + + StringName name; + DataType type; + }; + + Vector<Argument> arguments; + Node *body; + + FunctionNode() { type=TYPE_FUNCTION; } + + }; + + + struct ProgramNode : public Node { + + Vector<FunctionNode*> functions; + Node *body; + + ProgramNode() { type=TYPE_PROGRAM; } + }; + + + + + ShaderCompiler(); +}; + +#endif // SHADER_COMPILER_H +#endif diff --git a/servers/visual/shader_graph.cpp b/servers/visual/shader_graph.cpp new file mode 100644 index 0000000000..8fb7196276 --- /dev/null +++ b/servers/visual/shader_graph.cpp @@ -0,0 +1,455 @@ +/*************************************************************************/ +/* shader_graph.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "shader_graph.h" + +#if 0 + + +struct _ConnectionKey { + + int node; + int slot; + + _FORCE_INLINE_ _ConnectionKey(int p_node=0,int p_slot=0) { node=p_node; slot=p_slot; } + + _FORCE_INLINE_ bool operator<(const _ConnectionKey& p_other) const { + + if (node<p_other.node) + return true; + else if (node>p_other.node) + return false; + else + return slot<p_other.slot; + } +}; + +Error ShaderGraph::generate(ShaderCodeGenerator * p_generator) const { + + Map<int,Node>::Element *E = node_map.front(); + int i=0; + while(E) { + + E->get().order=i++; + E->get().out_valid=false; + E->get().in_valid=false; + E=E->next(); + } + + int worst_case=connections.size() * connections.size(); // worst bubble case + int iterations=0; + int swaps; + + do { + swaps=0; + const List<Connection>::Element *E=connections.front(); + + while(E) { + + const Connection &c = E->get(); + + const Node *src = &node_map[c.src_id]; + const Node *dst = &node_map[c.dst_id]; + + if (src->order > dst->order) { + + SWAP(src->order, dst->order); + swaps++; + } + + E=E->next(); + } + + + iterations++; + + } while (iterations<=worst_case && swaps>0); + + ERR_FAIL_COND_V( swaps != 0 , ERR_CYCLIC_LINK ); + + //node array + Vector<const Node*> nodes; + nodes.resize(node_map.size()); + + E = node_map.front(); + while(E) { + + ERR_FAIL_INDEX_V( E->get().order, nodes.size(), ERR_BUG); + nodes[E->get().order]=&E->get(); + E=E->next(); + } + + //connection set + + Map<_ConnectionKey,int> in_connection_map; + Map<_ConnectionKey,List<int> > out_connection_map; + Map<_ConnectionKey,int> in_node_map; + Map<_ConnectionKey,List<int> > out_node_map; + + const List<Connection>::Element *CE=connections.front(); + i=0; + while(CE) { + const Connection &c = CE->get(); + + _ConnectionKey in_k; + in_k.node=node_map[c.dst_id].order; + in_k.slot=c.dst_slot; + in_connection_map[in_k]=i; + in_node_map[in_k]=node_map[c.src_id].order; + + _ConnectionKey out_k; + out_k.node=node_map[c.src_id].order; + out_k.slot=c.src_slot; + if (!out_connection_map.has(out_k)) + out_connection_map[out_k]=List<int>(); + out_connection_map[out_k].push_back(i); + if(!out_node_map.has(out_k)) + out_node_map[out_k]=List<int>(); + out_node_map[out_k].push_back(node_map[c.dst_id].order); + + i++; + CE=CE->next(); + } + + // validate nodes if they are connected to an output + + for(int i=nodes.size()-1;i>=0;i--) { + + if (VisualServer::shader_get_output_count(nodes[i]->type)==0) { + // an actual graph output + + _ConnectionKey in_k; + in_k.node=nodes[i]->order; + in_k.slot=0; + + if (in_node_map.has(in_k)) { + nodes[i]->out_valid=true; + } + } else { + // regular node + + bool valid=false; + for(int j=0;j<VS::shader_get_output_count(nodes[i]->type);j++) { + + _ConnectionKey key(nodes[i]->order,j); + + if (out_node_map.has(key)) { + for(List<int>::Element *CE=out_node_map[key].front();CE;CE=CE->next()) { + + int to_node=CE->get(); + ERR_CONTINUE(to_node<0 || to_node >=nodes.size()); + if (nodes[to_node]->out_valid) { + valid=true; + break; + } + + + } + } + if (valid) + break; + + } + + nodes[i]->out_valid=valid; + } + } + + // validate nodes if they are connected to an input + + for(int i=0;i<nodes.size();i++) { + + if (VisualServer::shader_get_input_count(nodes[i]->type)==0) { + // an actual graph input + + int out_count=VisualServer::shader_get_output_count(nodes[i]->type); + + + for(int j=0;j<out_count;j++) { + + _ConnectionKey out_k; + out_k.node=nodes[i]->order; + out_k.slot=j; + if (out_node_map.has(out_k)) { + nodes[i]->in_valid=true; + break; + } + } + + } else { + // regular node + // this is very important.. for a node to be valid, all its inputs need to be valid + bool valid=true; + for(int j=0;j<VS::shader_get_input_count(nodes[i]->type);j++) { + + + bool in_valid=false; + _ConnectionKey key(nodes[i]->order,j); + if (in_node_map.has(key)) { + + int from_node=in_node_map[key]; + ERR_CONTINUE(from_node<0 || from_node>=nodes.size()); + if (nodes[from_node]->in_valid) + in_valid=true; + + } + + if (!in_valid) { + valid=false; + break; + } + + } + + nodes[i]->in_valid=valid; + } + } + + // write code + + p_generator->begin(); + + for(int i=0;i<nodes.size();i++) { + + + if (!nodes[i]->out_valid || !nodes[i]->in_valid) // valid in both ways + continue; // skip node + + Vector<int> in_indices; + in_indices.resize(VS::shader_get_input_count(nodes[i]->type)); + Vector<int> out_indices; + Vector<int> out_slot_indices; + + for(int j=0;j<in_indices.size();j++) { + + _ConnectionKey key(nodes[i]->order,j); + if (in_connection_map.has(key)) + in_indices[j]=in_connection_map[key]; + else + in_indices[j]=-1; + } + + for(int j=0;j<VS::shader_get_output_count(nodes[i]->type);j++) { + + _ConnectionKey key(nodes[i]->order,j); + if (out_connection_map.has(key)) { + for(List<int>::Element *CE=out_connection_map[key].front();CE;CE=CE->next()) { + + out_indices.push_back(CE->get()); + out_slot_indices.push_back(j); + } + } + } + + Error err = p_generator->add_node(nodes[i]->type,i,nodes[i]->id,nodes[i]->param,in_indices,out_indices,out_slot_indices); + ERR_FAIL_COND_V( err, err ); + } + + p_generator->end(); + + + return OK; +} + +void ShaderGraph::node_add(VS::ShaderNodeType p_type,int p_id) { + + + ERR_FAIL_COND( node_map.has(p_id ) ); + ERR_FAIL_INDEX( p_type, VS::NODE_TYPE_MAX ); + Node node; + + node.type=p_type; + node.id=p_id; + node.x=0; + node.y=0; + + node_map[p_id]=node; + +} + +void ShaderGraph::node_set_pos(int p_id, int p_x,int p_y) { + + ERR_FAIL_COND(!node_map.has(p_id)); + node_map[p_id].x=p_x; + node_map[p_id].y=p_y; +} +int ShaderGraph::node_get_pos_x(int p_id) const { + + ERR_FAIL_COND_V(!node_map.has(p_id),-1); + return node_map[p_id].x; +} +int ShaderGraph::node_get_pos_y(int p_id) const { + + ERR_FAIL_COND_V(!node_map.has(p_id),-1); + return node_map[p_id].y; +} + +void ShaderGraph::node_remove(int p_id) { + + ERR_FAIL_COND(!node_map.has(p_id)); + + //erase connections associated with node + List<Connection>::Element *N,*E=connections.front(); + while(E) { + N=E->next(); + const Connection &c = E->get(); + if (c.src_id==p_id || c.dst_id==p_id) { + + connections.erase(E); + } + E=N; + } + + node_map.erase(p_id); +} + +void ShaderGraph::node_change_type(int p_id, VS::ShaderNodeType p_type) { + + ERR_FAIL_COND(!node_map.has(p_id)); + node_map[p_id].type=p_type; + node_map[p_id].param=Variant(); + +} + +void ShaderGraph::node_set_param(int p_id, const Variant& p_value) { + + ERR_FAIL_COND(!node_map.has(p_id)); + node_map[p_id].param=p_value; +} + +void ShaderGraph::get_node_list(List<int> *p_node_list) const { + + Map<int,Node>::Element *E = node_map.front(); + + while(E) { + + p_node_list->push_back(E->key()); + E=E->next(); + } +} + + +VS::ShaderNodeType ShaderGraph::node_get_type(int p_id) const { + + ERR_FAIL_COND_V(!node_map.has(p_id),VS::NODE_TYPE_MAX); + return node_map[p_id].type; +} + +Variant ShaderGraph::node_get_param(int p_id) const { + + ERR_FAIL_COND_V(!node_map.has(p_id),Variant()); + return node_map[p_id].param; +} + + +Error ShaderGraph::connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) { + + ERR_FAIL_COND_V(p_src_id==p_dst_id, ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(!node_map.has(p_src_id), ERR_INVALID_PARAMETER); + ERR_FAIL_COND_V(!node_map.has(p_dst_id), ERR_INVALID_PARAMETER); + VisualServer::ShaderNodeType type_src=node_map[p_src_id].type; + VisualServer::ShaderNodeType type_dst=node_map[p_dst_id].type; + ERR_FAIL_INDEX_V( p_src_slot, VisualServer::shader_get_output_count(type_src), ERR_INVALID_PARAMETER ); + ERR_FAIL_INDEX_V( p_dst_slot, VisualServer::shader_get_input_count(type_dst), ERR_INVALID_PARAMETER ); + ERR_FAIL_COND_V(VisualServer::shader_is_output_vector(type_src,p_src_slot) != VisualServer::shader_is_input_vector(type_dst,p_dst_slot), ERR_INVALID_PARAMETER ); + + + List<Connection>::Element *E=connections.front(); + while(E) { + const Connection &c = E->get(); + ERR_FAIL_COND_V(c.dst_slot==p_dst_slot && c.dst_id == p_dst_id, ERR_ALREADY_EXISTS); + + E=E->next(); + } + + Connection c; + c.src_slot=p_src_slot; + c.src_id=p_src_id; + c.dst_slot=p_dst_slot; + c.dst_id=p_dst_id; + + connections.push_back(c); + + return OK; +} + +bool ShaderGraph::is_connected(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const { + + const List<Connection>::Element *E=connections.front(); + while(E) { + const Connection &c = E->get(); + if (c.dst_slot==p_dst_slot && c.dst_id == p_dst_id && c.src_slot==p_src_slot && c.src_id == p_src_id) + return true; + + E=E->next(); + } + + return false; +} + +void ShaderGraph::disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) { + + List<Connection>::Element *N,*E=connections.front(); + while(E) { + N=E->next(); + const Connection &c = E->get(); + if (c.src_slot==p_src_slot && c.src_id==p_src_id && c.dst_slot==p_dst_slot && c.dst_id == p_dst_id) { + + connections.erase(E); + } + E=N; + } + + +} + + +void ShaderGraph::clear() { + + connections.clear(); + node_map.clear(); +} + +List<ShaderGraph::Connection> ShaderGraph::get_connection_list() const { + + return connections; + +} + +ShaderGraph::ShaderGraph() { + + +} + + +ShaderGraph::~ShaderGraph() { + +} + + +#endif diff --git a/servers/visual/shader_graph.h b/servers/visual/shader_graph.h new file mode 100644 index 0000000000..5c5079202f --- /dev/null +++ b/servers/visual/shader_graph.h @@ -0,0 +1,112 @@ +/*************************************************************************/ +/* shader_graph.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef SHADER_GRAPH_H +#define SHADER_GRAPH_H + +#if 0 + +/** + @author Juan Linietsky <reduzio@gmail.com> +*/ + +#include "servers/visual_server.h" +#include "map.h" + + +class ShaderCodeGenerator { +public: + + virtual void begin()=0; + virtual Error add_node(VS::ShaderNodeType p_type,int p_node_pos,int p_id,const Variant& p_param,const Vector<int>& p_in_connections,const Vector<int>& p_out_connections,const Vector<int>& p_out_connection_outputs)=0; + virtual void end()=0; + + virtual ~ShaderCodeGenerator() {} +}; + +class ShaderGraph { +public: + + + struct Connection { + + int src_id; + int src_slot; + int dst_id; + int dst_slot; + }; + +private: + struct Node { + + int16_t x,y; + VS::ShaderNodeType type; + Variant param; + int id; + mutable int order; // used for sorting + mutable bool out_valid; + mutable bool in_valid; + }; + + Map<int,Node> node_map; + + List<Connection> connections; + +public: + + Error generate(ShaderCodeGenerator * p_generator) const; + + void node_add(VS::ShaderNodeType p_type,int p_id); + void node_remove(int p_id); + void node_change_type(int p_id, VS::ShaderNodeType p_type); + void node_set_param(int p_id, const Variant& p_value); + + void node_set_pos(int p_id, int p_x,int p_y); + int node_get_pos_x(int p_id) const; + int node_get_pos_y(int p_id) const; + + void get_node_list(List<int> *p_node_list) const; + void get_sorted_node_list(List<int> *p_node_list) const; + VS::ShaderNodeType node_get_type(int p_id) const; + Variant node_get_param(int p_id) const; + + Error connect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot); + bool is_connected(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const; + void disconnect(int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot); + + void clear(); + + List<Connection> get_connection_list() const; + + + ShaderGraph(); + ~ShaderGraph(); + +}; +#endif +#endif diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp new file mode 100644 index 0000000000..3061c2ddff --- /dev/null +++ b/servers/visual/shader_language.cpp @@ -0,0 +1,2385 @@ +/*************************************************************************/ +/* shader_language.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "shader_language.h" +#include "print_string.h" +#include "os/os.h" +static bool _is_text_char(CharType c) { + + return (c>='a' && c<='z') || (c>='A' && c<='Z') || (c>='0' && c<='9') || c=='_'; +} + +static bool _is_number(CharType c) { + + return (c>='0' && c<='9'); +} + +static bool _is_hex(CharType c) { + + return (c>='0' && c<='9') || (c>='a' && c<='f') || (c>='A' && c<='F'); +} + +const char * ShaderLanguage::token_names[TK_MAX]={ + "EMPTY", + "INDENTIFIER", + "TRUE", + "FALSE", + "REAL_CONSTANT", + "TYPE_VOID", + "TYPE_BOOL", + "TYPE_FLOAT", + "TYPE_VEC2", + "TYPE_VEC3", + "TYPE_VEC4", + "TYPE_MAT3", + "TYPE_MAT4", + "TYPE_TEXTURE", + "TYPE_CUBEMAP", + "TYPE_COLOR", + "OP_EQUAL", + "OP_NOT_EQUAL", + "OP_LESS", + "OP_LESS_EQUAL", + "OP_GREATER", + "OP_GREATER_EQUAL", + "OP_AND", + "OP_OR", + "OP_NOT", + "OP_ADD", + "OP_SUB", + "OP_MUL", + "OP_DIV", + "OP_NEG", + "OP_ASSIGN", + "OP_ASSIGN_ADD", + "OP_ASSIGN_SUB", + "OP_ASSIGN_MUL", + "OP_ASSIGN_DIV", + "CF_IF", + "CF_ELSE", + "CF_RETURN", + "BRACKET_OPEN", + "BRACKET_CLOSE", + "CURLY_BRACKET_OPEN", + "CURLY_BRACKET_CLOSE", + "PARENTHESIS_OPEN", + "PARENTHESIS_CLOSE", + "COMMA", + "SEMICOLON", + "PERIOD", + "UNIFORM", + "ERROR", +}; + +ShaderLanguage::Token ShaderLanguage::read_token(const CharType* p_text,int p_len,int &r_line,int &r_chars) { + +#define GETCHAR(m_idx) ((m_idx<p_len)?p_text[m_idx]:CharType(0)) + + r_chars=1; //by default everything eats one char + switch(GETCHAR(0)) { + + case '\t': + case '\r': + case ' ': + return Token(); + case '\n': + r_line++; + return Token(); + case '/': { + + switch(GETCHAR(1)) { + case '*': { // block comment + + + while(true) { + if (GETCHAR(r_chars+1)=='0') + break; + if (GETCHAR(r_chars+1)=='*' && GETCHAR(r_chars+2)=='/') + break; + if (GETCHAR(r_chars+1)=='\n') + r_line++; + r_chars++; + } + + return Token(); + + } break; + case '/': { // line comment skip + + while(GETCHAR(r_chars+1)!='\n' && GETCHAR(r_chars+1)!=0) { + r_chars++; + } + + return Token(); + + } break; + case '=': { // diveq + + r_chars=2; + return Token(TK_OP_ASSIGN_DIV); + + } break; + default: + return Token(TK_OP_DIV); + + } + } break; + case '=': { + if (GETCHAR(1)=='=') { + r_chars++; + return Token(TK_OP_EQUAL); + } + + return Token(TK_OP_ASSIGN); + + } break; + case '<': { + if (GETCHAR(1)=='=') { + r_chars++; + return Token(TK_OP_LESS_EQUAL); + } /*else if (GETCHAR(1)=='<') { + r_chars++; + if (GETCHAR(2)=='=') { + r_chars++; + return Token(TK_OP_ASSIGN_SHIFT_LEFT); + } + + return Token(TK_OP_SHIFT_LEFT); + }*/ + + return Token(TK_OP_LESS); + + } break; + case '>': { + if (GETCHAR(1)=='=') { + r_chars++; + return Token(TK_OP_GREATER_EQUAL); + }/* else if (GETCHAR(1)=='<') { + r_chars++; + if (GETCHAR(2)=='=') { + r_chars++; + return Token(TK_OP_ASSIGN_SHIFT_RIGHT); + } + + return Token(TK_OP_SHIFT_RIGHT); + }*/ + + return Token(TK_OP_GREATER); + + } break; + case '!': { + if (GETCHAR(1)=='=') { + r_chars++; + return Token(TK_OP_NOT_EQUAL); + } + + return Token(TK_OP_NOT); + + } break; + //case '"' //string - no strings in shader + //case '\'' //string - no strings in shader + case '{': + return Token(TK_CURLY_BRACKET_OPEN); + case '}': + return Token(TK_CURLY_BRACKET_CLOSE); + //case '[': + // return Token(TK_BRACKET_OPEN); + //case ']': + // return Token(TK_BRACKET_CLOSE); + case '(': + return Token(TK_PARENTHESIS_OPEN); + case ')': + return Token(TK_PARENTHESIS_CLOSE); + case ',': + return Token(TK_COMMA); + case ';': + return Token(TK_SEMICOLON); + //case '?': + // return Token(TK_QUESTION_MARK); + //case ':': + // return Token(TK_COLON); //for methods maybe but now useless. + //case '^': + // return Token(TK_OP_BIT_XOR); + //case '~': + // return Token(TK_OP_BIT_INVERT); + case '&': { + + if (GETCHAR(1)=='&') { + + r_chars++; + return Token(TK_OP_AND); + } + + return Token(TK_ERROR,"Unknown character"); + +/* + if (GETCHAR(1)=='=') { + r_chars++; + return Token(TK_OP_ASSIGN_BIT_AND); + } else if (GETCHAR(1)=='&') { + r_chars++; + return Token(TK_OP_AND); + } + return TK_OP_BIT_AND;*/ + } break; + case '|': { + + if (GETCHAR(1)=='|') { + + r_chars++; + return Token(TK_OP_OR); + } + + return Token(TK_ERROR,"Unknown character"); + + /* + if (GETCHAR(1)=='=') { + r_chars++; + return Token(TK_OP_ASSIGN_BIT_OR); + } else if (GETCHAR(1)=='|') { + r_chars++; + return Token(TK_OP_OR); + } + return TK_OP_BIT_OR; + */ + } break; + case '*': { + + if (GETCHAR(1)=='=') { + r_chars++; + return Token(TK_OP_ASSIGN_MUL); + } + return TK_OP_MUL; + } break; + case '+': { + + if (GETCHAR(1)=='=') { + r_chars++; + return Token(TK_OP_ASSIGN_ADD); + } /*else if (GETCHAR(1)=='+') { + + r_chars++; + return Token(TK_OP_PLUS_PLUS); + }*/ + + return TK_OP_ADD; + } break; + case '-': { + + if (GETCHAR(1)=='=') { + r_chars++; + return Token(TK_OP_ASSIGN_SUB); + }/* else if (GETCHAR(1)=='-') { + + r_chars++; + return Token(TK_OP_MINUS_MINUS); + }*/ + + return TK_OP_SUB; + } break; + /*case '%': { + + if (GETCHAR(1)=='=') { + r_chars++; + return Token(TK_OP_ASSIGN_MOD); + } + + return TK_OP_MOD; + } break;*/ + default: { + + if (_is_number(GETCHAR(0)) || (GETCHAR(0)=='.' && _is_number(GETCHAR(1)))) { + // parse number + bool period_found=false; + bool exponent_found=false; + bool hexa_found=false; + bool sign_found=false; + + String str; + int i=0; + + while(true) { + if (GETCHAR(i)=='.') { + if (period_found || exponent_found) + return Token(TK_ERROR,"Invalid numeric constant"); + period_found=true; + } else if (GETCHAR(i)=='x') { + if (hexa_found || str.length()!=1 || str[0]!='0') + return Token(TK_ERROR,"Invalid numeric constant"); + hexa_found=true; + } else if (GETCHAR(i)=='e') { + if (hexa_found || exponent_found) + return Token(TK_ERROR,"Invalid numeric constant"); + exponent_found=true; + } else if (_is_number(GETCHAR(i))) { + //all ok + } else if (hexa_found && _is_hex(GETCHAR(i))) { + + } else if ((GETCHAR(i)=='-' || GETCHAR(i)=='+') && exponent_found) { + if (sign_found) + return Token(TK_ERROR,"Invalid numeric constant"); + sign_found=true; + } else + break; + + str+=CharType(GETCHAR(i)); + i++; + } + + if (!_is_number(str[str.length()-1])) + return Token(TK_ERROR,"Invalid numeric constant"); + + r_chars+=str.length()-1; + return Token(TK_REAL_CONSTANT,str); + /* + if (period_found) + return Token(TK_NUMBER_REAL,str); + else + return Token(TK_NUMBER_INTEGER,str);*/ + + } + + if (GETCHAR(0)=='.') { + //parse period + return Token(TK_PERIOD); + } + + if (_is_text_char(GETCHAR(0))) { + // parse identifier + String str; + str+=CharType(GETCHAR(0)); + + while(_is_text_char(GETCHAR(r_chars))) { + + str+=CharType(GETCHAR(r_chars)); + r_chars++; + } + + //see if keyword + struct _kws { TokenType token; const char *text;}; + static const _kws keyword_list[]={ + {TK_TRUE,"true"}, + {TK_FALSE,"false"}, + {TK_TYPE_VOID,"void"}, + {TK_TYPE_BOOL,"bool"}, + /*{TK_TYPE_INT,"int"}, + {TK_TYPE_INT2,"int2"}, + {TK_TYPE_INT3,"int3"}, + {TK_TYPE_INT4,"int4"},*/ + {TK_TYPE_FLOAT,"float"}, + /*{TK_TYPE_FLOAT2,"float2"}, + {TK_TYPE_FLOAT3,"float3"}, + {TK_TYPE_FLOAT4,"float4"},*/ + {TK_TYPE_VEC2,"vec2"}, + {TK_TYPE_VEC3,"vec3"}, + {TK_TYPE_VEC4,"vec4"}, + {TK_TYPE_TEXTURE,"texture"}, + {TK_TYPE_CUBEMAP,"cubemap"}, + {TK_TYPE_COLOR,"color"}, + /* + {TK_TYPE_MAT2,"mat2"}, + {TK_TYPE_MAT3,"mat3"}, + {TK_TYPE_MAT4,"mat3"},*/ + {TK_TYPE_MAT3,"mat3"}, + {TK_TYPE_MAT4,"mat4"}, + {TK_CF_IF,"if"}, + {TK_CF_ELSE,"else"}, + /* + {TK_CF_FOR,"for"}, + {TK_CF_WHILE,"while"}, + {TK_CF_DO,"do"}, + {TK_CF_SWITCH,"switch"}, + {TK_CF_BREAK,"break"}, + {TK_CF_CONTINUE,"continue"},*/ + {TK_CF_RETURN,"return"}, + {TK_UNIFORM,"uniform"}, + {TK_ERROR,NULL} + }; + + int idx=0; + + while(keyword_list[idx].text) { + + if (str==keyword_list[idx].text) + return Token(keyword_list[idx].token); + idx++; + } + + + return Token(TK_INDENTIFIER,str); + } + + return Token(TK_ERROR,"Unknown character"); + + } break; + } + + ERR_PRINT("BUG"); + return Token(); +} + +Error ShaderLanguage::tokenize(const String& p_text,Vector<Token> *p_tokens,String *r_error,int *r_err_line,int *r_err_column) { + + + int len =p_text.length(); + int pos=0; + + int line=0; + + while(pos<len) { + + int advance=0; + int prev_line=line; + Token t = read_token(&p_text[pos],len-pos,line,advance); + t.line=prev_line; + + if (t.type==TK_ERROR) { + + if (r_error) { + return ERR_COMPILATION_FAILED; + *r_error=t.text; + *r_err_line=line; + } + } + + if (t.type!=TK_EMPTY) + p_tokens->push_back(t); + //if (prev_line!=line) + // p_tokens->push_back(Token(TK_LINE,itos(line))); + + pos+=advance; + + } + + return OK; + +} + +String ShaderLanguage::lex_debug(const String& p_code) { + + Vector<Token> tokens; + String error; + int errline,errcol; + if (tokenize(p_code,&tokens,&error,&errline,&errcol)!=OK) + return error; + String ret; + for(int i=0;i<tokens.size();i++) { + ret+=String(token_names[tokens[i].type])+":"+itos(tokens[i].line)+":"+itos(tokens[i].col)+":"+tokens[i].text+"\n"; + } + + return ret; + +} + +bool ShaderLanguage::is_token_datatype(TokenType p_type) { + + return + (p_type==TK_TYPE_VOID) || + (p_type==TK_TYPE_BOOL) || + (p_type==TK_TYPE_FLOAT) || + (p_type==TK_TYPE_VEC2) || + (p_type==TK_TYPE_VEC3) || + (p_type==TK_TYPE_VEC4) || + (p_type==TK_TYPE_COLOR) || + (p_type==TK_TYPE_MAT3) || + (p_type==TK_TYPE_MAT4) || + (p_type==TK_TYPE_CUBEMAP) || + (p_type==TK_TYPE_TEXTURE); + +} + +ShaderLanguage::DataType ShaderLanguage::get_token_datatype(TokenType p_type) { + + switch(p_type) { + + case TK_TYPE_VOID: return TYPE_VOID; + case TK_TYPE_BOOL: return TYPE_BOOL; + case TK_TYPE_FLOAT: return TYPE_FLOAT; + case TK_TYPE_VEC2: return TYPE_VEC2; + case TK_TYPE_VEC3: return TYPE_VEC3; + case TK_TYPE_VEC4: return TYPE_VEC4; + case TK_TYPE_COLOR: return TYPE_VEC4; + case TK_TYPE_MAT3: return TYPE_MAT3; + case TK_TYPE_MAT4: return TYPE_MAT4; + case TK_TYPE_TEXTURE: return TYPE_TEXTURE; + case TK_TYPE_CUBEMAP: return TYPE_CUBEMAP; + default: return TYPE_VOID; + } + + return TYPE_VOID; +} + + +String ShaderLanguage::get_datatype_name(DataType p_type) { + + switch(p_type) { + + case TYPE_VOID: return "void"; + case TYPE_BOOL: return "bool"; + case TYPE_FLOAT: return "float"; + case TYPE_VEC2: return "vec2"; + case TYPE_VEC3: return "vec3"; + case TYPE_VEC4: return "vec4"; + case TYPE_MAT3: return "mat3"; + case TYPE_MAT4: return "mat4"; + case TYPE_TEXTURE: return "texture"; + case TYPE_CUBEMAP: return "cubemap"; + default: return ""; + } + + return ""; +} + + +bool ShaderLanguage::is_token_nonvoid_datatype(TokenType p_type) { + + return + (p_type==TK_TYPE_BOOL) || + (p_type==TK_TYPE_FLOAT) || + (p_type==TK_TYPE_VEC2) || + (p_type==TK_TYPE_VEC3) || + (p_type==TK_TYPE_VEC4) || + (p_type==TK_TYPE_COLOR) || + (p_type==TK_TYPE_MAT3) || + (p_type==TK_TYPE_MAT4) || + (p_type==TK_TYPE_TEXTURE) || + (p_type==TK_TYPE_CUBEMAP); + +} + + +bool ShaderLanguage::parser_is_at_function(Parser& parser) { + + return (is_token_datatype(parser.get_token_type(0)) && parser.get_token_type(1)==TK_INDENTIFIER && parser.get_token_type(2)==TK_PARENTHESIS_OPEN); +} + + + +bool ShaderLanguage::test_existing_identifier(Node *p_node,const StringName p_identifier,bool p_func,bool p_var,bool p_builtin) { + + Node *node = p_node; + + while(node) { + + if (node->type==Node::TYPE_BLOCK) { + + BlockNode *block = (BlockNode*)node; + if (block->variables.has(p_identifier)) + return true; + } else if (node->type==Node::TYPE_PROGRAM) { + + ProgramNode *program = (ProgramNode*)node; + for(int i=0;i<program->functions.size();i++) { + + if (program->functions[i].name==p_identifier) { + return true; + } + } + + if(program->builtin_variables.has(p_identifier)) { + return true; + } + if(program->uniforms.has(p_identifier)) { + return true; + } + + } else if (node->type==Node::TYPE_FUNCTION) { + + FunctionNode *func=(FunctionNode*)node; + for(int i=0;i<func->arguments.size();i++) + if (func->arguments[i].name==p_identifier) + return true; + } + + node=node->parent; + } + + // try keywords + + int idx=0; + + //todo optimize + while(intrinsic_func_defs[idx].name) { + + if (p_identifier.operator String()==intrinsic_func_defs[idx].name) + return true; + idx++; + } + + + return false; + +} + + +Error ShaderLanguage::parse_function(Parser& parser,BlockNode *p_block) { + + if (!p_block->parent || p_block->parent->type!=Node::TYPE_PROGRAM) { + parser.set_error("Misplaced function"); + return ERR_PARSE_ERROR; + + } + + + ProgramNode *program = (ProgramNode*)p_block->parent; + + StringName name = parser.get_token(1).text; + + if (test_existing_identifier(p_block,name)) { + + parser.set_error("Duplicate Identifier (existing variable/builtin/function): "+name); + return ERR_PARSE_ERROR; + + } + + + FunctionNode *function = parser.create_node<FunctionNode>(program); + function->body = parser.create_node<BlockNode>(function); + + function->name=name; + + function->return_type=get_token_datatype(parser.get_token_type(0)); + + { //add to programnode + ProgramNode::Function f; + f.name=name; + f.function=function; + program->functions.push_back(f); + } + + int ofs=3; + + while(true) { + + //end of arguments + if (parser.get_token_type(ofs)==TK_PARENTHESIS_CLOSE) { + ofs++; + break; + } + //next argument awaits + if (parser.get_token_type(ofs)==TK_COMMA) { + if (!is_token_nonvoid_datatype(parser.get_token_type(ofs+1))) { + parser.set_error("Expected Identifier or ')' following ','"); + return ERR_PARSE_ERROR; + } + ofs++; + continue; + } + + + + if (!is_token_nonvoid_datatype(parser.get_token_type(ofs+0))) { + parser.set_error("Invalid Argument Type"); + return ERR_PARSE_ERROR; + } + + DataType identtype=get_token_datatype(parser.get_token_type(ofs+0)); + + if (parser.get_token_type(ofs+1)!=TK_INDENTIFIER) { + parser.set_error("Expected Argument Identifier"); + return ERR_PARSE_ERROR; + } + + StringName identname=parser.get_token(ofs+1).text; + + if (test_existing_identifier(function,identname)) { + parser.set_error("Duplicate Argument Identifier: "+identname); + return ERR_DUPLICATE_SYMBOL; + } + + FunctionNode::Argument arg; + arg.name=identname; + arg.type=identtype; + //function->body->variables[arg.name]=arg.type; + function->arguments.push_back(arg); + + ofs+=2; + } + + parser.advance(ofs); + // match { + if (parser.get_token_type()!=TK_CURLY_BRACKET_OPEN) { + parser.set_error("Expected '{'"); + return ERR_PARSE_ERROR; + } + + parser.advance(); + Error err = parse_block(parser,function->body); + + if (err) + return err; + + // make sure that if the function has a return type, it does return something.. + if (function->return_type!=TYPE_VOID) { + bool found=false; + for(int i=0;i<function->body->statements.size();i++) { + if (function->body->statements[i]->type==Node::TYPE_CONTROL_FLOW) { + + ControlFlowNode *cf = (ControlFlowNode*)function->body->statements[i]; + if (cf->flow_op==FLOW_OP_RETURN) { + // type of return was already checked when inserted + // no need to check here + found=true; + } + } + } + + if (!found) { + parser.set_error("Function must return a value (use the main block)"); + return ERR_PARSE_ERROR; + } + } + + return OK; +} + + +const ShaderLanguage::IntrinsicFuncDef ShaderLanguage::intrinsic_func_defs[]={ + //constructors + {"bool",TYPE_BOOL,{TYPE_BOOL,TYPE_VOID}}, + {"float",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"vec2",TYPE_VEC2,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"vec3",TYPE_VEC3,{TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"vec3",TYPE_VEC3,{TYPE_VEC2,TYPE_FLOAT,TYPE_VOID}}, + {"vec3",TYPE_VEC3,{TYPE_FLOAT,TYPE_VEC2,TYPE_VOID}}, + {"vec4",TYPE_VEC4,{TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"vec4",TYPE_VEC4,{TYPE_FLOAT,TYPE_VEC2,TYPE_FLOAT,TYPE_VOID}}, + {"vec4",TYPE_VEC4,{TYPE_VEC2,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"vec4",TYPE_VEC4,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VEC2,TYPE_VOID}}, + {"vec4",TYPE_VEC4,{TYPE_FLOAT,TYPE_VEC3,TYPE_VOID}}, + {"vec4",TYPE_VEC4,{TYPE_VEC3,TYPE_FLOAT,TYPE_VOID}}, + {"mat3",TYPE_MAT3,{TYPE_VEC3,TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"mat4",TYPE_MAT4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, + //intrinsics - trigonometry + {"sin",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"cos",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"tan",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"asin",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"acos",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"atan",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"atan2",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"sinh",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"cosh",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"tanh",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + //intrinsics - exponential + {"pow",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"pow",TYPE_VEC2,{TYPE_VEC2,TYPE_FLOAT,TYPE_VOID}}, + {"pow",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}}, + {"pow",TYPE_VEC3,{TYPE_VEC3,TYPE_FLOAT,TYPE_VOID}}, + {"pow",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"pow",TYPE_VEC4,{TYPE_VEC4,TYPE_FLOAT,TYPE_VOID}}, + {"pow",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, + {"exp",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"exp",TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {"exp",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {"exp",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + {"log",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"log",TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {"log",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {"log",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + {"sqrt",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"sqrt",TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {"sqrt",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {"sqrt",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + //intrinsics - common + {"abs",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"abs",TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {"abs",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {"abs",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + {"sign",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"sign",TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {"sign",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {"sign",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + {"floor",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"floor",TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {"floor",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {"floor",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + {"trunc",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"trunc",TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {"trunc",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {"trunc",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + {"round",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"round",TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {"round",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {"round",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + {"ceil",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"ceil",TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {"ceil",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {"ceil",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + {"fract",TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {"fract",TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {"fract",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {"fract",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + {"mod",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"mod",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}}, + {"mod",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"mod",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, + {"min",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"min",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}}, + {"min",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"min",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, + {"max",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"max",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}}, + {"max",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"max",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, + {"clamp",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"clamp",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VEC2,TYPE_VOID}}, + {"clamp",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"clamp",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, + {"mix",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"mix",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_FLOAT,TYPE_VOID}}, + {"mix",TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2,TYPE_VEC2,TYPE_VOID}}, + {"mix",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_FLOAT,TYPE_VOID}}, + {"mix",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"mix",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_FLOAT,TYPE_VOID}}, + {"mix",TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, + {"step",TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT,TYPE_VOID}}, + {"step",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + //intrinsics - geometric + {"length",TYPE_FLOAT,{TYPE_VEC2,TYPE_VOID}}, + {"length",TYPE_FLOAT,{TYPE_VEC3,TYPE_VOID}}, + {"length",TYPE_FLOAT,{TYPE_VEC4,TYPE_VOID}}, + {"distance",TYPE_FLOAT,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}}, + {"distance",TYPE_FLOAT,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"distance",TYPE_FLOAT,{TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, + {"dot",TYPE_FLOAT,{TYPE_VEC2,TYPE_VEC2,TYPE_VOID}}, + {"dot",TYPE_FLOAT,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"dot",TYPE_FLOAT,{TYPE_VEC4,TYPE_VEC4,TYPE_VOID}}, + {"cross",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + {"normalize",TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {"normalize",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {"normalize",TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + {"reflect",TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3,TYPE_VOID}}, + //intrinsics - texture + {"tex",TYPE_VEC4,{TYPE_TEXTURE,TYPE_VEC2,TYPE_VOID}}, + {"texcube",TYPE_VEC4,{TYPE_CUBEMAP,TYPE_VEC3,TYPE_VOID}}, + {"texscreen",TYPE_VEC3,{TYPE_VEC2,TYPE_VOID}}, + {"texpos",TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + + {NULL,TYPE_VOID,{TYPE_VOID}} + +}; + +const ShaderLanguage::OperatorDef ShaderLanguage::operator_defs[]={ + + {OP_ASSIGN,TYPE_VOID,{TYPE_BOOL,TYPE_BOOL}}, + {OP_ASSIGN,TYPE_VOID,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_ASSIGN,TYPE_VOID,{TYPE_VEC2,TYPE_VEC2}}, + {OP_ASSIGN,TYPE_VOID,{TYPE_VEC3,TYPE_VEC3}}, + {OP_ASSIGN,TYPE_VOID,{TYPE_VEC4,TYPE_VEC4}}, + {OP_ASSIGN,TYPE_VOID,{TYPE_MAT3,TYPE_MAT3}}, + {OP_ASSIGN,TYPE_VOID,{TYPE_MAT4,TYPE_MAT4}}, + {OP_ADD,TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_ADD,TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2}}, + {OP_ADD,TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3}}, + {OP_ADD,TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4}}, + {OP_SUB,TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_SUB,TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2}}, + {OP_SUB,TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3}}, + {OP_SUB,TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4}}, + {OP_MUL,TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_MUL,TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2}}, + {OP_MUL,TYPE_VEC2,{TYPE_VEC2,TYPE_FLOAT}}, + {OP_MUL,TYPE_VEC2,{TYPE_FLOAT,TYPE_VEC2}}, + {OP_MUL,TYPE_VEC2,{TYPE_VEC2,TYPE_MAT3}}, + {OP_MUL,TYPE_VEC2,{TYPE_MAT3,TYPE_VEC2}}, + {OP_MUL,TYPE_VEC2,{TYPE_VEC2,TYPE_MAT4}}, + {OP_MUL,TYPE_VEC2,{TYPE_MAT4,TYPE_VEC2}}, + {OP_MUL,TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3}}, + {OP_MUL,TYPE_VEC3,{TYPE_VEC3,TYPE_FLOAT}}, + {OP_MUL,TYPE_VEC3,{TYPE_FLOAT,TYPE_VEC3}}, + {OP_MUL,TYPE_VEC3,{TYPE_MAT3,TYPE_VEC3}}, + {OP_MUL,TYPE_VEC3,{TYPE_MAT4,TYPE_VEC3}}, + {OP_MUL,TYPE_VEC3,{TYPE_VEC3,TYPE_MAT3}}, + {OP_MUL,TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4}}, + {OP_MUL,TYPE_VEC4,{TYPE_VEC4,TYPE_FLOAT}}, + {OP_MUL,TYPE_VEC4,{TYPE_FLOAT,TYPE_VEC4}}, + {OP_MUL,TYPE_VEC4,{TYPE_MAT4,TYPE_VEC4}}, + {OP_MUL,TYPE_VEC4,{TYPE_VEC4,TYPE_MAT4}}, + {OP_MUL,TYPE_MAT3,{TYPE_MAT3,TYPE_MAT3}}, + {OP_MUL,TYPE_MAT4,{TYPE_MAT4,TYPE_MAT4}}, + {OP_DIV,TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_DIV,TYPE_VEC2,{TYPE_VEC2,TYPE_VEC2}}, + {OP_DIV,TYPE_VEC2,{TYPE_VEC2,TYPE_FLOAT}}, + {OP_DIV,TYPE_VEC2,{TYPE_FLOAT,TYPE_VEC2}}, + {OP_DIV,TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3}}, + {OP_DIV,TYPE_VEC3,{TYPE_VEC3,TYPE_FLOAT}}, + {OP_DIV,TYPE_VEC3,{TYPE_FLOAT,TYPE_VEC3}}, + {OP_DIV,TYPE_VEC4,{TYPE_VEC4,TYPE_VEC4}}, + {OP_DIV,TYPE_VEC4,{TYPE_VEC4,TYPE_FLOAT}}, + {OP_DIV,TYPE_VEC4,{TYPE_FLOAT,TYPE_VEC4}}, + {OP_ASSIGN_ADD,TYPE_VOID,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_ASSIGN_ADD,TYPE_VOID,{TYPE_VEC2,TYPE_VEC2}}, + {OP_ASSIGN_ADD,TYPE_VOID,{TYPE_VEC3,TYPE_VEC3}}, + {OP_ASSIGN_ADD,TYPE_VOID,{TYPE_VEC4,TYPE_VEC4}}, + {OP_ASSIGN_SUB,TYPE_VOID,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_ASSIGN_SUB,TYPE_VOID,{TYPE_VEC2,TYPE_VEC2}}, + {OP_ASSIGN_SUB,TYPE_VOID,{TYPE_VEC3,TYPE_VEC3}}, + {OP_ASSIGN_SUB,TYPE_VOID,{TYPE_VEC4,TYPE_VEC4}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC2,TYPE_VEC2}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC2,TYPE_FLOAT}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT3,TYPE_VEC2}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT4,TYPE_VEC2}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC3,TYPE_VEC3}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC3,TYPE_FLOAT}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT3,TYPE_VEC3}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT4,TYPE_VEC3}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC4,TYPE_VEC4}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_VEC4,TYPE_FLOAT}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT4,TYPE_VEC4}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT3,TYPE_MAT3}}, + {OP_ASSIGN_MUL,TYPE_VOID,{TYPE_MAT4,TYPE_MAT4}}, + {OP_ASSIGN_DIV,TYPE_VOID,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_ASSIGN_DIV,TYPE_VOID,{TYPE_VEC2,TYPE_VEC2}}, + {OP_ASSIGN_DIV,TYPE_VOID,{TYPE_VEC2,TYPE_FLOAT}}, + {OP_ASSIGN_DIV,TYPE_VOID,{TYPE_VEC3,TYPE_VEC3}}, + {OP_ASSIGN_DIV,TYPE_VOID,{TYPE_VEC3,TYPE_FLOAT}}, + {OP_ASSIGN_DIV,TYPE_VOID,{TYPE_VEC4,TYPE_VEC4}}, + {OP_ASSIGN_DIV,TYPE_VOID,{TYPE_VEC4,TYPE_FLOAT}}, + {OP_NEG,TYPE_FLOAT,{TYPE_FLOAT,TYPE_VOID}}, + {OP_NEG,TYPE_VEC2,{TYPE_VEC2,TYPE_VOID}}, + {OP_NEG,TYPE_VEC3,{TYPE_VEC3,TYPE_VOID}}, + {OP_NEG,TYPE_VEC4,{TYPE_VEC4,TYPE_VOID}}, + {OP_NOT,TYPE_BOOL,{TYPE_BOOL,TYPE_VOID}}, + {OP_CMP_EQ,TYPE_BOOL,{TYPE_BOOL,TYPE_BOOL}}, + {OP_CMP_EQ,TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_CMP_EQ,TYPE_VEC2,{TYPE_VEC3,TYPE_VEC2}}, + {OP_CMP_EQ,TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3}}, + {OP_CMP_EQ,TYPE_VEC4,{TYPE_VEC3,TYPE_VEC4}}, + //{OP_CMP_EQ,TYPE_MAT3,{TYPE_MAT4,TYPE_MAT3}}, ?? + //{OP_CMP_EQ,TYPE_MAT4,{TYPE_MAT4,TYPE_MAT4}}, ?? + {OP_CMP_NEQ,TYPE_BOOL,{TYPE_BOOL,TYPE_BOOL}}, + {OP_CMP_NEQ,TYPE_FLOAT,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_CMP_NEQ,TYPE_VEC3,{TYPE_VEC2,TYPE_VEC2}}, + {OP_CMP_NEQ,TYPE_VEC3,{TYPE_VEC3,TYPE_VEC3}}, + {OP_CMP_NEQ,TYPE_VEC3,{TYPE_VEC4,TYPE_VEC4}}, + //{OP_CMP_NEQ,TYPE_MAT4,{TYPE_MAT4,TYPE_MAT4}}, //? + {OP_CMP_LEQ,TYPE_BOOL,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_CMP_GEQ,TYPE_BOOL,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_CMP_LESS,TYPE_BOOL,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_CMP_GREATER,TYPE_BOOL,{TYPE_FLOAT,TYPE_FLOAT}}, + {OP_CMP_OR,TYPE_BOOL,{TYPE_BOOL,TYPE_BOOL}}, + {OP_CMP_AND,TYPE_BOOL,{TYPE_BOOL,TYPE_BOOL}}, + {OP_MAX,TYPE_VOID,{TYPE_VOID,TYPE_VOID}} +}; + + +const ShaderLanguage::BuiltinsDef ShaderLanguage::vertex_builtins_defs[]={ + + { "VERTEX", TYPE_VEC3}, + { "NORMAL", TYPE_VEC3}, + { "TANGENT", TYPE_VEC3}, + { "BINORMAL", TYPE_VEC3}, + { "UV", TYPE_VEC2}, + { "UV2", TYPE_VEC2}, + { "COLOR", TYPE_VEC4}, + { "BONES", TYPE_VEC4}, + { "WEIGHTS", TYPE_VEC4}, + { "VAR1", TYPE_VEC4}, + { "VAR2", TYPE_VEC4}, + { "SPEC_EXP", TYPE_FLOAT}, + { "POINT_SIZE", TYPE_FLOAT}, + + //builtins + { "WORLD_MATRIX", TYPE_MAT4}, + { "INV_CAMERA_MATRIX", TYPE_MAT4}, + { "PROJECTION_MATRIX", TYPE_MAT4}, + { "INSTANCE_ID", TYPE_FLOAT}, + { "TIME", TYPE_FLOAT}, + { NULL, TYPE_VOID}, +}; +const ShaderLanguage::BuiltinsDef ShaderLanguage::fragment_builtins_defs[]={ + + { "VERTEX", TYPE_VEC3}, + { "POSITION", TYPE_VEC3}, + { "NORMAL", TYPE_VEC3}, + { "TANGENT", TYPE_VEC3}, + { "BINORMAL", TYPE_VEC3}, + { "UV", TYPE_VEC2}, + { "UV2", TYPE_VEC2}, + { "COLOR", TYPE_VEC4}, + { "NORMAL", TYPE_VEC3}, + { "VAR1", TYPE_VEC4}, + { "VAR2", TYPE_VEC4}, + { "DIFFUSE", TYPE_VEC3}, + { "DIFFUSE_ALPHA", TYPE_VEC4}, + { "SPECULAR", TYPE_VEC3}, + { "EMISSION", TYPE_VEC3}, + { "SPEC_EXP", TYPE_FLOAT}, + { "GLOW", TYPE_FLOAT}, + { "SHADE_PARAM", TYPE_FLOAT}, + { "DISCARD", TYPE_FLOAT}, + { "SCREEN_UV", TYPE_VEC2}, + { "POINT_COORD", TYPE_VEC2}, + { "INV_CAMERA_MATRIX", TYPE_MAT4}, + +// { "SCREEN_POS", TYPE_VEC2}, +// { "SCREEN_TEXEL_SIZE", TYPE_VEC2}, + { "TIME", TYPE_FLOAT}, + { NULL, TYPE_VOID} + +}; +const ShaderLanguage::BuiltinsDef ShaderLanguage::postprocess_fragment_builtins_defs[]={ + + { "IN_COLOR", TYPE_VEC3}, + { "IN_POSITION", TYPE_VEC3}, + { "OUT_COLOR", TYPE_VEC3}, + { "SCREEN_POS", TYPE_VEC2}, + { "SCREEN_TEXEL_SIZE", TYPE_VEC2}, + { "TIME", TYPE_FLOAT}, + { NULL, TYPE_VOID} +}; + + + +ShaderLanguage::DataType ShaderLanguage::compute_node_type(Node *p_node) { + + switch(p_node->type) { + + case Node::TYPE_PROGRAM: ERR_FAIL_V(TYPE_VOID); + case Node::TYPE_FUNCTION: return static_cast<FunctionNode*>(p_node)->return_type; + case Node::TYPE_BLOCK: ERR_FAIL_V(TYPE_VOID); + case Node::TYPE_VARIABLE: return static_cast<VariableNode*>(p_node)->datatype_cache; + case Node::TYPE_CONSTANT: return static_cast<ConstantNode*>(p_node)->datatype; + case Node::TYPE_OPERATOR: return static_cast<OperatorNode*>(p_node)->return_cache; + case Node::TYPE_CONTROL_FLOW: ERR_FAIL_V(TYPE_VOID); + case Node::TYPE_MEMBER: return static_cast<MemberNode*>(p_node)->datatype; + } + + return TYPE_VOID; +} + + +ShaderLanguage::Node* ShaderLanguage::validate_function_call(Parser&parser, OperatorNode *p_func) { + + ERR_FAIL_COND_V(p_func->op!=OP_CALL && p_func->op!=OP_CONSTRUCT,NULL); + + + Vector<DataType> args; + + ERR_FAIL_COND_V( p_func->arguments[0]->type!=Node::TYPE_VARIABLE, NULL ); + + String name = static_cast<VariableNode*>(p_func->arguments[0])->name.operator String(); + + bool all_const=true; + for(int i=1;i<p_func->arguments.size();i++) { + if (p_func->arguments[i]->type!=Node::TYPE_CONSTANT) + all_const=false; + args.push_back(compute_node_type(p_func->arguments[i])); + } + + int argcount=args.size(); + + bool found_intrinsic=false; + + if (argcount<=4) { + // test intrinsics + int idx=0; + + while (intrinsic_func_defs[idx].name) { + + if (name==intrinsic_func_defs[idx].name) { + + bool fail=false; + for(int i=0;i<argcount;i++) { + + if (args[i]!=intrinsic_func_defs[idx].args[i]) { + fail=true; + break; + } + } + + if (!fail && argcount<4 && intrinsic_func_defs[idx].args[argcount]!=TYPE_VOID) + fail=true; //make sure the number of arguments matches + + if (!fail) { + p_func->return_cache=intrinsic_func_defs[idx].rettype; + found_intrinsic=true; + break; + + } + + } + + idx++; + } + } + + + if (found_intrinsic) { + + if (p_func->op==OP_CONSTRUCT && all_const) { + + bool all_const=false; + Vector<float> cdata; + for(int i=0;i<argcount;i++) { + + Variant v = static_cast<ConstantNode*>(p_func->arguments[i+1])->value; + switch(v.get_type()) { + + case Variant::REAL: cdata.push_back(v); break; + case Variant::VECTOR2: { Vector2 v2=v; cdata.push_back(v2.x); cdata.push_back(v2.y); } break; + case Variant::VECTOR3: { Vector3 v3=v; cdata.push_back(v3.x); cdata.push_back(v3.y); cdata.push_back(v3.z);} break; + case Variant::PLANE: { Plane v4=v; cdata.push_back(v4.normal.x); cdata.push_back(v4.normal.y); cdata.push_back(v4.normal.z); cdata.push_back(v4.d); } break; + default: ERR_FAIL_V(NULL); + + } + + } + + ConstantNode *cn = parser.create_node<ConstantNode>(p_func->parent); + Variant data; + switch(p_func->return_cache) { + case TYPE_FLOAT: data = cdata[0]; break; + case TYPE_VEC2: data = Vector2(cdata[0],cdata[1]); break; + case TYPE_VEC3: data = Vector3(cdata[0],cdata[1],cdata[2]); break; + case TYPE_VEC4: data = Plane(cdata[0],cdata[1],cdata[2],cdata[3]); break; + } + + cn->datatype=p_func->return_cache; + cn->value=data; + return cn; + + } + return p_func; + } + + // try existing functions.. + + FunctionNode *exclude_function=NULL; //exclude current function (in case inside one) + + + Node *node = p_func; + + while(node->parent) { + + if (node->type==Node::TYPE_FUNCTION) { + + exclude_function = (FunctionNode*)node; + } + + node=node->parent; + } + + ERR_FAIL_COND_V(node->type!=Node::TYPE_PROGRAM,NULL); + ProgramNode *program = (ProgramNode*)node; + + for(int i=0;i<program->functions.size();i++) { + + if (program->functions[i].function==exclude_function) + continue; + + FunctionNode *pfunc = program->functions[i].function; + + if (pfunc->arguments.size()!=args.size()) + continue; + + bool fail=false; + + for(int i=0;i<args.size();i++) { + if (args[i]!=pfunc->arguments[i].type) { + fail=true; + break; + } + } + + if (!fail) { + p_func->return_cache=pfunc->return_type; + return p_func; + } + } + + return NULL; +} + + +ShaderLanguage::Node * ShaderLanguage::validate_operator(Parser& parser,OperatorNode *p_func) { + + int argcount = p_func->arguments.size(); + ERR_FAIL_COND_V(argcount>2,NULL); + + DataType argtype[2]={TYPE_VOID,TYPE_VOID}; + bool all_const=true; + + for(int i=0;i<argcount;i++) { + + argtype[i]=compute_node_type(p_func->arguments[i]); + if (p_func->arguments[i]->type!=Node::TYPE_CONSTANT) + all_const=false; + + } + int idx=0; + + bool valid=false; + while(operator_defs[idx].op!=OP_MAX) { + + if (p_func->op==operator_defs[idx].op) { + + + + if (operator_defs[idx].args[0]==argtype[0] && operator_defs[idx].args[1]==argtype[1]) { + + p_func->return_cache=operator_defs[idx].rettype; + valid=true; + break; + } + } + + idx++; + } + + if (!valid) + return NULL; + +#define _RCO2(m_op,m_vop)\ +case m_op: {\ + ConstantNode *cn = parser.create_node<ConstantNode>(p_func->parent);\ + cn->datatype=p_func->return_cache; \ + Variant::evaluate(m_vop,static_cast<ConstantNode*>(p_func->arguments[0])->value,static_cast<ConstantNode*>(p_func->arguments[1])->value,cn->value,valid);\ + if (!valid)\ + return NULL;\ + return cn;\ +} break; + +#define _RCO1(m_op,m_vop)\ +case m_op: {\ + ConstantNode *cn = parser.create_node<ConstantNode>(p_func->parent);\ + cn->datatype=p_func->return_cache; \ + Variant::evaluate(m_vop,static_cast<ConstantNode*>(p_func->arguments[0])->value,Variant(),cn->value,valid);\ + if (!valid)\ + return NULL;\ + return cn;\ +} break; + + if (all_const) { + //reduce constant operator + switch(p_func->op) { + _RCO2(OP_ADD,Variant::OP_ADD); + _RCO2(OP_SUB,Variant::OP_SUBSTRACT); + _RCO2(OP_MUL,Variant::OP_MULTIPLY); + _RCO2(OP_DIV,Variant::OP_DIVIDE); + _RCO1(OP_NEG,Variant::OP_NEGATE); + _RCO1(OP_NOT,Variant::OP_NOT); + _RCO2(OP_CMP_EQ,Variant::OP_EQUAL); + _RCO2(OP_CMP_NEQ,Variant::OP_NOT_EQUAL); + _RCO2(OP_CMP_LEQ,Variant::OP_LESS_EQUAL); + _RCO2(OP_CMP_GEQ,Variant::OP_GREATER_EQUAL); + _RCO2(OP_CMP_LESS,Variant::OP_LESS); + _RCO2(OP_CMP_GREATER,Variant::OP_GREATER); + _RCO2(OP_CMP_OR,Variant::OP_OR); + _RCO2(OP_CMP_AND,Variant::OP_AND); + default: {} + } + } + + + return p_func; + +} + +bool ShaderLanguage::is_token_operator(TokenType p_type) { + + return (p_type==TK_OP_EQUAL) || + (p_type==TK_OP_NOT_EQUAL) || + (p_type==TK_OP_LESS) || + (p_type==TK_OP_LESS_EQUAL) || + (p_type==TK_OP_GREATER) || + (p_type==TK_OP_GREATER_EQUAL) || + (p_type==TK_OP_AND) || + (p_type==TK_OP_OR) || + (p_type==TK_OP_NOT) || + (p_type==TK_OP_ADD) || + (p_type==TK_OP_SUB) || + (p_type==TK_OP_MUL) || + (p_type==TK_OP_DIV) || + (p_type==TK_OP_NEG) || + (p_type==TK_OP_ASSIGN) || + (p_type==TK_OP_ASSIGN_ADD) || + (p_type==TK_OP_ASSIGN_SUB) || + (p_type==TK_OP_ASSIGN_MUL) || + (p_type==TK_OP_ASSIGN_DIV); + +} +ShaderLanguage::Operator ShaderLanguage::get_token_operator(TokenType p_type) { + + switch(p_type) { + case TK_OP_EQUAL: return OP_CMP_EQ ; + case TK_OP_NOT_EQUAL: return OP_CMP_NEQ; + case TK_OP_LESS: return OP_CMP_LESS ; + case TK_OP_LESS_EQUAL: return OP_CMP_LEQ ; + case TK_OP_GREATER: return OP_CMP_GREATER ; + case TK_OP_GREATER_EQUAL: return OP_CMP_GEQ ; + case TK_OP_AND: return OP_CMP_AND ; + case TK_OP_OR: return OP_CMP_OR ; + case TK_OP_NOT: return OP_NOT ; + case TK_OP_ADD: return OP_ADD ; + case TK_OP_SUB: return OP_SUB ; + case TK_OP_MUL: return OP_MUL ; + case TK_OP_DIV: return OP_DIV ; + case TK_OP_NEG: return OP_NEG ; + case TK_OP_ASSIGN: return OP_ASSIGN ; + case TK_OP_ASSIGN_ADD: return OP_ASSIGN_ADD ; + case TK_OP_ASSIGN_SUB: return OP_ASSIGN_SUB ; + case TK_OP_ASSIGN_MUL: return OP_ASSIGN_MUL ; + case TK_OP_ASSIGN_DIV: return OP_ASSIGN_DIV ; + default: ERR_FAIL_V(OP_MAX); + } + + return OP_MAX; +} + + +Error ShaderLanguage::parse_expression(Parser& parser,Node *p_parent,Node **r_expr) { + + Vector<Node*> expressions; + Vector<TokenType> operators; + + while(true) { + + Node *expr=NULL; + + + if (parser.get_token_type()==TK_PARENTHESIS_OPEN) { + //handle subexpression + parser.advance(); + Error err = parse_expression(parser,p_parent,&expr); + if (err) + return err; + + if (parser.get_token_type()!=TK_PARENTHESIS_CLOSE) { + + parser.set_error("Expected ')' in expression"); + return ERR_PARSE_ERROR; + } + + parser.advance(); + + } else if (parser.get_token_type()==TK_REAL_CONSTANT) { + + + ConstantNode *constant = parser.create_node<ConstantNode>(p_parent); + constant->value=parser.get_token().text.operator String().to_double(); + constant->datatype=TYPE_FLOAT; + expr=constant; + parser.advance(); + } else if (parser.get_token_type()==TK_TRUE) { + //print_line("found true"); + + //handle true constant + ConstantNode *constant = parser.create_node<ConstantNode>(p_parent); + constant->value=true; + constant->datatype=TYPE_BOOL; + expr=constant; + parser.advance(); + } else if (parser.get_token_type()==TK_FALSE) { + + //handle false constant + ConstantNode *constant = parser.create_node<ConstantNode>(p_parent); + constant->value=false; + constant->datatype=TYPE_BOOL; + expr=constant; + parser.advance(); + } else if (parser.get_token_type()==TK_TYPE_VOID) { + + //make sure void is not used in expression + parser.set_error("Void value not allowed in Expression"); + return ERR_PARSE_ERROR; + } else if (parser.get_token_type(1)==TK_PARENTHESIS_OPEN && (is_token_nonvoid_datatype(parser.get_token_type()) || parser.get_token_type()==TK_INDENTIFIER)) { + + + //function or constructor + StringName name; + DataType constructor=TYPE_VOID; + if (is_token_nonvoid_datatype(parser.get_token_type())) { + + constructor=get_token_datatype(parser.get_token_type()); + switch(get_token_datatype(parser.get_token_type())) { + case TYPE_BOOL: name="bool"; break; + case TYPE_FLOAT: name="float"; break; + case TYPE_VEC2: name="vec2"; break; + case TYPE_VEC3: name="vec3"; break; + case TYPE_VEC4: name="vec4"; break; + case TYPE_MAT3: name="mat3"; break; + case TYPE_MAT4: name="mat4"; break; + default: ERR_FAIL_V(ERR_BUG); + } + } else { + + name=parser.get_token().text; + } + + if (!test_existing_identifier(p_parent,name)) { + + parser.set_error("Unknown identifier in expression: "+name); + return ERR_PARSE_ERROR; + } + + parser.advance(2); + + OperatorNode *func = parser.create_node<OperatorNode>(p_parent); + + func->op=constructor!=TYPE_VOID?OP_CONSTRUCT:OP_CALL; + + VariableNode *funcname = parser.create_node<VariableNode>(func); + funcname->name=name; + func->arguments.push_back(funcname); + + //parse parameters + + if (parser.get_token_type()==TK_PARENTHESIS_CLOSE) { + parser.advance(); + } else { + + while(true) { + + + Node *arg=NULL; + Error err = parse_expression(parser,func,&arg); + if (err) + return err; + func->arguments.push_back(arg); + + if (parser.get_token_type()==TK_PARENTHESIS_CLOSE) { + parser.advance(); + break; + + } else if (parser.get_token_type()==TK_COMMA) { + + if (parser.get_token_type(1)==TK_PARENTHESIS_CLOSE) { + + parser.set_error("Expression expected"); + return ERR_PARSE_ERROR; + } + + parser.advance(); + } else { + // something is broken + parser.set_error("Expected ',' or ')'"); + return ERR_PARSE_ERROR; + } + + } + } + + expr=validate_function_call(parser,func); + if (!expr) { + + parser.set_error("Invalid arguments to function/constructor: "+StringName(name)); + return ERR_PARSE_ERROR; + + } + + } else if (parser.get_token_type()==TK_INDENTIFIER) { + //probably variable + + + Node *node =p_parent; + bool existing=false; + DataType datatype; + StringName identifier=parser.get_token().text; + + while(node) { + + if (node->type==Node::TYPE_BLOCK) { + + BlockNode *block = (BlockNode*)node; + + if (block->variables.has(identifier)) { + existing=true; + datatype=block->variables[identifier]; + break; + } + } + + if (node->type==Node::TYPE_FUNCTION) { + + FunctionNode *function=(FunctionNode*)node; + for(int i=0;i<function->arguments.size();i++) { + if (function->arguments[i].name==identifier) { + existing=true; + datatype=function->arguments[i].type; + break; + } + } + + if (existing) + break; + + } + + if (node->type==Node::TYPE_PROGRAM) { + + ProgramNode *program = (ProgramNode*)node; + if (program->builtin_variables.has(identifier)) { + datatype = program->builtin_variables[identifier]; + existing=true; + break; + } + if (program->uniforms.has(identifier)) { + datatype = program->uniforms[identifier].type; + existing=true; + break; + } + + } + + node=node->parent; + } + + if (!existing) { + + parser.set_error("Unexisting identifier in expression: "+identifier); + return ERR_PARSE_ERROR; + + } + + VariableNode *varname = parser.create_node<VariableNode>(p_parent); + varname->name=identifier; + varname->datatype_cache=datatype; + parser.advance(); + expr=varname; + + } else if (parser.get_token_type()==TK_OP_NEG || parser.get_token_type()==TK_OP_NOT) { + + //single prefix operators + TokenType token_type=parser.get_token_type(); + parser.advance(); + Node *subexpr=NULL; + Error err = parse_expression(parser,p_parent,&subexpr); + if (err) + return err; + + OperatorNode *op = parser.create_node<OperatorNode>(p_parent); + switch(token_type) { + case TK_OP_NEG: op->op=OP_NEG; break; + case TK_OP_NOT: op->op=OP_NOT; break; + //case TK_OP_PLUS_PLUS: op->op=OP_PLUS_PLUS; break; + //case TK_OP_MINUS_MINUS: op->op=OP_MINUS_MINUS; break; + default: ERR_FAIL_V(ERR_BUG); + } + + op->arguments.push_back(subexpr); + + expr=validate_operator(parser,op); + + if (!expr) { + + parser.set_error("Invalid argument for negation operator"); + return ERR_PARSE_ERROR; + } + + } else { + print_line("found bug?"); + print_line("misplaced token: "+String(token_names[parser.get_token_type()])); + + parser.set_error("Error parsing expression, misplaced: "+String(token_names[parser.get_token_type()])); + return ERR_PARSE_ERROR; + //nothing + } + + ERR_FAIL_COND_V(!expr,ERR_BUG); + + + /* OK now see what's NEXT to the operator.. */ + /* OK now see what's NEXT to the operator.. */ + /* OK now see what's NEXT to the operator.. */ + + + if (parser.get_token_type()==TK_PERIOD) { + + if (parser.get_token_type(1)!=TK_INDENTIFIER) { + parser.set_error("Expected identifier as member"); + return ERR_PARSE_ERROR; + } + + DataType dt = compute_node_type(expr); + String ident = parser.get_token(1).text; + + bool ok=true; + DataType member_type; + switch(dt) { + case TYPE_VEC2: { + + int l = ident.length(); + if (l==1) { + member_type=TYPE_FLOAT; + } else if (l==2) { + member_type=TYPE_VEC2; + } else { + ok=false; + break; + } + + const CharType *c=ident.ptr(); + for(int i=0;i<l;i++) { + + switch(c[i]) { + case 'r': + case 'g': + case 'x': + case 'y': + break; + default: + ok=false; + break; + } + } + + } break; + case TYPE_VEC3: { + + int l = ident.length(); + if (l==1) { + member_type=TYPE_FLOAT; + } else if (l==2) { + member_type=TYPE_VEC2; + } else if (l==3) { + member_type=TYPE_VEC3; + } else { + ok=false; + break; + } + + const CharType *c=ident.ptr(); + for(int i=0;i<l;i++) { + + switch(c[i]) { + case 'r': + case 'g': + case 'b': + case 'x': + case 'y': + case 'z': + break; + default: + ok=false; + break; + } + } + + } break; + case TYPE_VEC4: { + + int l = ident.length(); + if (l==1) { + member_type=TYPE_FLOAT; + } else if (l==2) { + member_type=TYPE_VEC2; + } else if (l==3) { + member_type=TYPE_VEC3; + } else if (l==4) { + member_type=TYPE_VEC4; + } else { + ok=false; + break; + } + + const CharType *c=ident.ptr(); + for(int i=0;i<l;i++) { + + switch(c[i]) { + case 'r': + case 'g': + case 'b': + case 'a': + case 'x': + case 'y': + case 'z': + case 'w': + break; + default: + ok=false; + break; + } + } + + } break; + case TYPE_MAT3: ok=(ident=="x" || ident=="y" || ident=="z" ); member_type=TYPE_VEC3; break; + case TYPE_MAT4: ok=(ident=="x" || ident=="y" || ident=="z" || ident=="w"); member_type=TYPE_VEC4; break; + default: {} + } + + if (!ok) { + + parser.set_error("Invalid member for expression: ."+ident); + return ERR_PARSE_ERROR; + } + + MemberNode *mn = parser.create_node<MemberNode>(p_parent); + mn->basetype=dt; + mn->datatype=member_type; + mn->name=ident; + mn->owner=expr; + expr=mn; + + parser.advance(2); + //todo + //member (period) has priority over any operator + //creates a subindexing expression in place + + + } else if (parser.get_token_type()==TK_BRACKET_OPEN) { + //todo + //subindexing has priority over any operator + //creates a subindexing expression in place + + + } /*else if (parser.get_token_type()==TK_OP_PLUS_PLUS || parser.get_token_type()==TK_OP_MINUS_MINUS) { + //todo + //inc/dec operators have priority over any operator + //creates a subindexing expression in place + //return OK; //wtfs + + } */ + + + expressions.push_back(expr); + + + if (is_token_operator(parser.get_token_type())) { + + operators.push_back(parser.get_token_type()); + parser.advance(); + } else { + break; + } + } + + ERR_FAIL_COND_V(expressions.size()!=(operators.size()+1),ERR_BUG); + + /* Reduce the set set of expressions and place them in an operator tree, respecting precedence */ + + while(expressions.size()>1) { + + int next_op=-1; + int min_priority=0xFFFFF; + + for(int i=0;i<operators.size();i++) { + + int priority; + switch(operators[i]) { + + case TK_OP_MUL: priority=0; break; + case TK_OP_DIV: priority=0; break; + + case TK_OP_ADD: priority=1; break; + case TK_OP_SUB: priority=1; break; + + // shift left/right =2 + + case TK_OP_LESS: priority=3; break; + case TK_OP_LESS_EQUAL: priority=3; break; + case TK_OP_GREATER: priority=3; break; + case TK_OP_GREATER_EQUAL: priority=3; break; + + case TK_OP_EQUAL: priority=4; break; + case TK_OP_NOT_EQUAL: priority=4; break; + + //bit and =5 + //bit xor =6 + //bit or=7 + + case TK_OP_AND: priority=8; break; + case TK_OP_OR: priority=9; break; + + // ?: = 10 + + case TK_OP_ASSIGN_ADD: priority=11; break; + case TK_OP_ASSIGN_SUB: priority=11; break; + case TK_OP_ASSIGN_MUL: priority=11; break; + case TK_OP_ASSIGN_DIV: priority=11; break; + case TK_OP_ASSIGN: priority=11; break; + + default: ERR_FAIL_V(ERR_BUG); //unexpected operator + + } + + if (priority<min_priority) { + // < is used for left to right (default) + // <= is used for right to left + next_op=i; + min_priority=priority; + } + + } + + ERR_FAIL_COND_V(next_op==-1,ERR_BUG); + + // OK! create operator.. + + OperatorNode *op = parser.create_node<OperatorNode>(p_parent); + op->op=get_token_operator(operators[next_op]); + + op->arguments.push_back(expressions[next_op]); //expression goes as left + op->arguments.push_back(expressions[next_op+1]); //next expression goes as right + + expressions[next_op]=validate_operator(parser,op); + if (!expressions[next_op]) { + + String at; + for(int i=0;i<op->arguments.size();i++) { + if (i>0) + at+=" and "; + at+=get_datatype_name(compute_node_type(op->arguments[i])); + + } + parser.set_error("Invalid arguments to operator "+String(token_names[operators[next_op]])+": "+at); + return ERR_PARSE_ERROR; + } + + + expressions.remove(next_op+1); + operators.remove(next_op); + + } + + *r_expr=expressions[0]; + + return OK; + +/* + TokenType token_type=parser.get_token_type(); + OperatorNode *op = parser.create_node<OperatorNode>(p_parent); + op->op=get_token_operator(parser.get_token_type()); + + op->arguments.push_back(*r_expr); //expression goes as left + parser.advance(); + Node *right_expr=NULL; + Error err = parse_expression(parser,p_parent,&right_expr); + if (err) + return err; + op->arguments.push_back(right_expr); + + if (!validate_operator(op)) { + + parser.set_error("Invalid arguments to operator "+String(token_names[token_type])); + return ERR_PARSE_ERROR; + } + +*/ + +} + +Error ShaderLanguage::parse_variable_declaration(Parser& parser,BlockNode *p_block) { + + bool uniform = parser.get_token(-1).type==TK_UNIFORM; + + DataType type=get_token_datatype(parser.get_token_type(0)); + bool iscolor = parser.get_token_type(0)==TK_TYPE_COLOR; + + if (type==TYPE_VOID) { + + parser.set_error("Cannot Declare a 'void' Variable"); + return ERR_PARSE_ERROR; + } + + if (type==TYPE_TEXTURE && !uniform) { + + parser.set_error("Cannot Declare a Non-Uniform Texture"); + return ERR_PARSE_ERROR; + } + if (type==TYPE_CUBEMAP && !uniform) { + + parser.set_error("Cannot Declare a Non-Uniform Cubemap"); + return ERR_PARSE_ERROR; + } + + + parser.advance(); + int found=0; + + while(true) { + + + if (found && parser.get_token_type()!=TK_COMMA) { + break; + } + + if (parser.get_token_type()!=TK_INDENTIFIER) { + + parser.set_error("Identifier Expected"); + return ERR_PARSE_ERROR; + + } + + StringName name = parser.get_token().text; + + if (test_existing_identifier(p_block,name)) { + parser.set_error("Duplicate Identifier (existing variable/function): "+name); + return ERR_PARSE_ERROR; + } + + found=true; + + parser.advance(); + //see if declaration has an initializer + if (parser.get_token_type()==TK_OP_ASSIGN) { + parser.advance(); + OperatorNode * op = parser.create_node<OperatorNode>(p_block); + VariableNode * var = parser.create_node<VariableNode>(op); + var->name=name; + var->datatype_cache=type; + var->uniform=uniform; + Node *expr; + Error err = parse_expression(parser,p_block,&expr); + + if (err) + return err; + + if (var->uniform) { + + if (expr->type!=Node::TYPE_CONSTANT) { + + parser.set_error("Uniform can only be initialized to a constant."); + return ERR_PARSE_ERROR; + } + + Uniform u; + u.order=parser.program->uniforms.size(); + u.type=type; + u.default_value=static_cast<ConstantNode*>(expr)->value; + if (iscolor && u.default_value.get_type()==Variant::PLANE) { + Color c; + Plane p = u.default_value; + c=Color(p.normal.x,p.normal.y,p.normal.z,p.d); + u.default_value=c; + } + parser.program->uniforms[var->name]=u; + } else { + op->op=OP_ASSIGN; + op->arguments.push_back(var); + op->arguments.push_back(expr); + Node *n=validate_operator(parser,op); + if (!n) { + parser.set_error("Invalid initializer for variable: "+name); + return ERR_PARSE_ERROR; + } + p_block->statements.push_back(n); + } + + } else { + //initialize it EMPTY + + OperatorNode * op = parser.create_node<OperatorNode>(p_block); + VariableNode * var = parser.create_node<VariableNode>(op); + ConstantNode * con = parser.create_node<ConstantNode>(op); + + var->name=name; + var->datatype_cache=type; + var->uniform=uniform; + con->datatype=type; + + switch(type) { + case TYPE_BOOL: con->value=false; break; + case TYPE_FLOAT: con->value=0.0; break; + case TYPE_VEC2: con->value=Vector2(); break; + case TYPE_VEC3: con->value=Vector3(); break; + case TYPE_VEC4: con->value=iscolor?Variant(Color()):Variant(Plane()); break; + case TYPE_MAT3: con->value=Matrix3(); break; + case TYPE_MAT4: con->value=Transform(); break; + case TYPE_TEXTURE: + case TYPE_CUBEMAP: con->value=RID(); break; + default: {} + } + + if (uniform) { + Uniform u; + u.type=type; + u.default_value=con->value; + u.order=parser.program->uniforms.size(); + parser.program->uniforms[var->name]=u; + + } else { + op->op=OP_ASSIGN; + op->arguments.push_back(var); + op->arguments.push_back(con); + p_block->statements.push_back(op); + } + + } + + if (!uniform) + p_block->variables[name]=type; + + } + + if (parser.get_token_type()!=TK_SEMICOLON) { + parser.set_error("Expected ';'"); + return ERR_PARSE_ERROR; + } + + + return OK; + +} + +Error ShaderLanguage::parse_flow_if(Parser& parser,Node *p_parent,Node **r_statement) { + + ControlFlowNode *cf = parser.create_node<ControlFlowNode>(p_parent); + + cf->flow_op=FLOW_OP_IF; + + parser.advance(); + + if (parser.get_token_type()!=TK_PARENTHESIS_OPEN) { + parser.set_error("Expected '(' after 'if'"); + return ERR_PARSE_ERROR; + } + parser.advance(); + + Node *expression=NULL; + Error err = parse_expression(parser,cf,&expression); + if (err) + return err; + + if (compute_node_type(expression)!=TYPE_BOOL) { + + parser.set_error("Expression for 'if' is not boolean"); + return ERR_PARSE_ERROR; + } + + cf->statements.push_back(expression); + + if (parser.get_token_type()!=TK_PARENTHESIS_CLOSE) { + parser.set_error("Expected ')' after expression"); + return ERR_PARSE_ERROR; + } + + parser.advance(); + + Node *substatement=NULL; + err = parse_statement(parser,cf,&substatement); + if (err) + return err; + + + cf->statements.push_back(substatement); + + + + if (parser.get_token_type()==TK_CF_ELSE) { + + parser.advance(); + substatement=NULL; + err = parse_statement(parser,cf,&substatement); + if (err) + return err; + + cf->statements.push_back(substatement); + } + + + + *r_statement=cf; + + return OK; +} + +Error ShaderLanguage::parse_flow_return(Parser& parser,Node *p_parent,Node **r_statement) { + + + FunctionNode *function=NULL; + + Node *parent=p_parent; + + while(parent) { + + if (parent->type==Node::TYPE_FUNCTION) { + + function=(FunctionNode*)parent; + break; + } + + parent=parent->parent; + } + + if (!function) { + + parser.set_error("'return' must be inside a function"); + return ERR_PARSE_ERROR; + } + + ControlFlowNode *cf = parser.create_node<ControlFlowNode>(p_parent); + + cf->flow_op=FLOW_OP_RETURN; + + parser.advance(); + + if (function->return_type!=TYPE_VOID) { + // should expect a return expression. + + Node *expr=NULL; + Error err = parse_expression(parser,cf,&expr); + if (err) + return err; + + if (compute_node_type(expr)!=function->return_type) { + parser.set_error("Invalid type for 'return' expression"); + return ERR_PARSE_ERROR; + } + cf->statements.push_back(expr); + } + + *r_statement=cf; + + + if (parser.get_token_type()!=TK_SEMICOLON) { + parser.set_error("Expected ';'"); + return ERR_PARSE_ERROR; + } + + return OK; +} + +Error ShaderLanguage::parse_statement(Parser& parser,Node *p_parent,Node **r_statement) { + + *r_statement=NULL; + + TokenType token_type = parser.get_token_type(); + + if (token_type==TK_CURLY_BRACKET_OPEN) { + //sub-block + parser.advance(); + BlockNode *block = parser.create_node<BlockNode>(p_parent); + + *r_statement=block; + return parse_block(parser,block); + } else if (token_type==TK_SEMICOLON) { + // empty ; + parser.advance(); + return OK; + } else if (token_type==TK_CF_IF) { + return parse_flow_if(parser,p_parent,r_statement); + + } else if (token_type==TK_CF_RETURN) { + return parse_flow_return(parser,p_parent,r_statement); + } else { + Error err=parse_expression(parser,p_parent,r_statement); + + if (err) + return err; + + if (parser.get_token_type()!=TK_SEMICOLON) { + parser.set_error("Expected ';'"); + return ERR_PARSE_ERROR; + } + + } + + return OK; +} + +Error ShaderLanguage::parse_block(Parser& parser,BlockNode *p_block) { + + while(true) { + + if (parser.is_at_end()) { + if (p_block->parent->type!=Node::TYPE_PROGRAM) { + parser.set_error("Unexpected End of File"); + return ERR_PARSE_ERROR; + } + return OK; //bye + } + + TokenType token_type = parser.get_token_type(); + + if (token_type==TK_CURLY_BRACKET_CLOSE) { + if (p_block->parent->type==Node::TYPE_PROGRAM) { + parser.set_error("Unexpected '}'"); + return ERR_PARSE_ERROR; + } + parser.advance(); + return OK; // exit block + + } else if (token_type==TK_UNIFORM) { + + if (p_block!=parser.program->body) { + + parser.set_error("Uniform only allowed in main program body."); + return ERR_PARSE_ERROR; + } + parser.advance(); + Error err=parse_variable_declaration(parser,p_block); + if (err) + return err; + + } else if (is_token_datatype(token_type)) { + + Error err=OK; + if (parser_is_at_function(parser)) + err = parse_function(parser,p_block); + else { + err = parse_variable_declaration(parser,p_block); + } + + if (err) + return err; + + } else { + // must be a statement + Node *statement=NULL; + + Error err = parse_statement(parser,p_block,&statement); + if (err) + return err; + if (statement) { + p_block->statements.push_back(statement); + } + + } + } + + return OK; +} + + + +Error ShaderLanguage::parse(const Vector<Token>& p_tokens,ShaderType p_type,CompileFunc p_compile_func,void *p_userdata,String *r_error,int *r_err_line,int *r_err_column) { + + + uint64_t t = OS::get_singleton()->get_ticks_usec(); + + Parser parser(p_tokens); + parser.program = parser.create_node<ProgramNode>(NULL); + parser.program->body = parser.create_node<BlockNode>(parser.program); + + + //add builtins + switch(p_type) { + case SHADER_MATERIAL_VERTEX: { + int idx=0; + while (vertex_builtins_defs[idx].name) { + parser.program->builtin_variables[vertex_builtins_defs[idx].name]=vertex_builtins_defs[idx].type; + idx++; + } + } break; + case SHADER_MATERIAL_FRAGMENT: { + int idx=0; + while (fragment_builtins_defs[idx].name) { + parser.program->builtin_variables[fragment_builtins_defs[idx].name]=fragment_builtins_defs[idx].type; + idx++; + } + } break; + case SHADER_POST_PROCESS: { + int idx=0; + while (postprocess_fragment_builtins_defs[idx].name) { + parser.program->builtin_variables[postprocess_fragment_builtins_defs[idx].name]=postprocess_fragment_builtins_defs[idx].type; + idx++; + } + } break; + } + + Error err = parse_block(parser,parser.program->body); + if (err) { + parser.get_error(r_error,r_err_line,r_err_column); + return err; + } + + double tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0; + //print_line("parse time: "+rtos(tf)); + + t = OS::get_singleton()->get_ticks_usec(); + + if (p_compile_func) + p_compile_func(p_userdata,parser.program); + + tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0; + //print_line("compile time: "+rtos(tf)); + + //clean up nodes created + while(parser.nodegc.size()) { + + memdelete( parser.nodegc.front()->get() ); + parser.nodegc.pop_front(); + } + return OK; +} + +Error ShaderLanguage::compile(const String& p_code,ShaderType p_type,CompileFunc p_compile_func,void *p_userdata,String *r_error,int *r_err_line,int *r_err_column) { + + *r_error=""; + *r_err_line=0; + *r_err_column=0; + Vector<Token> tokens; + + uint64_t t = OS::get_singleton()->get_ticks_usec(); + + Error err = tokenize(p_code,&tokens,r_error,r_err_line,r_err_column); + + double tf = (OS::get_singleton()->get_ticks_usec()-t)/1000.0; + //print_line("tokenize time: "+rtos(tf)); + + if (err!=OK) { + return err; + } + err = parse(tokens,p_type,p_compile_func,p_userdata,r_error,r_err_line,r_err_column); + if (err!=OK) { + //print_line("LDEBUG: "+lex_debug(p_code)); + return err; + } + return OK; +} + + +void ShaderLanguage::get_keyword_list(ShaderType p_type, List<String> *p_keywords) { + + int idx=0; + + while(intrinsic_func_defs[idx].name) { + + p_keywords->push_back(intrinsic_func_defs[idx].name); + idx++; + } + + switch(p_type) { + case SHADER_MATERIAL_VERTEX: { + idx=0; + while (vertex_builtins_defs[idx].name) { + p_keywords->push_back(vertex_builtins_defs[idx].name); + idx++; + } + } break; + case SHADER_MATERIAL_FRAGMENT: { + idx=0; + while (fragment_builtins_defs[idx].name) { + p_keywords->push_back(fragment_builtins_defs[idx].name); + idx++; + } + } break; + case SHADER_POST_PROCESS: { + idx=0; + while (postprocess_fragment_builtins_defs[idx].name) { + p_keywords->push_back(postprocess_fragment_builtins_defs[idx].name); + idx++; + } + } break; + + } + +} diff --git a/servers/visual/shader_language.h b/servers/visual/shader_language.h new file mode 100644 index 0000000000..9455e677cf --- /dev/null +++ b/servers/visual/shader_language.h @@ -0,0 +1,403 @@ +/*************************************************************************/ +/* shader_language.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef SHADER_LANGUAGE_H +#define SHADER_LANGUAGE_H + +#include "typedefs.h" +#include "ustring.h" +#include "list.h" +#include "string_db.h" +#include "map.h" +#include "variant.h" + + +class ShaderLanguage { +public: + + + /* COMPILER */ + + enum ShaderType { + SHADER_MATERIAL_VERTEX, + SHADER_MATERIAL_FRAGMENT, + SHADER_POST_PROCESS, + }; + + enum DataType { + TYPE_VOID, + TYPE_BOOL, + TYPE_FLOAT, + TYPE_VEC2, + TYPE_VEC3, + TYPE_VEC4, + TYPE_MAT3, + TYPE_MAT4, + TYPE_TEXTURE, + TYPE_CUBEMAP, + }; + + enum Operator { + OP_ASSIGN, + OP_ADD, + OP_SUB, + OP_MUL, + OP_DIV, + OP_ASSIGN_ADD, + OP_ASSIGN_SUB, + OP_ASSIGN_MUL, + OP_ASSIGN_DIV, + OP_NEG, + OP_NOT, + OP_CMP_EQ, + OP_CMP_NEQ, + OP_CMP_LEQ, + OP_CMP_GEQ, + OP_CMP_LESS, + OP_CMP_GREATER, + OP_CMP_OR, + OP_CMP_AND, + OP_CALL, + OP_CONSTRUCT, + OP_MAX + }; + + enum FlowOperation { + FLOW_OP_IF, + FLOW_OP_RETURN, + //FLOW_OP_FOR, + //FLOW_OP_WHILE, + //FLOW_OP_DO, + //FLOW_OP_BREAK, + //FLOW_OP_CONTINUE, + + }; + + struct Node { + + enum Type { + TYPE_PROGRAM, + TYPE_FUNCTION, + TYPE_BLOCK, + TYPE_VARIABLE, + TYPE_CONSTANT, + TYPE_OPERATOR, + TYPE_CONTROL_FLOW, + TYPE_MEMBER + }; + + Node * parent; + Type type; + + virtual DataType get_datatype() const { return TYPE_VOID; } + + virtual ~Node() {} + }; + + + struct OperatorNode : public Node { + + DataType return_cache; + Operator op; + Vector<Node*> arguments; + virtual DataType get_datatype() const { return return_cache; } + + OperatorNode() { type=TYPE_OPERATOR; return_cache=TYPE_VOID; } + }; + + struct VariableNode : public Node { + bool uniform; + DataType datatype_cache; + StringName name; + virtual DataType get_datatype() const { return datatype_cache; } + + VariableNode() { type=TYPE_VARIABLE; datatype_cache=TYPE_VOID; uniform=false; } + }; + + struct ConstantNode : public Node { + + DataType datatype; + Variant value; + virtual DataType get_datatype() const { return datatype; } + + ConstantNode() { type=TYPE_CONSTANT; } + }; + + struct BlockNode : public Node { + + Map<StringName,DataType> variables; + List<Node*> statements; + BlockNode() { type=TYPE_BLOCK; } + }; + + struct ControlFlowNode : public Node { + + FlowOperation flow_op; + Vector<Node*> statements; + ControlFlowNode() { type=TYPE_CONTROL_FLOW; flow_op=FLOW_OP_IF;} + }; + + struct MemberNode : public Node { + + DataType basetype; + DataType datatype; + StringName name; + Node* owner; + virtual DataType get_datatype() const { return datatype; } + MemberNode() { type=TYPE_MEMBER; } + }; + + + struct FunctionNode : public Node { + + + struct Argument { + + StringName name; + DataType type; + }; + + StringName name; + DataType return_type; + Vector<Argument> arguments; + BlockNode *body; + + FunctionNode() { type=TYPE_FUNCTION; } + + }; + + struct Uniform { + + int order; + DataType type; + Variant default_value; + }; + + struct ProgramNode : public Node { + + struct Function { + StringName name; + FunctionNode*function; + }; + + + Map<StringName,DataType> builtin_variables; + Map<StringName,Uniform> uniforms; + + Vector<Function> functions; + BlockNode *body; + + ProgramNode() { type=TYPE_PROGRAM; } + }; + + typedef void (*CompileFunc)(void*,ProgramNode*); + + struct VarInfo { + + StringName name; + DataType type; + }; + +private: + + + + enum TokenType { + + TK_EMPTY, + TK_INDENTIFIER, + TK_TRUE, + TK_FALSE, + TK_REAL_CONSTANT, + TK_TYPE_VOID, + TK_TYPE_BOOL, + TK_TYPE_FLOAT, + TK_TYPE_VEC2, + TK_TYPE_VEC3, + TK_TYPE_VEC4, + TK_TYPE_MAT3, + TK_TYPE_MAT4, + TK_TYPE_TEXTURE, + TK_TYPE_CUBEMAP, + TK_TYPE_COLOR, + TK_OP_EQUAL, + TK_OP_NOT_EQUAL, + TK_OP_LESS, + TK_OP_LESS_EQUAL, + TK_OP_GREATER, + TK_OP_GREATER_EQUAL, + TK_OP_AND, + TK_OP_OR, + TK_OP_NOT, + TK_OP_ADD, + TK_OP_SUB, + TK_OP_MUL, + TK_OP_DIV, + TK_OP_NEG, + TK_OP_ASSIGN, + TK_OP_ASSIGN_ADD, + TK_OP_ASSIGN_SUB, + TK_OP_ASSIGN_MUL, + TK_OP_ASSIGN_DIV, + TK_CF_IF, + TK_CF_ELSE, + TK_CF_RETURN, + TK_BRACKET_OPEN, + TK_BRACKET_CLOSE, + TK_CURLY_BRACKET_OPEN, + TK_CURLY_BRACKET_CLOSE, + TK_PARENTHESIS_OPEN, + TK_PARENTHESIS_CLOSE, + TK_COMMA, + TK_SEMICOLON, + TK_PERIOD, + TK_UNIFORM, + TK_ERROR, + TK_MAX + }; + + static const char * token_names[TK_MAX]; + + struct Token { + + TokenType type; + StringName text; + uint16_t line,col; + + Token(TokenType p_type=TK_EMPTY,const String& p_text=String()) { type=p_type; text=p_text; line=0; col=0; } + }; + + + + static Token read_token(const CharType* p_text,int p_len,int &r_line,int &r_chars); + static Error tokenize(const String& p_text,Vector<Token> *p_tokens,String *r_error,int *r_err_line,int *r_err_column); + + + + + class Parser { + + Vector<Token> tokens; + int pos; + String error; + public: + + + void set_error(const String& p_error) { error=p_error; } + void get_error(String *r_error, int *r_line, int *r_column) { + + *r_error=error; + *r_line=get_token(pos).line; + *r_column=get_token(pos).col; + } + + + + Token get_token(int ofs=0) const { int idx=pos+ofs; if (idx<0 || idx>=tokens.size()) return Token(TK_ERROR); return tokens[idx]; } + TokenType get_token_type(int ofs=0) const { int idx=pos+ofs; if (idx<0 || idx>=tokens.size()) return TK_ERROR; return tokens[idx].type; } + void advance(int p_amount=1) { pos+=p_amount; } + bool is_at_end() const { return pos>=tokens.size(); } + + ProgramNode *program; + template<class T> + T* create_node(Node *p_parent) { T*n=memnew( T ); nodegc.push_back(n); n->parent=p_parent; return n; } + List<Node*> nodegc; + + Parser(const Vector<Token>& p_tokens) { tokens=p_tokens; pos=0;} + }; + + struct IntrinsicFuncDef { + + enum { MAX_ARGS=5 }; + const char* name; + DataType rettype; + const DataType args[MAX_ARGS]; + + }; + + static const IntrinsicFuncDef intrinsic_func_defs[]; + + struct OperatorDef { + + enum { MAX_ARGS=2 }; + Operator op; + DataType rettype; + const DataType args[MAX_ARGS]; + }; + + static const OperatorDef operator_defs[]; + + struct BuiltinsDef { + + const char* name; + DataType type; + }; + + static const BuiltinsDef vertex_builtins_defs[]; + static const BuiltinsDef fragment_builtins_defs[]; + static const BuiltinsDef postprocess_fragment_builtins_defs[]; + + static DataType get_token_datatype(TokenType p_type); + static String get_datatype_name(DataType p_type); + static bool is_token_datatype(TokenType p_type); + static bool is_token_nonvoid_datatype(TokenType p_type); + + static bool test_existing_identifier(Node *p_node,const StringName p_identifier,bool p_func=true,bool p_var=true,bool p_builtin=true); + + static bool parser_is_at_function(Parser& parser); + static DataType compute_node_type(Node *p_node); + + static Node* validate_function_call(Parser&parser, OperatorNode *p_func); + static Node* validate_operator(Parser& parser,OperatorNode *p_func); + static bool is_token_operator(TokenType p_type); + static Operator get_token_operator(TokenType p_type); + + static Error parse_expression(Parser& parser,Node *p_parent,Node **r_expr); + + static Error parse_variable_declaration(Parser& parser,BlockNode *p_block); + static Error parse_function(Parser& parser,BlockNode *p_block); + static Error parse_flow_if(Parser& parser,Node *p_parent,Node **r_statement); + static Error parse_flow_return(Parser& parser,Node *p_parent,Node **r_statement); + static Error parse_statement(Parser& parser,Node *p_parent,Node **r_statement); + static Error parse_block(Parser& parser,BlockNode *p_block); + + + static Error parse(const Vector<Token> &p_tokens,ShaderType p_type,CompileFunc p_compile_func,void *p_userdata,String *r_error,int *r_err_line,int *r_err_column); + +; +public: + + static void get_keyword_list(ShaderType p_type,List<String> *p_keywords); + + static Error compile(const String& p_code,ShaderType p_type, CompileFunc p_compile_func,void *p_userdata,String *r_error,int *r_err_line,int *r_err_column); + static String lex_debug(const String& p_code); + +}; + + +#endif // SHADER_LANGUAGE_H diff --git a/servers/visual/visual_server_raster.cpp b/servers/visual/visual_server_raster.cpp new file mode 100644 index 0000000000..42b8d484b5 --- /dev/null +++ b/servers/visual/visual_server_raster.cpp @@ -0,0 +1,5717 @@ +/*************************************************************************/ +/* visual_server_raster.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "visual_server_raster.h" +#include "os/os.h" +#include "globals.h" +#include "default_mouse_cursor.xpm" +#include "sort.h" +// careful, these may run in different threads than the visual server + +BalloonAllocator<> *VisualServerRaster::OctreeAllocator::allocator=NULL; + +#define VS_CHANGED\ + changes++;\ + +// print_line(__FUNCTION__); + + + + +RID VisualServerRaster::texture_create() { + + return rasterizer->texture_create(); +} + + +void VisualServerRaster::texture_allocate(RID p_texture, int p_width, int p_height,Image::Format p_format,uint32_t p_flags) { + + rasterizer->texture_allocate(p_texture,p_width,p_height,p_format,p_flags); +} + +void VisualServerRaster::texture_set_flags(RID p_texture,uint32_t p_flags) { + + VS_CHANGED; + rasterizer->texture_set_flags(p_texture,p_flags); +} + + +void VisualServerRaster::texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side) { + + VS_CHANGED; + rasterizer->texture_set_data(p_texture,p_image,p_cube_side); + + +} + +Image VisualServerRaster::texture_get_data(RID p_texture,CubeMapSide p_cube_side) const { + + + return rasterizer->texture_get_data(p_texture,p_cube_side); +} + + +uint32_t VisualServerRaster::texture_get_flags(RID p_texture) const { + + return rasterizer->texture_get_flags(p_texture); + +} +Image::Format VisualServerRaster::texture_get_format(RID p_texture) const { + + return rasterizer->texture_get_format(p_texture); + +} +uint32_t VisualServerRaster::texture_get_width(RID p_texture) const { + + return rasterizer->texture_get_width(p_texture); +} + +uint32_t VisualServerRaster::texture_get_height(RID p_texture) const { + + return rasterizer->texture_get_height(p_texture); +} + +void VisualServerRaster::texture_set_size_override(RID p_texture,int p_width, int p_height) { + + rasterizer->texture_set_size_override(p_texture,p_width,p_height); +} + +bool VisualServerRaster::texture_can_stream(RID p_texture) const { + + return false; +} + +void VisualServerRaster::texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const { + + rasterizer->texture_set_reload_hook(p_texture,p_owner,p_function); +} + +/* SHADER API */ + +RID VisualServerRaster::shader_create(ShaderMode p_mode) { + + return rasterizer->shader_create(p_mode); +} + +void VisualServerRaster::shader_set_mode(RID p_shader,ShaderMode p_mode){ + + VS_CHANGED; + rasterizer->shader_set_mode(p_shader,p_mode); +} +VisualServer::ShaderMode VisualServerRaster::shader_get_mode(RID p_shader) const{ + + return rasterizer->shader_get_mode(p_shader); +} + + +void VisualServerRaster::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) { + + VS_CHANGED; + rasterizer->shader_set_code(p_shader,p_vertex,p_fragment,p_vertex_ofs,p_fragment_ofs); +} + +String VisualServerRaster::shader_get_vertex_code(RID p_shader) const{ + + return rasterizer->shader_get_vertex_code(p_shader); +} + +String VisualServerRaster::shader_get_fragment_code(RID p_shader) const{ + + return rasterizer->shader_get_fragment_code(p_shader); +} + +void VisualServerRaster::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { + + return rasterizer->shader_get_param_list(p_shader,p_param_list); +} + + + +/* Material */ + +RID VisualServerRaster::material_create() { + + return rasterizer->material_create(); +} + +void VisualServerRaster::material_set_shader(RID p_material, RID p_shader) { + + VS_CHANGED; + rasterizer->material_set_shader(p_material, p_shader ); +} + +RID VisualServerRaster::material_get_shader(RID p_material) const { + + return rasterizer->material_get_shader(p_material); +} + +void VisualServerRaster::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) { + + VS_CHANGED; + rasterizer->material_set_param(p_material, p_param,p_value ); +} + +Variant VisualServerRaster::material_get_param(RID p_material, const StringName& p_param) const { + + return rasterizer->material_get_param(p_material,p_param); +} + +void VisualServerRaster::material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled) { + VS_CHANGED; + rasterizer->material_set_flag(p_material,p_flag,p_enabled); +} + +void VisualServerRaster::material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled) { + + VS_CHANGED; + rasterizer->material_set_hint(p_material,p_hint,p_enabled); +} + +bool VisualServerRaster::material_get_hint(RID p_material,MaterialHint p_hint) const { + + return rasterizer->material_get_hint(p_material,p_hint); + +} + +void VisualServerRaster::material_set_shade_model(RID p_material, MaterialShadeModel p_model) { + VS_CHANGED; + rasterizer->material_set_shade_model(p_material,p_model); +} + +VisualServer::MaterialShadeModel VisualServerRaster::material_get_shade_model(RID p_material) const { + + return rasterizer->material_get_shade_model(p_material); + +} + + +bool VisualServerRaster::material_get_flag(RID p_material,MaterialFlag p_flag) const { + + return rasterizer->material_get_flag(p_material,p_flag); +} + +void VisualServerRaster::material_set_blend_mode(RID p_material,MaterialBlendMode p_mode) { + VS_CHANGED; + rasterizer->material_set_blend_mode(p_material,p_mode); +} +VS::MaterialBlendMode VisualServerRaster::material_get_blend_mode(RID p_material) const { + + return rasterizer->material_get_blend_mode(p_material); +} + +void VisualServerRaster::material_set_line_width(RID p_material,float p_line_width) { + VS_CHANGED; + rasterizer->material_set_line_width(p_material,p_line_width); +} +float VisualServerRaster::material_get_line_width(RID p_material) const { + + return rasterizer->material_get_line_width(p_material); +} + +/* FIXED MATERIAL */ + +RID VisualServerRaster::fixed_material_create() { + + return rasterizer->fixed_material_create(); +} + +void VisualServerRaster::fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled) { + + rasterizer->fixed_material_set_flag(p_material,p_flag,p_enabled); +} + +bool VisualServerRaster::fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const { + + return rasterizer->fixed_material_get_flag(p_material,p_flag); +} + +void VisualServerRaster::fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant& p_value) { + VS_CHANGED; + rasterizer->fixed_material_set_parameter(p_material,p_parameter,p_value); +} + +Variant VisualServerRaster::fixed_material_get_param(RID p_material,FixedMaterialParam p_parameter) const { + + return rasterizer->fixed_material_get_parameter(p_material,p_parameter); +} + + +void VisualServerRaster::fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture) { + VS_CHANGED; + rasterizer->fixed_material_set_texture(p_material,p_parameter,p_texture); +} + +RID VisualServerRaster::fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const { + + return rasterizer->fixed_material_get_texture(p_material,p_parameter); +} + + +void VisualServerRaster::fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode) { + VS_CHANGED; + rasterizer->fixed_material_set_detail_blend_mode(p_material,p_mode); +} + +VS::MaterialBlendMode VisualServerRaster::fixed_material_get_detail_blend_mode(RID p_material) const { + + return rasterizer->fixed_material_get_detail_blend_mode(p_material); +} + + + + +void VisualServerRaster::fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode) { + VS_CHANGED; + rasterizer->fixed_material_set_texcoord_mode(p_material,p_parameter,p_mode); +} + +VS::FixedMaterialTexCoordMode VisualServerRaster::fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const { + + return rasterizer->fixed_material_get_texcoord_mode(p_material,p_parameter); +} + +void VisualServerRaster::fixed_material_set_point_size(RID p_material,float p_size) { + VS_CHANGED + + rasterizer->fixed_material_set_point_size(p_material,p_size); +} + +float VisualServerRaster::fixed_material_get_point_size(RID p_material) const{ + + return rasterizer->fixed_material_get_point_size(p_material); +} + + +void VisualServerRaster::fixed_material_set_uv_transform(RID p_material,const Transform& p_transform) { + VS_CHANGED; + rasterizer->fixed_material_set_uv_transform(p_material,p_transform); +} + +Transform VisualServerRaster::fixed_material_get_uv_transform(RID p_material) const { + + return rasterizer->fixed_material_get_uv_transform(p_material); +} + + + +/* MESH API */ + +RID VisualServerRaster::mesh_create() { + + return rasterizer->mesh_create(); +} + +void VisualServerRaster::mesh_set_morph_target_count(RID p_mesh,int p_amount) { + + rasterizer->mesh_set_morph_target_count(p_mesh,p_amount); + int amount = rasterizer->mesh_get_morph_target_count(p_mesh); + + + Map< RID, Set<RID> >::Element * E = instance_dependency_map.find( p_mesh ); + + if (!E) + return; + + + Set<RID>::Element *I = E->get().front(); + + while(I) { + + Instance *ins = instance_owner.get( I->get() ); + ins->data.morph_values.resize(amount); + I = I->next(); + } +} + +int VisualServerRaster::mesh_get_morph_target_count(RID p_mesh) const { + + return rasterizer->mesh_get_morph_target_count(p_mesh); +} + +void VisualServerRaster::mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode) { + + rasterizer->mesh_set_morph_target_mode(p_mesh,p_mode); +} + +VisualServer::MorphTargetMode VisualServerRaster::mesh_get_morph_target_mode(RID p_mesh) const{ + + return rasterizer->mesh_get_morph_target_mode(p_mesh); +} + +void VisualServerRaster::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) { + + +} + + +void VisualServerRaster::mesh_add_surface(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,bool p_alpha_sort) { + + VS_CHANGED; + _dependency_queue_update(p_mesh,true); + rasterizer->mesh_add_surface(p_mesh,p_primitive,p_arrays,p_blend_shapes,p_alpha_sort); + +} + +Array VisualServerRaster::mesh_get_surface_arrays(RID p_mesh,int p_surface) const { + + return rasterizer->mesh_get_surface_arrays(p_mesh,p_surface); +} +Array VisualServerRaster::mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const { + + return rasterizer->mesh_get_surface_morph_arrays(p_mesh,p_surface); +} + + + + +void VisualServerRaster::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned){ + VS_CHANGED; + rasterizer->mesh_surface_set_material(p_mesh,p_surface,p_material,p_owned); +} + +RID VisualServerRaster::mesh_surface_get_material(RID p_mesh,int p_surface) const { + + return rasterizer->mesh_surface_get_material(p_mesh,p_surface); + +} + + +int VisualServerRaster::mesh_surface_get_array_len(RID p_mesh, int p_surface) const{ + + return rasterizer->mesh_surface_get_array_len(p_mesh,p_surface); +} + +int VisualServerRaster::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const{ + + + return rasterizer->mesh_surface_get_array_index_len(p_mesh,p_surface); +} + +uint32_t VisualServerRaster::mesh_surface_get_format(RID p_mesh, int p_surface) const{ + + return rasterizer->mesh_surface_get_format(p_mesh,p_surface); +} + +VisualServer::PrimitiveType VisualServerRaster::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const{ + + return rasterizer->mesh_surface_get_primitive_type(p_mesh,p_surface); +} + + +void VisualServerRaster::mesh_remove_surface(RID p_mesh,int p_surface){ + + rasterizer->mesh_remove_surface(p_mesh,p_surface); +} + +int VisualServerRaster::mesh_get_surface_count(RID p_mesh) const{ + + return rasterizer->mesh_get_surface_count(p_mesh); + +} + +/* MULTIMESH */ + +RID VisualServerRaster::multimesh_create() { + + return rasterizer->multimesh_create(); +} + +void VisualServerRaster::multimesh_set_instance_count(RID p_multimesh,int p_count) { + VS_CHANGED; + rasterizer->multimesh_set_instance_count(p_multimesh,p_count); +} + +int VisualServerRaster::multimesh_get_instance_count(RID p_multimesh) const { + + return rasterizer->multimesh_get_instance_count(p_multimesh); +} + +void VisualServerRaster::multimesh_set_mesh(RID p_multimesh,RID p_mesh) { + VS_CHANGED; + rasterizer->multimesh_set_mesh(p_multimesh,p_mesh); + +} +void VisualServerRaster::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) { + VS_CHANGED; + rasterizer->multimesh_set_aabb(p_multimesh,p_aabb); + _dependency_queue_update(p_multimesh,true); + +} + +void VisualServerRaster::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) { + VS_CHANGED; + rasterizer->multimesh_instance_set_transform(p_multimesh,p_index,p_transform); + +} +void VisualServerRaster::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) { + VS_CHANGED; + rasterizer->multimesh_instance_set_color(p_multimesh,p_index,p_color); + +} +RID VisualServerRaster::multimesh_get_mesh(RID p_multimesh) const { + + return rasterizer->multimesh_get_mesh(p_multimesh); +} +AABB VisualServerRaster::multimesh_get_aabb(RID p_multimesh,const AABB& p_aabb) const { + + + return rasterizer->multimesh_get_aabb(p_multimesh); +} + +Transform VisualServerRaster::multimesh_instance_get_transform(RID p_multimesh,int p_index) const { + + return rasterizer->multimesh_instance_get_transform(p_multimesh,p_index); +} +Color VisualServerRaster::multimesh_instance_get_color(RID p_multimesh,int p_index) const { + + return rasterizer->multimesh_instance_get_color(p_multimesh,p_index); +} + +void VisualServerRaster::multimesh_set_visible_instances(RID p_multimesh,int p_visible) { + + rasterizer->multimesh_set_visible_instances(p_multimesh,p_visible); + +} + +int VisualServerRaster::multimesh_get_visible_instances(RID p_multimesh) const { + + return rasterizer->multimesh_get_visible_instances(p_multimesh); +} + + + + +/* PARTICLES API */ + +RID VisualServerRaster::particles_create() { + + return rasterizer->particles_create(); +} + +void VisualServerRaster::particles_set_amount(RID p_particles, int p_amount) { + VS_CHANGED; + rasterizer->particles_set_amount(p_particles,p_amount); +} + +int VisualServerRaster::particles_get_amount(RID p_particles) const { + + return rasterizer->particles_get_amount(p_particles); +} + +void VisualServerRaster::particles_set_emitting(RID p_particles, bool p_emitting) { + VS_CHANGED; + rasterizer->particles_set_emitting(p_particles,p_emitting); +} +bool VisualServerRaster::particles_is_emitting(RID p_particles) const { + + return rasterizer->particles_is_emitting(p_particles); +} + +void VisualServerRaster::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) { + VS_CHANGED; + rasterizer->particles_set_visibility_aabb(p_particles, p_visibility); +} +AABB VisualServerRaster::particles_get_visibility_aabb(RID p_particles) const { + + return rasterizer->particles_get_visibility_aabb(p_particles); +} + +void VisualServerRaster::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) { + VS_CHANGED; + rasterizer->particles_set_emission_half_extents(p_particles,p_half_extents); +} +Vector3 VisualServerRaster::particles_get_emission_half_extents(RID p_particles) const { + + return rasterizer->particles_get_emission_half_extents(p_particles); +} + +void VisualServerRaster::particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity) { + VS_CHANGED; + rasterizer->particles_set_emission_base_velocity(p_particles,p_base_velocity); +} +Vector3 VisualServerRaster::particles_get_emission_base_velocity(RID p_particles) const { + + return rasterizer->particles_get_emission_base_velocity(p_particles); +} + +void VisualServerRaster::particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points) { + + VS_CHANGED; + rasterizer->particles_set_emission_points(p_particles,p_points); +} + +DVector<Vector3> VisualServerRaster::particles_get_emission_points(RID p_particles) const { + + return rasterizer->particles_get_emission_points(p_particles); +} + +void VisualServerRaster::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) { + VS_CHANGED; + rasterizer->particles_set_gravity_normal(p_particles,p_normal); +} +Vector3 VisualServerRaster::particles_get_gravity_normal(RID p_particles) const { + + return rasterizer->particles_get_gravity_normal(p_particles); +} + +void VisualServerRaster::particles_set_variable(RID p_particles, ParticleVariable p_variable,float p_value) { + VS_CHANGED; + rasterizer->particles_set_variable(p_particles,p_variable,p_value); +} +float VisualServerRaster::particles_get_variable(RID p_particles, ParticleVariable p_variable) const { + + return rasterizer->particles_get_variable(p_particles,p_variable); +} + +void VisualServerRaster::particles_set_randomness(RID p_particles, ParticleVariable p_variable,float p_randomness) { + VS_CHANGED; + rasterizer->particles_set_randomness(p_particles,p_variable,p_randomness); +} +float VisualServerRaster::particles_get_randomness(RID p_particles, ParticleVariable p_variable) const { + + return rasterizer->particles_get_randomness(p_particles,p_variable); +} + +void VisualServerRaster::particles_set_color_phases(RID p_particles, int p_phases) { + VS_CHANGED; + rasterizer->particles_set_color_phases(p_particles,p_phases); +} +int VisualServerRaster::particles_get_color_phases(RID p_particles) const { + + return rasterizer->particles_get_color_phases(p_particles); +} + +void VisualServerRaster::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) { + VS_CHANGED; + rasterizer->particles_set_color_phase_pos(p_particles,p_phase,p_pos); +} +float VisualServerRaster::particles_get_color_phase_pos(RID p_particles, int p_phase) const { + + return rasterizer->particles_get_color_phase_pos(p_particles,p_phase); +} + +void VisualServerRaster::particles_set_attractors(RID p_particles, int p_attractors) { + VS_CHANGED; + rasterizer->particles_set_attractors(p_particles,p_attractors); +} +int VisualServerRaster::particles_get_attractors(RID p_particles) const { + + return rasterizer->particles_get_attractors(p_particles); +} + +void VisualServerRaster::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) { + VS_CHANGED; + rasterizer->particles_set_attractor_pos(p_particles,p_attractor,p_pos); +} +Vector3 VisualServerRaster::particles_get_attractor_pos(RID p_particles,int p_attractor) const { + + return rasterizer->particles_get_attractor_pos(p_particles,p_attractor); +} + +void VisualServerRaster::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) { + VS_CHANGED; + rasterizer->particles_set_attractor_strength(p_particles,p_attractor,p_force); +} + +float VisualServerRaster::particles_get_attractor_strength(RID p_particles,int p_attractor) const { + + return rasterizer->particles_get_attractor_strength(p_particles,p_attractor); +} + +void VisualServerRaster::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) { + VS_CHANGED; + rasterizer->particles_set_color_phase_color(p_particles,p_phase,p_color); +} +Color VisualServerRaster::particles_get_color_phase_color(RID p_particles, int p_phase) const { + + return rasterizer->particles_get_color_phase_color(p_particles,p_phase); +} + +void VisualServerRaster::particles_set_material(RID p_particles, RID p_material,bool p_owned) { + VS_CHANGED; + rasterizer->particles_set_material(p_particles,p_material,p_owned); +} +RID VisualServerRaster::particles_get_material(RID p_particles) const { + + return rasterizer->particles_get_material(p_particles); +} + + +void VisualServerRaster::particles_set_height_from_velocity(RID p_particles, bool p_enable) { + + VS_CHANGED; + rasterizer->particles_set_height_from_velocity(p_particles,p_enable); + +} + +bool VisualServerRaster::particles_has_height_from_velocity(RID p_particles) const { + + return rasterizer->particles_has_height_from_velocity(p_particles); +} + +void VisualServerRaster::particles_set_use_local_coordinates(RID p_particles, bool p_enable) { + + rasterizer->particles_set_use_local_coordinates(p_particles,p_enable); +} + +bool VisualServerRaster::particles_is_using_local_coordinates(RID p_particles) const { + + return rasterizer->particles_is_using_local_coordinates(p_particles); +} + + +/* Light API */ + +RID VisualServerRaster::light_create(LightType p_type) { + + return rasterizer->light_create(p_type); +} +VisualServer::LightType VisualServerRaster::light_get_type(RID p_light) const { + + return rasterizer->light_get_type(p_light); +} + +void VisualServerRaster::light_set_color(RID p_light,LightColor p_type, const Color& p_color) { + VS_CHANGED; + rasterizer->light_set_color(p_light,p_type,p_color); + +} +Color VisualServerRaster::light_get_color(RID p_light,LightColor p_type) const { + + return rasterizer->light_get_color(p_light,p_type); + +} + + +void VisualServerRaster::light_set_shadow(RID p_light,bool p_enabled) { + VS_CHANGED; + rasterizer->light_set_shadow(p_light,p_enabled); +} + +bool VisualServerRaster::light_has_shadow(RID p_light) const { + + return rasterizer->light_has_shadow(p_light); +} + + + +void VisualServerRaster::light_set_volumetric(RID p_light,bool p_enabled) { + VS_CHANGED; + rasterizer->light_set_volumetric(p_light,p_enabled); +} + +bool VisualServerRaster::light_is_volumetric(RID p_light) const { + + return rasterizer->light_is_volumetric(p_light); +} + +void VisualServerRaster::light_set_projector(RID p_light,RID p_texture) { + VS_CHANGED; + rasterizer->light_set_projector(p_light,p_texture); +} + +RID VisualServerRaster::light_get_projector(RID p_light) const { + + return rasterizer->light_get_projector(p_light); +} + +void VisualServerRaster::light_set_param(RID p_light, LightParam p_var, float p_value) { + VS_CHANGED; + rasterizer->light_set_var(p_light,p_var,p_value); + _dependency_queue_update(p_light,true); + +} + +float VisualServerRaster::light_get_param(RID p_light, LightParam p_var) const { + + + return rasterizer->light_get_var(p_light,p_var); +} + +void VisualServerRaster::light_set_operator(RID p_light,LightOp p_op) { + VS_CHANGED; + rasterizer->light_set_operator(p_light,p_op); +} + +VisualServerRaster::LightOp VisualServerRaster::light_get_operator(RID p_light) const { + + return rasterizer->light_get_operator(p_light); +} + +void VisualServerRaster::light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode) { + VS_CHANGED; + rasterizer->light_omni_set_shadow_mode(p_light,p_mode); +} + +VisualServerRaster::LightOmniShadowMode VisualServerRaster::light_omni_get_shadow_mode(RID p_light) const { + + return rasterizer->light_omni_get_shadow_mode(p_light); +} + +void VisualServerRaster::light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode){ + VS_CHANGED; + rasterizer->light_directional_set_shadow_mode(p_light,p_mode); +} + +VS::LightDirectionalShadowMode VisualServerRaster::light_directional_get_shadow_mode(RID p_light) const{ + + return rasterizer->light_directional_get_shadow_mode(p_light); +} + +void VisualServerRaster::light_directional_set_shadow_param(RID p_light,LightDirectionalShadowParam p_param, float p_value) { + VS_CHANGED; + rasterizer->light_directional_set_shadow_param(p_light,p_param,p_value); +} + +float VisualServerRaster::light_directional_get_shadow_param(RID p_light,LightDirectionalShadowParam p_param) const { + + return rasterizer->light_directional_get_shadow_param(p_light,p_param); +} + + +RID VisualServerRaster::skeleton_create() { + + return rasterizer->skeleton_create(); +} + +void VisualServerRaster::skeleton_resize(RID p_skeleton,int p_bones) { + VS_CHANGED; + rasterizer->skeleton_resize(p_skeleton,p_bones); +} + +int VisualServerRaster::skeleton_get_bone_count(RID p_skeleton) const { + + return rasterizer->skeleton_get_bone_count(p_skeleton); +} + +void VisualServerRaster::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) { + VS_CHANGED; + return rasterizer->skeleton_bone_set_transform(p_skeleton,p_bone,p_transform); + +} + +Transform VisualServerRaster::skeleton_bone_get_transform(RID p_skeleton,int p_bone) { + + + return rasterizer->skeleton_bone_get_transform(p_skeleton,p_bone); + +} + + +/* VISIBILITY API */ + +/* ROOM API */ + +RID VisualServerRaster::room_create() { + + Room *room = memnew( Room ); + ERR_FAIL_COND_V(!room,RID()); + return room_owner.make_rid( room ); + +} + +void VisualServerRaster::room_set_bounds(RID p_room, const BSP_Tree& p_bounds) { + VS_CHANGED; + Room *room = room_owner.get(p_room); + ERR_FAIL_COND(!room); + room->bounds=p_bounds; + +} + +BSP_Tree VisualServerRaster::room_get_bounds(RID p_room) const { + + Room *room = room_owner.get(p_room); + ERR_FAIL_COND_V(!room, BSP_Tree()); + return room->bounds; + +} + +/* PORTAL API */ + +RID VisualServerRaster::portal_create() { + VS_CHANGED; + Portal *portal = memnew( Portal ); + ERR_FAIL_COND_V(!portal,RID()); + return portal_owner.make_rid( portal ); + + +} + + +void VisualServerRaster::portal_set_shape(RID p_portal, const Vector<Point2>& p_shape) { + VS_CHANGED; + Portal *portal = portal_owner.get(p_portal); + ERR_FAIL_COND(!portal); + portal->shape=p_shape; + + portal->bounds=Rect2(); + + for(int i=0;i<p_shape.size();i++) { + + if (i==0) + portal->bounds.pos=p_shape[i]; + else + portal->bounds.expand_to(p_shape[i]); + } + + _dependency_queue_update(p_portal,true); +} + + +Vector<Point2> VisualServerRaster::portal_get_shape(RID p_portal) const { + + Portal *portal = portal_owner.get(p_portal); + ERR_FAIL_COND_V(!portal, Vector<Point2>()); + return portal->shape; + + +} + +void VisualServerRaster::portal_set_enabled(RID p_portal, bool p_enabled) { + VS_CHANGED; + Portal *portal = portal_owner.get(p_portal); + ERR_FAIL_COND(!portal); + portal->enabled=p_enabled; + +} + +bool VisualServerRaster::portal_is_enabled(RID p_portal) const { + + Portal *portal = portal_owner.get(p_portal); + ERR_FAIL_COND_V(!portal, false); + return portal->enabled; + +} +void VisualServerRaster::portal_set_disable_distance(RID p_portal, float p_distance) { + VS_CHANGED; + Portal *portal = portal_owner.get(p_portal); + ERR_FAIL_COND(!portal); + portal->disable_distance=p_distance; + +} +float VisualServerRaster::portal_get_disable_distance(RID p_portal) const { + + Portal *portal = portal_owner.get(p_portal); + ERR_FAIL_COND_V(!portal, -1); + return portal->disable_distance; + +} +void VisualServerRaster::portal_set_disabled_color(RID p_portal, const Color& p_color) { + VS_CHANGED; + Portal *portal = portal_owner.get(p_portal); + ERR_FAIL_COND(!portal); + portal->disable_color=p_color; + +} +Color VisualServerRaster::portal_get_disabled_color(RID p_portal) const { + + Portal *portal = portal_owner.get(p_portal); + ERR_FAIL_COND_V(!portal, Color()); + return portal->disable_color; +} + +void VisualServerRaster::portal_set_connect_range(RID p_portal, float p_range) { + VS_CHANGED; + Portal *portal = portal_owner.get(p_portal); + ERR_FAIL_COND(!portal); + portal->connect_range=p_range; + _dependency_queue_update(p_portal,true); +} + +float VisualServerRaster::portal_get_connect_range(RID p_portal) const { + + Portal *portal = portal_owner.get(p_portal); + ERR_FAIL_COND_V(!portal,0); + return portal->connect_range; +} + + +/* CAMERA API */ + +RID VisualServerRaster::camera_create() { + + Camera * camera = memnew( Camera ); + return camera_owner.make_rid( camera ); + +} + +void VisualServerRaster::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) { + VS_CHANGED; + Camera *camera = camera_owner.get( p_camera ); + ERR_FAIL_COND(!camera); + camera->type=Camera::PERSPECTIVE; + camera->fov=p_fovy_degrees; + camera->znear=p_z_near; + camera->zfar=p_z_far; + +} + +void VisualServerRaster::camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far) { + VS_CHANGED; + Camera *camera = camera_owner.get( p_camera ); + ERR_FAIL_COND(!camera); + camera->type=Camera::ORTHOGONAL; + camera->size=p_size; + camera->znear=p_z_near; + camera->zfar=p_z_far; +} + +void VisualServerRaster::camera_set_transform(RID p_camera,const Transform& p_transform) { + VS_CHANGED; + Camera *camera = camera_owner.get( p_camera ); + ERR_FAIL_COND(!camera); + camera->transform=p_transform; + + +} + +void VisualServerRaster::camera_set_visible_layers(RID p_camera,uint32_t p_layers) { + + VS_CHANGED; + Camera *camera = camera_owner.get( p_camera ); + ERR_FAIL_COND(!camera); + + camera->visible_layers=p_layers; + +} + +uint32_t VisualServerRaster::camera_get_visible_layers(RID p_camera) const{ + + const Camera *camera = camera_owner.get( p_camera ); + ERR_FAIL_COND_V(!camera,0); + + return camera->visible_layers; +} + +void VisualServerRaster::camera_set_environment(RID p_camera,RID p_env) { + + Camera *camera = camera_owner.get( p_camera ); + ERR_FAIL_COND(!camera); + camera->env=p_env; + +} + +RID VisualServerRaster::camera_get_environment(RID p_camera) const { + + const Camera *camera = camera_owner.get( p_camera ); + ERR_FAIL_COND_V(!camera,RID()); + return camera->env; + +} + +void VisualServerRaster::camera_set_use_vertical_aspect(RID p_camera,bool p_enable) { + + Camera *camera = camera_owner.get( p_camera ); + ERR_FAIL_COND(!camera); + camera->vaspect=p_enable; + +} +bool VisualServerRaster::camera_is_using_vertical_aspect(RID p_camera,bool p_enable) const{ + + const Camera *camera = camera_owner.get( p_camera ); + ERR_FAIL_COND_V(!camera,false); + return camera->vaspect; + +} + + +/* VIEWPORT API */ + + +RID VisualServerRaster::viewport_create() { + + Viewport *viewport = memnew( Viewport ); + RID rid = viewport_owner.make_rid( viewport ); + ERR_FAIL_COND_V( !rid.is_valid(), rid ); + + viewport->self=rid; + viewport->hide_scenario=false; + viewport->hide_canvas=false; + viewport->viewport_data=rasterizer->viewport_data_create(); + + return rid; +} + +void VisualServerRaster::viewport_attach_to_screen(RID p_viewport,int p_screen) { + + VS_CHANGED; + Viewport *viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + + screen_viewports[p_viewport]=p_screen; +} + +void VisualServerRaster::viewport_detach(RID p_viewport) { + + VS_CHANGED; + Viewport *viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + ERR_FAIL_COND(!screen_viewports.has(p_viewport)); + screen_viewports.erase(p_viewport); + +} + +void VisualServerRaster::viewport_set_as_render_target(RID p_viewport,bool p_enable) { + + VS_CHANGED; + Viewport *viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + if (viewport->render_target.is_valid()==p_enable) + return; + if (!p_enable) { + + rasterizer->free(viewport->render_target); + viewport->render_target=RID(); + viewport->render_target_texture=RID(); + if (viewport->update_list.in_list()) + viewport_update_list.remove(&viewport->update_list); + + } else { + + viewport->render_target=rasterizer->render_target_create(); + rasterizer->render_target_set_size(viewport->render_target,viewport->rect.width,viewport->rect.height); + viewport->render_target_texture=rasterizer->render_target_get_texture(viewport->render_target); + if (viewport->render_target_update_mode!=RENDER_TARGET_UPDATE_DISABLED) + viewport_update_list.add(&viewport->update_list); + } + +} + +void VisualServerRaster::viewport_set_render_target_update_mode(RID p_viewport,RenderTargetUpdateMode p_mode){ + + VS_CHANGED; + Viewport *viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + if (viewport->update_list.in_list()) + viewport_update_list.remove(&viewport->update_list); + + viewport->render_target_update_mode=p_mode; + + if (viewport->render_target_update_mode!=RENDER_TARGET_UPDATE_DISABLED) + viewport_update_list.add(&viewport->update_list); + +} +VisualServer::RenderTargetUpdateMode VisualServerRaster::viewport_get_render_target_update_mode(RID p_viewport) const{ + + const Viewport *viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND_V(!viewport,RENDER_TARGET_UPDATE_DISABLED); + + return viewport->render_target_update_mode; +} +RID VisualServerRaster::viewport_get_render_target_texture(RID p_viewport) const{ + + Viewport *viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND_V(!viewport,RID()); + + return viewport->render_target_texture; + +} + +void VisualServerRaster::viewport_queue_screen_capture(RID p_viewport) { + + VS_CHANGED; + Viewport *viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + viewport->queue_capture=true; + +} + +Image VisualServerRaster::viewport_get_screen_capture(RID p_viewport) const { + + Viewport *viewport = (Viewport*)viewport_owner.get( p_viewport ); + ERR_FAIL_COND_V(!viewport,Image()); + + Image ret = viewport->capture; + viewport->capture=Image(); + return ret; +} + +void VisualServerRaster::viewport_set_rect(RID p_viewport,const ViewportRect& p_rect) { + VS_CHANGED; + Viewport *viewport=NULL; + + viewport = viewport_owner.get( p_viewport ); + + ERR_FAIL_COND(!viewport); + + viewport->rect=p_rect; +} + + +VisualServer::ViewportRect VisualServerRaster::viewport_get_rect(RID p_viewport) const { + + const Viewport *viewport=NULL; + + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND_V(!viewport, ViewportRect()); + + return viewport->rect; +} + +void VisualServerRaster::viewport_set_hide_scenario(RID p_viewport,bool p_hide) { + + VS_CHANGED; + + Viewport *viewport=NULL; + + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + viewport->hide_scenario=p_hide; + + +} + +void VisualServerRaster::viewport_set_hide_canvas(RID p_viewport,bool p_hide) { + + VS_CHANGED; + + Viewport *viewport=NULL; + + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + viewport->hide_canvas=p_hide; + + +} + +void VisualServerRaster::viewport_attach_camera(RID p_viewport,RID p_camera) { + VS_CHANGED; + + Viewport *viewport=NULL; + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + + + + if (p_camera.is_valid()) { + + ERR_FAIL_COND(!camera_owner.owns(p_camera)); + // a camera + viewport->camera=p_camera; + } else { + viewport->camera=RID(); + } + +} + +void VisualServerRaster::viewport_set_scenario(RID p_viewport,RID p_scenario) { + + VS_CHANGED; + + Viewport *viewport=NULL; + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + if (p_scenario.is_valid()) { + + ERR_FAIL_COND(!scenario_owner.owns(p_scenario)); + // a camera + viewport->scenario=p_scenario; + } else { + viewport->scenario=RID(); + } + +} + +RID VisualServerRaster::viewport_get_attached_camera(RID p_viewport) const { + + const Viewport *viewport=NULL; + + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND_V(!viewport, RID()); + + return viewport->camera; +} + +void VisualServerRaster::viewport_attach_canvas(RID p_viewport,RID p_canvas) { + VS_CHANGED; + Viewport *viewport=NULL; + + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + Canvas *canvas = canvas_owner.get( p_canvas ); + ERR_FAIL_COND(!canvas); + + ERR_EXPLAIN("Canvas already attached."); + ERR_FAIL_COND(viewport->canvas_map.has(p_canvas)); + + + Viewport::CanvasData cd; + cd.canvas=canvas; + cd.layer=0; + + viewport->canvas_map[p_canvas]=cd; + canvas->viewports.insert(p_viewport); + +} + + +void VisualServerRaster::viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_transform) { + + VS_CHANGED; + Viewport *viewport=NULL; + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + Map<RID,Viewport::CanvasData>::Element *E=viewport->canvas_map.find(p_canvas); + if (!E) { + ERR_EXPLAIN("Viewport does not contain the canvas"); + ERR_FAIL_COND(!E); + } + + E->get().transform=p_transform; + +} + +Matrix32 VisualServerRaster::viewport_get_canvas_transform(RID p_viewport,RID p_canvas) const { + + Viewport *viewport=NULL; + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND_V(!viewport,Matrix32()); + + Map<RID,Viewport::CanvasData>::Element *E=viewport->canvas_map.find(p_canvas); + if (!E) { + ERR_EXPLAIN("Viewport does not contain the canvas"); + ERR_FAIL_COND_V(!E,Matrix32()); + } + + + return E->get().transform; +} + + +void VisualServerRaster::viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform) { + + VS_CHANGED + Viewport *viewport=NULL; + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + viewport->global_transform=p_transform; + +} + +Matrix32 VisualServerRaster::viewport_get_global_canvas_transform(RID p_viewport) const{ + + Viewport *viewport=NULL; + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND_V(!viewport,Matrix32()); + return viewport->global_transform; +} + +void VisualServerRaster::viewport_remove_canvas(RID p_viewport,RID p_canvas) { + + VS_CHANGED; + Viewport *viewport=NULL; + + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + Canvas *canvas = canvas_owner.get( p_canvas ); + ERR_FAIL_COND(!canvas); + + + Map<RID,Viewport::CanvasData>::Element *E=viewport->canvas_map.find(p_canvas); + if (!E) { + ERR_EXPLAIN("Viewport does not contain the canvas"); + ERR_FAIL_COND(!E); + } + + + canvas->viewports.erase(p_viewport); + viewport->canvas_map.erase(E); + +} + + +void VisualServerRaster::viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer) { + + VS_CHANGED; + Viewport *viewport=NULL; + + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + Map<RID,Viewport::CanvasData>::Element *E=viewport->canvas_map.find(p_canvas); + if (!E) { + ERR_EXPLAIN("Viewport does not contain the canvas"); + ERR_FAIL_COND(!E); + } + + E->get().layer=p_layer; + +} + +void VisualServerRaster::viewport_set_transparent_background(RID p_viewport,bool p_enabled) { + + VS_CHANGED; + Viewport *viewport=viewport_owner.get( p_viewport ); + ERR_FAIL_COND(!viewport); + + viewport->transparent_bg=p_enabled; +} + +bool VisualServerRaster::viewport_has_transparent_background(RID p_viewport) const { + + Viewport *viewport=viewport_owner.get( p_viewport ); + ERR_FAIL_COND_V(!viewport, false); + + return viewport->transparent_bg; +} + + +RID VisualServerRaster::viewport_get_scenario(RID p_viewport) const { + + const Viewport *viewport=NULL; + + viewport = viewport_owner.get( p_viewport ); + ERR_FAIL_COND_V(!viewport, RID()); + + return viewport->scenario; +} + + +RID VisualServerRaster::environment_create() { + + return rasterizer->environment_create(); +} + +void VisualServerRaster::environment_set_background(RID p_env,EnvironmentBG p_bg){ + + rasterizer->environment_set_background(p_env,p_bg); +} +VisualServer::EnvironmentBG VisualServerRaster::environment_get_background(RID p_env) const{ + + return rasterizer->environment_get_background(p_env); +} + +void VisualServerRaster::environment_set_background_param(RID p_env,EnvironmentBGParam p_param, const Variant& p_value){ + + + rasterizer->environment_set_background_param(p_env,p_param,p_value); +} +Variant VisualServerRaster::environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const{ + + return rasterizer->environment_get_background_param(p_env,p_param); +} + +void VisualServerRaster::environment_set_enable_fx(RID p_env,EnvironmentFx p_effect,bool p_enabled){ + + rasterizer->environment_set_enable_fx(p_env,p_effect,p_enabled); +} +bool VisualServerRaster::environment_is_fx_enabled(RID p_env,EnvironmentFx p_effect) const{ + + return rasterizer->environment_is_fx_enabled(p_env,p_effect); +} + + +void VisualServerRaster::environment_fx_set_param(RID p_env,EnvironmentFxParam p_param,const Variant& p_value){ + + rasterizer->environment_fx_set_param(p_env,p_param,p_value); +} +Variant VisualServerRaster::environment_fx_get_param(RID p_env,EnvironmentFxParam p_param) const { + + return environment_fx_get_param(p_env,p_param); +} + + + +/* SCENARIO API */ + +void VisualServerRaster::_dependency_queue_update(RID p_rid,bool p_update_aabb) { + + Map< RID, Set<RID> >::Element * E = instance_dependency_map.find( p_rid ); + + if (!E) + return; + + + Set<RID>::Element *I = E->get().front(); + + while(I) { + + Instance *ins = instance_owner.get( I->get() ); + _instance_queue_update( ins , p_update_aabb ); + + I = I->next(); + } + +} + +void VisualServerRaster::_instance_queue_update(Instance *p_instance,bool p_update_aabb) { + + if (p_update_aabb) + p_instance->update_aabb=true; + + if (p_instance->update) + return; + p_instance->update_next=instance_update_list; + instance_update_list=p_instance; + p_instance->update=true; + +} + +RID VisualServerRaster::scenario_create() { + + Scenario *scenario = memnew( Scenario ); + ERR_FAIL_COND_V(!scenario,RID()); + RID scenario_rid = scenario_owner.make_rid( scenario ); + scenario->self=scenario_rid; + scenario->octree.set_pair_callback(instance_pair,this); + scenario->octree.set_unpair_callback(instance_unpair,this); + + return scenario_rid; +} + +void VisualServerRaster::scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode) { + VS_CHANGED; + + Scenario *scenario = scenario_owner.get(p_scenario); + ERR_FAIL_COND(!scenario); + scenario->debug=p_debug_mode; +} + +void VisualServerRaster::scenario_set_environment(RID p_scenario, RID p_environment) { + + VS_CHANGED; + + Scenario *scenario = scenario_owner.get(p_scenario); + ERR_FAIL_COND(!scenario); + scenario->environment=p_environment; + +} + +RID VisualServerRaster::scenario_get_environment(RID p_scenario, RID p_environment) const{ + + const Scenario *scenario = scenario_owner.get(p_scenario); + ERR_FAIL_COND_V(!scenario,RID()); + return scenario->environment; + +} + + +/* INSTANCING API */ + + +RID VisualServerRaster::instance_create() { + + Instance *instance = memnew( Instance ); + ERR_FAIL_COND_V(!instance,RID()); + + RID instance_rid = instance_owner.make_rid(instance); + instance->self=instance_rid; + instance->base_type=INSTANCE_NONE; + instance->scenario=NULL; + + return instance_rid; +} + +void VisualServerRaster::instance_set_base(RID p_instance, RID p_base) { + + VS_CHANGED; + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + + if (instance->base_type!=INSTANCE_NONE) { + //free anything related to that base + + Map< RID, Set<RID> >::Element * E = instance_dependency_map.find( instance->base_rid ); + + if (E) { + // wtf, no E? + E->get().erase( instance->self ); + + } else { + + ERR_PRINT("no base E? Bug?"); + } + + if ( instance->room ) { + + instance_set_room(p_instance,RID()); + /* + if((1<<instance->base_type)&INSTANCE_GEOMETRY_MASK) + instance->room->room_info->owned_geometry_instances.erase(instance->RE); + else if (instance->base_type==INSTANCE_PORTAL) { + print_line("freeing portal, is it there? "+itos(instance->room->room_info->owned_portal_instances.(instance->RE))); + instance->room->room_info->owned_portal_instances.erase(instance->RE); + } else if (instance->base_type==INSTANCE_ROOM) + instance->room->room_info->owned_room_instances.erase(instance->RE); + else if (instance->base_type==INSTANCE_LIGHT) + instance->room->room_info->owned_light_instances.erase(instance->RE); + + instance->RE=NULL;*/ + } + + + + + + if (instance->light_info) { + + if (instance->scenario && instance->light_info->D) + instance->scenario->directional_lights.erase( instance->light_info->D ); + rasterizer->free(instance->light_info->instance); + memdelete(instance->light_info); + instance->light_info=NULL; + } + + + if (instance->portal_info) { + + _portal_disconnect(instance,true); + memdelete(instance->portal_info); + instance->portal_info=NULL; + + } + + if (instance->scenario && instance->octree_id) { + instance->scenario->octree.erase( instance->octree_id ); + instance->octree_id=0; + } + + + if (instance->room_info) { + + for(List<Instance*>::Element *E=instance->room_info->owned_geometry_instances.front();E;E=E->next()) { + + Instance *owned = E->get(); + owned->room=NULL; + owned->RE=NULL; + } + for(List<Instance*>::Element *E=instance->room_info->owned_portal_instances.front();E;E=E->next()) { + + _portal_disconnect(E->get(),true); + Instance *owned = E->get(); + owned->room=NULL; + owned->RE=NULL; + } + + for(List<Instance*>::Element *E=instance->room_info->owned_room_instances.front();E;E=E->next()) { + + Instance *owned = E->get(); + owned->room=NULL; + owned->RE=NULL; + } + + if (instance->room_info->disconnected_child_portals.size()) { + ERR_PRINT("BUG: Disconnected portals remain!"); + } + memdelete(instance->room_info); + instance->room_info=NULL; + + } + + if (instance->particles_info) { + + rasterizer->free( instance->particles_info->instance ); + memdelete(instance->particles_info); + instance->particles_info=NULL; + + } + + instance->data.morph_values.clear(); + + } + + + instance->base_type=INSTANCE_NONE; + instance->base_rid=RID(); + + + if (p_base.is_valid()) { + + if (rasterizer->is_mesh(p_base)) { + instance->base_type=INSTANCE_MESH; + instance->data.morph_values.resize( rasterizer->mesh_get_morph_target_count(p_base)); + } else if (rasterizer->is_multimesh(p_base)) { + instance->base_type=INSTANCE_MULTIMESH; + } else if (rasterizer->is_particles(p_base)) { + instance->base_type=INSTANCE_PARTICLES; + instance->particles_info=memnew( Instance::ParticlesInfo ); + instance->particles_info->instance = rasterizer->particles_instance_create( p_base ); + } else if (rasterizer->is_light(p_base)) { + + instance->base_type=INSTANCE_LIGHT; + instance->light_info = memnew( Instance::LightInfo ); + instance->light_info->instance = rasterizer->light_instance_create(p_base); + if (instance->scenario && rasterizer->light_get_type(p_base)==LIGHT_DIRECTIONAL) { + + instance->light_info->D = instance->scenario->directional_lights.push_back(instance->self); + } + + } else if (room_owner.owns(p_base)) { + instance->base_type=INSTANCE_ROOM; + instance->room_info = memnew( Instance::RoomInfo ); + instance->room_info->room=room_owner.get(p_base); + } else if (portal_owner.owns(p_base)) { + + instance->base_type=INSTANCE_PORTAL; + instance->portal_info = memnew(Instance::PortalInfo); + instance->portal_info->portal=portal_owner.get(p_base); + } else { + ERR_EXPLAIN("Invalid base RID for instance!") + ERR_FAIL(); + } + + instance_dependency_map[ p_base ].insert( instance->self ); + + instance->base_rid=p_base; + + if (instance->scenario) + _instance_queue_update(instance,true); + } + +} + +RID VisualServerRaster::instance_get_base(RID p_instance) const { + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, RID() ); + return instance->base_rid; + +} + +void VisualServerRaster::instance_set_scenario(RID p_instance, RID p_scenario) { + + VS_CHANGED; + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + + if (instance->scenario) { + + Map< RID, Set<RID> >::Element *E = instance_dependency_map.find( instance->scenario->self ); + + if (E) { + // wtf, no E? + E->get().erase( instance->self ); + + } else { + + ERR_PRINT("no scenario E? Bug?"); + } + + if (instance->light_info) { + + if (instance->light_info->D) + instance->scenario->directional_lights.erase( instance->light_info->D ); + } + + if (instance->portal_info) { + + _portal_disconnect(instance,true); + } + + if (instance->octree_id) { + instance->scenario->octree.erase( instance->octree_id ); + instance->octree_id=0; + } + + instance->scenario=NULL; + } + + + if (p_scenario.is_valid()) { + Scenario *scenario = scenario_owner.get( p_scenario ); + ERR_FAIL_COND(!scenario); + + instance->scenario=scenario; + + instance_dependency_map[ p_scenario ].insert( instance->self ); + instance->scenario=scenario; + + if (instance->base_type==INSTANCE_LIGHT && rasterizer->light_get_type(instance->base_rid)==LIGHT_DIRECTIONAL) { + + instance->light_info->D = instance->scenario->directional_lights.push_back(instance->self); + } + + _instance_queue_update(instance,true); + } + +} +RID VisualServerRaster::instance_get_scenario(RID p_instance) const { + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, RID() ); + if (instance->scenario) + return instance->scenario->self; + else + return RID(); + + +} + + +void VisualServerRaster::instance_set_layer_mask(RID p_instance, uint32_t p_mask) { + + VS_CHANGED; + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + + instance->layer_mask=p_mask; + +} + +uint32_t VisualServerRaster::instance_get_layer_mask(RID p_instance) const{ + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, 0 ); + + return instance->layer_mask; +} + + +AABB VisualServerRaster::instance_get_base_aabb(RID p_instance) const { + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, AABB() ); + return instance->aabb; + +} + +void VisualServerRaster::instance_attach_object_instance_ID(RID p_instance,uint32_t p_ID) { + VS_CHANGED; + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + + instance->object_ID=p_ID; +} +uint32_t VisualServerRaster::instance_get_object_instance_ID(RID p_instance) const { + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, 0 ); + return instance->object_ID; + +} + +void VisualServerRaster::instance_attach_skeleton(RID p_instance,RID p_skeleton) { + VS_CHANGED; + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + instance->data.skeleton=p_skeleton; + +} + +RID VisualServerRaster::instance_get_skeleton(RID p_instance) const { + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, RID() ); + return instance->data.skeleton; + +} + +void VisualServerRaster::instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight) { + + VS_CHANGED; + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + ERR_FAIL_INDEX( p_shape, instance->data.morph_values.size() ); + instance->data.morph_values[p_shape]=p_weight; +} + +float VisualServerRaster::instance_get_morph_target_weight(RID p_instance,int p_shape) const { + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, 0 ); + ERR_FAIL_INDEX_V( p_shape, instance->data.morph_values.size(), 0 ); + return instance->data.morph_values[p_shape]; +} + +void VisualServerRaster::instance_set_transform(RID p_instance, const Transform& p_transform) { + VS_CHANGED; + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + + if (p_transform==instance->data.transform) // must improve somehow + return; + + instance->data.transform=p_transform; + if (instance->base_type==INSTANCE_LIGHT) + instance->data.transform.orthonormalize(); + _instance_queue_update(instance); + +} + +Transform VisualServerRaster::instance_get_transform(RID p_instance) const { + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, Transform() ); + + return instance->data.transform; + +} + +void VisualServerRaster::instance_set_exterior( RID p_instance, bool p_enabled ) { + VS_CHANGED; + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + + ERR_EXPLAIN("Portals can't be assigned to be exterior"); + + ERR_FAIL_COND( instance->base_type == INSTANCE_PORTAL ); + if (instance->exterior==p_enabled) + return; + instance->exterior=p_enabled; + _instance_queue_update( instance ); + + +} + +bool VisualServerRaster::instance_is_exterior( RID p_instance) const { + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, false ); + + return instance->exterior; +} + + +void VisualServerRaster::instance_set_room( RID p_instance, RID p_room ) { + VS_CHANGED; + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + + if (instance->room && instance->RE) { + + //instance already havs a room, remove it from there + + if ( (1<<instance->base_type) & INSTANCE_GEOMETRY_MASK ) { + + instance->room->room_info->owned_geometry_instances.erase(instance->RE); + + if (!p_room.is_valid() && instance->octree_id) { + //remove from the octree, so it's re-added with different flags + instance->scenario->octree.erase( instance->octree_id ); + instance->octree_id=0; + _instance_queue_update( instance,true ); + } + + + } else if ( instance->base_type==INSTANCE_ROOM ) { + + instance->room->room_info->owned_room_instances.erase(instance->RE); + + for(List<Instance*>::Element *E=instance->room_info->owned_portal_instances.front();E;E=E->next()) { + _portal_disconnect(E->get()); + _instance_queue_update( E->get(),false ); + } + + } else if ( instance->base_type==INSTANCE_PORTAL ) { + + _portal_disconnect(instance,true); + bool ss = instance->room->room_info->owned_portal_instances.erase(instance->RE); + + } else if ( instance->base_type==INSTANCE_LIGHT ) { + + instance->room->room_info->owned_light_instances.erase(instance->RE); + } else { + + ERR_FAIL(); + + } + + instance->RE=NULL; + instance->room=NULL; + + + } else { + + if (p_room.is_valid() && instance->octree_id) { + //remove from the octree, so it's re-added with different flags + instance->scenario->octree.erase( instance->octree_id ); + instance->octree_id=0; + _instance_queue_update( instance,true ); + } + + } + + if (!p_room.is_valid()) + return; // just clearning the room + + Instance *room = instance_owner.get( p_room ); + + ERR_FAIL_COND( !room ); + ERR_FAIL_COND( room->base_type!=INSTANCE_ROOM ); + + + if (instance->base_type==INSTANCE_ROOM) { + + //perform cycle test + + Instance *parent = instance; + + while(parent) { + + ERR_EXPLAIN("Cycle in room assignment"); + ERR_FAIL_COND( parent == room ); + parent=parent->room; + } + } + + if ( (1<<instance->base_type) & INSTANCE_GEOMETRY_MASK ) { + + instance->RE = room->room_info->owned_geometry_instances.push_back(instance); + } else if ( instance->base_type==INSTANCE_ROOM ) { + + instance->RE = room->room_info->owned_room_instances.push_back(instance); + for(List<Instance*>::Element *E=instance->room_info->owned_portal_instances.front();E;E=E->next()) + _instance_queue_update( E->get(),false ); + + + } else if ( instance->base_type==INSTANCE_PORTAL ) { + + instance->RE = room->room_info->owned_portal_instances.push_back(instance); + } else if ( instance->base_type==INSTANCE_LIGHT ) { + + instance->RE = room->room_info->owned_light_instances.push_back(instance); + } else { + + ERR_FAIL(); + + } + + instance->room=room; +} + +RID VisualServerRaster::instance_get_room( RID p_instance ) const { + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, RID() ); + + if (instance->room) + return instance->room->self; + else + return RID(); +} + +void VisualServerRaster::instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ) { + + VS_CHANGED; + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + + instance->extra_margin=p_margin; +} +real_t VisualServerRaster::instance_get_extra_visibility_margin( RID p_instance ) const{ + + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, 0 ); + + return instance->extra_margin; +} + + +Vector<RID> VisualServerRaster::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const { + + + Vector<RID> instances; + Scenario *scenario=scenario_owner.get(p_scenario); + ERR_FAIL_COND_V(!scenario,instances); + + const_cast<VisualServerRaster*>(this)->_update_instances(); // check dirty instances before culling + + int culled=0; + Instance *cull[1024]; + culled=scenario->octree.cull_AABB(p_aabb,cull,1024); + + for (int i=0;i<culled;i++) { + + Instance *instance=cull[i]; + ERR_CONTINUE(!instance); + instances.push_back(instance->self); + } + + return instances; +} +Vector<RID> VisualServerRaster::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{ + + Vector<RID> instances; + Scenario *scenario=scenario_owner.get(p_scenario); + ERR_FAIL_COND_V(!scenario,instances); + const_cast<VisualServerRaster*>(this)->_update_instances(); // check dirty instances before culling + + int culled=0; + Instance *cull[1024]; + culled=scenario->octree.cull_segment(p_from,p_to*10000,cull,1024); + + + for (int i=0;i<culled;i++) { + + Instance *instance=cull[i]; + ERR_CONTINUE(!instance); + instances.push_back(instance->self); + } + + return instances; + +} +Vector<RID> VisualServerRaster::instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario) const{ + + Vector<RID> instances; + Scenario *scenario=scenario_owner.get(p_scenario); + ERR_FAIL_COND_V(!scenario,instances); + const_cast<VisualServerRaster*>(this)->_update_instances(); // check dirty instances before culling + + int culled=0; + Instance *cull[1024]; + + + culled=scenario->octree.cull_convex(p_convex,cull,1024); + + for (int i=0;i<culled;i++) { + + Instance *instance=cull[i]; + ERR_CONTINUE(!instance); + instances.push_back(instance->self); + } + + return instances; + +} + +void VisualServerRaster::instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled) { + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); +// ERR_FAIL_COND( ! ( (1<<instance->base_type) & INSTANCE_GEOMETRY_MASK) ); + + switch(p_flags) { + + case INSTANCE_FLAG_VISIBLE: { + + instance->visible=p_enabled; + + } break; + case INSTANCE_FLAG_BILLBOARD: { + + instance->data.billboard=p_enabled; + + } break; + case INSTANCE_FLAG_BILLBOARD_FIX_Y: { + + instance->data.billboard_y=p_enabled; + + } break; + case INSTANCE_FLAG_CAST_SHADOW: { + instance->cast_shadows=p_enabled; + + } break; + case INSTANCE_FLAG_RECEIVE_SHADOWS: { + + instance->receive_shadows=p_enabled; + + } break; + case INSTANCE_FLAG_DEPH_SCALE: { + + instance->data.depth_scale=p_enabled; + + } break; + case INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS: { + + instance->visible_in_all_rooms=p_enabled; + + } break; + + } + +} + +bool VisualServerRaster::instance_geometry_get_flag(RID p_instance,InstanceFlags p_flags) const{ + + const Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, false ); +// ERR_FAIL_COND_V( ! ( (1<<instance->base_type) & INSTANCE_GEOMETRY_MASK), false ); + + switch(p_flags) { + + case INSTANCE_FLAG_VISIBLE: { + + return instance->visible; + + } break; + case INSTANCE_FLAG_BILLBOARD: { + + return instance->data.billboard; + + } break; + case INSTANCE_FLAG_BILLBOARD_FIX_Y: { + + return instance->data.billboard_y; + + } break; + case INSTANCE_FLAG_CAST_SHADOW: { + return instance->cast_shadows; + + } break; + case INSTANCE_FLAG_RECEIVE_SHADOWS: { + + return instance->receive_shadows; + + } break; + case INSTANCE_FLAG_DEPH_SCALE: { + + return instance->data.depth_scale; + + } break; + case INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS: { + + return instance->visible_in_all_rooms; + + } break; + + } + + return false; +} + + +void VisualServerRaster::instance_geometry_set_material_override(RID p_instance, RID p_material) { + + VS_CHANGED; + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + instance->data.material_override=p_material; + +} + +RID VisualServerRaster::instance_geometry_get_material_override(RID p_instance) const{ + + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance, RID() ); + return instance->data.material_override; + +} + +void VisualServerRaster::instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max){ + + VS_CHANGED; + Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND( !instance ); + + instance->draw_range_begin=p_min; + instance->draw_range_end=p_max; + +} + +float VisualServerRaster::instance_geometry_get_draw_range_min(RID p_instance) const{ + + const Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance,0 ); + + return instance->draw_range_begin; + + +} + +float VisualServerRaster::instance_geometry_get_draw_range_max(RID p_instance) const{ + + const Instance *instance = instance_owner.get( p_instance ); + ERR_FAIL_COND_V( !instance,0 ); + + return instance->draw_range_end; + + +} + +void VisualServerRaster::_update_instance(Instance *p_instance) { + + p_instance->version++; + + if (p_instance->base_type == INSTANCE_LIGHT) { + + rasterizer->light_instance_set_transform( p_instance->light_info->instance, p_instance->data.transform ); + + } + + if (p_instance->aabb.has_no_surface()) + return; + + + if (p_instance->base_type == INSTANCE_PARTICLES) { + + rasterizer->particles_instance_set_transform( p_instance->particles_info->instance, p_instance->data.transform ); + } + + + if (p_instance->base_type&INSTANCE_GEOMETRY_MASK) { + + //make sure lights are updated + InstanceSet::Element *E=p_instance->lights.front(); + while(E) { + + E->get()->version++; + E=E->next(); + } + + } + + if (p_instance->base_type == INSTANCE_ROOM) { + + p_instance->room_info->affine_inverse=p_instance->data.transform.affine_inverse(); + } + + p_instance->data.mirror = p_instance->data.transform.basis.determinant() < 0.0; + + AABB new_aabb; + + if (p_instance->base_type==INSTANCE_PORTAL) { + + //portals need to be transformed in a special way, so they don't become too wide if they have scale.. + Transform portal_xform = p_instance->data.transform; + portal_xform.basis.set_axis(2,portal_xform.basis.get_axis(2).normalized()); + + p_instance->portal_info->plane_cache=Plane( p_instance->data.transform.origin, portal_xform.basis.get_axis(2)); + int point_count=p_instance->portal_info->portal->shape.size(); + p_instance->portal_info->transformed_point_cache.resize(point_count); + + AABB portal_aabb; + + for(int i=0;i<point_count;i++) { + + Point2 src = p_instance->portal_info->portal->shape[i]; + Vector3 point = portal_xform.xform(Vector3(src.x,src.y,0)); + p_instance->portal_info->transformed_point_cache[i]=point; + if (i==0) + portal_aabb.pos=point; + else + portal_aabb.expand_to(point); + } + + portal_aabb.grow_by(p_instance->portal_info->portal->connect_range); + + new_aabb = portal_aabb; + + } else { + + new_aabb = p_instance->data.transform.xform(p_instance->aabb); + } + + + for(InstanceSet::Element *E=p_instance->lights.front();E;E=E->next()) { + Instance *light = E->get(); + light->version++; + } + + + p_instance->transformed_aabb=new_aabb; + + if (!p_instance->scenario) { + + + return; + } + + + + if (p_instance->octree_id==0) { + + uint32_t base_type = 1<<p_instance->base_type; + uint32_t pairable_mask=0; + bool pairable=false; + + if (p_instance->base_type == INSTANCE_LIGHT) { + + pairable_mask=INSTANCE_GEOMETRY_MASK; + pairable=true; + } + + if (p_instance->base_type == INSTANCE_PORTAL) { + + pairable_mask=(1<<INSTANCE_PORTAL); + pairable=true; + } + + if (!p_instance->room && (1<<p_instance->base_type)&INSTANCE_GEOMETRY_MASK) { + + base_type|=INSTANCE_ROOMLESS_MASK; + } + + if (p_instance->base_type == INSTANCE_ROOM) { + + pairable_mask=INSTANCE_ROOMLESS_MASK; + pairable=true; + } + + + // not inside octree + p_instance->octree_id = p_instance->scenario->octree.create(p_instance,new_aabb,0,pairable,base_type,pairable_mask); + + } else { + + // if (new_aabb==p_instance->data.transformed_aabb) + // return; + + p_instance->scenario->octree.move(p_instance->octree_id,new_aabb); + } + + if (p_instance->base_type==INSTANCE_PORTAL) { + + _portal_attempt_connect(p_instance); + } + + if (!p_instance->room && (1<<p_instance->base_type)&INSTANCE_GEOMETRY_MASK) { + + _instance_validate_autorooms(p_instance); + } + + if (p_instance->base_type == INSTANCE_ROOM) { + + for(Set<Instance*>::Element *E=p_instance->room_info->owned_autoroom_geometry.front();E;E=E->next()) + _instance_validate_autorooms(E->get()); + } + + +} + +void VisualServerRaster::_update_instance_aabb(Instance *p_instance) { + + AABB new_aabb; + + ERR_FAIL_COND(p_instance->base_type!=INSTANCE_NONE && !p_instance->base_rid.is_valid()); + + switch(p_instance->base_type) { + case VisualServer::INSTANCE_NONE: { + + // do nothing + } break; + case VisualServer::INSTANCE_MESH: { + + new_aabb = rasterizer->mesh_get_aabb(p_instance->base_rid); + + } break; + case VisualServer::INSTANCE_MULTIMESH: { + + new_aabb = rasterizer->multimesh_get_aabb(p_instance->base_rid); + + } break; + case VisualServer::INSTANCE_PARTICLES: { + + new_aabb = rasterizer->particles_get_aabb(p_instance->base_rid); + + + } break; + case VisualServer::INSTANCE_LIGHT: { + + new_aabb = rasterizer->light_get_aabb(p_instance->base_rid); + + } break; + case VisualServer::INSTANCE_ROOM: { + + Room *room = room_owner.get( p_instance->base_rid ); + ERR_FAIL_COND(!room); + new_aabb=room->bounds.get_aabb(); + + } break; + case VisualServer::INSTANCE_PORTAL: { + + Portal *portal = portal_owner.get( p_instance->base_rid ); + ERR_FAIL_COND(!portal); + for (int i=0;i<portal->shape.size();i++) { + + Vector3 point( portal->shape[i].x, portal->shape[i].y, 0 ); + if (i==0) { + + new_aabb.pos=point; + new_aabb.size.z=0.01; // make it not flat for octree + } else { + + new_aabb.expand_to(point); + } + } + + } break; + default: {} + } + + if (p_instance->extra_margin) + new_aabb.grow_by(p_instance->extra_margin); + + p_instance->aabb=new_aabb; + +} + +void VisualServerRaster::_update_instances() { + + while(instance_update_list) { + + Instance *instance=instance_update_list; + + instance_update_list=instance_update_list->update_next; + + if (instance->update_aabb) + _update_instance_aabb(instance); + + _update_instance(instance); + + instance->update=false; + instance->update_aabb=false; + instance->update_next=0; + } +} + +/****** CANVAS *********/ +RID VisualServerRaster::canvas_create() { + + Canvas * canvas = memnew( Canvas ); + ERR_FAIL_COND_V(!canvas,RID()); + RID rid = canvas_owner.make_rid( canvas ); + + return rid; +} + +void VisualServerRaster::canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring) { + + Canvas * canvas = canvas_owner.get(p_canvas); + ERR_FAIL_COND(!canvas); + CanvasItem *canvas_item = canvas_item_owner.get(p_item); + ERR_FAIL_COND(!canvas_item); + + int idx = canvas->find_item(canvas_item); + ERR_FAIL_COND(idx==-1); + canvas->child_items[idx].mirror=p_mirroring; + +} + +Point2 VisualServerRaster::canvas_get_item_mirroring(RID p_canvas,RID p_item) const { + + Canvas * canvas = canvas_owner.get(p_canvas); + ERR_FAIL_COND_V(!canvas,Point2()); + CanvasItem *canvas_item = memnew( CanvasItem ); + ERR_FAIL_COND_V(!canvas_item,Point2()); + + int idx = canvas->find_item(canvas_item); + ERR_FAIL_COND_V(idx==-1,Point2()); + return canvas->child_items[idx].mirror; +} + + +RID VisualServerRaster::canvas_item_create() { + + CanvasItem *canvas_item = memnew( CanvasItem ); + ERR_FAIL_COND_V(!canvas_item,RID()); + + return canvas_item_owner.make_rid( canvas_item ); +} + +void VisualServerRaster::canvas_item_set_parent(RID p_item,RID p_parent) { + + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + if (canvas_item->parent.is_valid()) { + + if (canvas_owner.owns(canvas_item->parent)) { + + Canvas *canvas = canvas_owner.get(canvas_item->parent); + canvas->erase_item(canvas_item); + } else if (canvas_item_owner.owns(canvas_item->parent)) { + + CanvasItem *item_owner = canvas_item_owner.get(canvas_item->parent); + item_owner->child_items.erase(canvas_item); + } + + canvas_item->parent=RID(); + } + + + if (p_parent.is_valid()) { + if (canvas_owner.owns(p_parent)) { + + Canvas *canvas = canvas_owner.get(p_parent); + Canvas::ChildItem ci; + ci.item=canvas_item; + canvas->child_items.push_back(ci); + } else if (canvas_item_owner.owns(p_parent)) { + + CanvasItem *item_owner = canvas_item_owner.get(p_parent); + item_owner->child_items.push_back(canvas_item); + + } else { + + ERR_EXPLAIN("Invalid parent"); + ERR_FAIL(); + } + + + } + + canvas_item->parent=p_parent; + + +} + +RID VisualServerRaster::canvas_item_get_parent(RID p_canvas_item) const { + + CanvasItem *canvas_item = canvas_item_owner.get( p_canvas_item ); + ERR_FAIL_COND_V(!canvas_item,RID()); + + return canvas_item->parent; +} + +void VisualServerRaster::canvas_item_set_visible(RID p_item,bool p_visible) { + + VS_CHANGED; + + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + canvas_item->visible=p_visible; +} + + +bool VisualServerRaster::canvas_item_is_visible(RID p_item) const { + + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND_V(!canvas_item,RID()); + + return canvas_item->visible; + +} + +void VisualServerRaster::canvas_item_set_blend_mode(RID p_canvas_item,MaterialBlendMode p_blend) { + + VS_CHANGED; + + CanvasItem *canvas_item = canvas_item_owner.get( p_canvas_item ); + if (!canvas_item) { + printf("!canvas_item\n"); + }; + ERR_FAIL_COND(!canvas_item); + + if (canvas_item->blend_mode==p_blend) + return; + VS_CHANGED; + + canvas_item->blend_mode=p_blend; + +} + +void VisualServerRaster::canvas_item_attach_viewport(RID p_canvas_item, RID p_viewport) { + + CanvasItem *canvas_item = canvas_item_owner.get( p_canvas_item ); + ERR_FAIL_COND(!canvas_item); + + VS_CHANGED; + + canvas_item->viewport=p_viewport; + +} + + +/* +void VisualServerRaster::canvas_item_set_rect(RID p_item, const Rect2& p_rect) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + canvas_item->rect=p_rect; +}*/ + +void VisualServerRaster::canvas_item_set_clip(RID p_item, bool p_clip) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + canvas_item->clip=p_clip; +} + +const Rect2& VisualServerRaster::CanvasItem::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 CanvasItem::Command * const *cmd = &commands[0]; + + + for (int i=0;i<s;i++) { + + const CanvasItem::Command *c=cmd[i]; + Rect2 r; + + switch(c->type) { + case CanvasItem::Command::TYPE_LINE: { + + const CanvasItem::CommandLine* line = static_cast< const CanvasItem::CommandLine*>(c); + r.pos=line->from; + r.expand_to(line->to); + } break; + case CanvasItem::Command::TYPE_RECT: { + + const CanvasItem::CommandRect* crect = static_cast< const CanvasItem::CommandRect*>(c); + r=crect->rect; + + } break; + case CanvasItem::Command::TYPE_STYLE: { + + const CanvasItem::CommandStyle* style = static_cast< const CanvasItem::CommandStyle*>(c); + r=style->rect; + } break; + case CanvasItem::Command::TYPE_PRIMITIVE: { + + const CanvasItem::CommandPrimitive* primitive = static_cast< const CanvasItem::CommandPrimitive*>(c); + r.pos=primitive->points[0]; + for(int i=1;i<primitive->points.size();i++) { + + r.expand_to(primitive->points[i]); + + } + } break; + case CanvasItem::Command::TYPE_POLYGON: { + + const CanvasItem::CommandPolygon* polygon = static_cast< const CanvasItem::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 CanvasItem::Command::TYPE_POLYGON_PTR: { + + const CanvasItem::CommandPolygonPtr* polygon = static_cast< const CanvasItem::CommandPolygonPtr*>(c); + int l = polygon->count; + if (polygon->indices != NULL) { + + r.pos=polygon->points[polygon->indices[0]]; + for (int i=1; i<polygon->count; i++) { + + r.expand_to(polygon->points[polygon->indices[i]]); + }; + } else { + r.pos=polygon->points[0]; + for (int i=1; i<polygon->count; i++) { + + r.expand_to(polygon->points[i]); + }; + }; + } break; + case CanvasItem::Command::TYPE_CIRCLE: { + + const CanvasItem::CommandCircle* circle = static_cast< const CanvasItem::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: { + + const CanvasItem::CommandTransform* transform = static_cast<const CanvasItem::CommandTransform*>(c); + xf=transform->xform; + found_xform=true; + continue; + } break; + case CanvasItem::Command::TYPE_BLEND_MODE: { + + } break; + case CanvasItem::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 VisualServerRaster::canvas_item_set_transform(RID p_item, const Matrix32& p_transform) { + + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + canvas_item->xform=p_transform; + +} + + +void VisualServerRaster::canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + canvas_item->custom_rect=p_custom_rect; + if (p_custom_rect) + canvas_item->rect=p_rect; + +} + +void VisualServerRaster::canvas_item_set_opacity(RID p_item, float p_opacity) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + canvas_item->opacity=p_opacity; + +} +float VisualServerRaster::canvas_item_get_opacity(RID p_item, float p_opacity) const { + + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND_V(!canvas_item,-1); + return canvas_item->opacity; + +} + +void VisualServerRaster::canvas_item_set_on_top(RID p_item, bool p_on_top) { + + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + canvas_item->ontop=p_on_top; + +} + +bool VisualServerRaster::canvas_item_is_on_top(RID p_item) const{ + const CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND_V(!canvas_item,false); + return canvas_item->ontop; + +} + + +void VisualServerRaster::canvas_item_set_self_opacity(RID p_item, float p_self_opacity) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + canvas_item->self_opacity=p_self_opacity; + +} +float VisualServerRaster::canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const { + + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND_V(!canvas_item,-1); + return canvas_item->self_opacity; + +} + + +void VisualServerRaster::canvas_item_add_line(RID p_item, const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + CanvasItem::CommandLine * line = memnew( CanvasItem::CommandLine ); + ERR_FAIL_COND(!line); + line->color=p_color; + line->from=p_from; + line->to=p_to; + line->width=p_width; + canvas_item->rect_dirty=true; + + + canvas_item->commands.push_back(line); +} + +void VisualServerRaster::canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + CanvasItem::CommandRect * rect = memnew( CanvasItem::CommandRect ); + ERR_FAIL_COND(!rect); + rect->modulate=p_color; + rect->rect=p_rect; + canvas_item->rect_dirty=true; + + canvas_item->commands.push_back(rect); +} + +void VisualServerRaster::canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color) { + + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + CanvasItem::CommandCircle * circle = memnew( CanvasItem::CommandCircle ); + ERR_FAIL_COND(!circle); + circle->color=p_color; + circle->pos=p_pos; + circle->radius=p_radius; + + canvas_item->commands.push_back(circle); + +} + +void VisualServerRaster::canvas_item_add_texture_rect(RID p_item, const Rect2& p_rect, RID p_texture,bool p_tile,const Color& p_modulate) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + CanvasItem::CommandRect * rect = memnew( CanvasItem::CommandRect ); + ERR_FAIL_COND(!rect); + rect->modulate=p_modulate; + rect->rect=p_rect; + rect->flags=0; + if (p_tile) + rect->flags|=Rasterizer::CANVAS_RECT_TILE; + + if (p_rect.size.x<0) { + + rect->flags|=Rasterizer::CANVAS_RECT_FLIP_H; + rect->rect.size.x = -rect->rect.size.x; + } + if (p_rect.size.y<0) { + + rect->flags|=Rasterizer::CANVAS_RECT_FLIP_V; + rect->rect.size.y = -rect->rect.size.y; + } + rect->texture=p_texture; + canvas_item->rect_dirty=true; + canvas_item->commands.push_back(rect); +} + +void VisualServerRaster::canvas_item_add_texture_rect_region(RID p_item, const Rect2& p_rect, RID p_texture,const Rect2& p_src_rect,const Color& p_modulate) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + CanvasItem::CommandRect * rect = memnew( CanvasItem::CommandRect ); + ERR_FAIL_COND(!rect); + rect->modulate=p_modulate; + rect->rect=p_rect; + rect->texture=p_texture; + rect->source=p_src_rect; + rect->flags=Rasterizer::CANVAS_RECT_REGION; + + if (p_rect.size.x<0) { + + rect->flags|=Rasterizer::CANVAS_RECT_FLIP_H; + rect->rect.size.x = -rect->rect.size.x; + } + if (p_rect.size.y<0) { + + rect->flags|=Rasterizer::CANVAS_RECT_FLIP_V; + rect->rect.size.y = -rect->rect.size.y; + } + + canvas_item->rect_dirty=true; + + canvas_item->commands.push_back(rect); + +} +void VisualServerRaster::canvas_item_add_style_box(RID p_item, const Rect2& p_rect, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright, bool p_draw_center,const Color& p_modulate) { + + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + CanvasItem::CommandStyle * style = memnew( CanvasItem::CommandStyle ); + ERR_FAIL_COND(!style); + style->texture=p_texture; + style->rect=p_rect; + style->draw_center=p_draw_center; + style->color=p_modulate; + style->margin[MARGIN_LEFT]=p_topleft.x; + style->margin[MARGIN_TOP]=p_topleft.y; + style->margin[MARGIN_RIGHT]=p_bottomright.x; + style->margin[MARGIN_BOTTOM]=p_bottomright.y; + canvas_item->rect_dirty=true; + + canvas_item->commands.push_back(style); +} +void VisualServerRaster::canvas_item_add_primitive(RID p_item,const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + CanvasItem::CommandPrimitive * prim = memnew( CanvasItem::CommandPrimitive ); + ERR_FAIL_COND(!prim); + prim->texture=p_texture; + prim->points=p_points; + prim->uvs=p_uvs; + prim->colors=p_colors; + prim->width=p_width; + canvas_item->rect_dirty=true; + + canvas_item->commands.push_back(prim); +} + +void VisualServerRaster::canvas_item_add_polygon(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture) { + + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); +#ifdef DEBUG_ENABLED + int pointcount = p_points.size(); + ERR_FAIL_COND(pointcount<3); + int color_size=p_colors.size(); + int uv_size=p_uvs.size(); + ERR_FAIL_COND(color_size!=0 && color_size!=1 && color_size!=pointcount); + ERR_FAIL_COND(uv_size!=0 && (uv_size!=pointcount || !p_texture.is_valid())); +#endif + Vector<int> indices = Geometry::triangulate_polygon(p_points); + + if (indices.empty()) { + + ERR_EXPLAIN("Bad Polygon!"); + ERR_FAIL_V(); + } + + CanvasItem::CommandPolygon * polygon = memnew( CanvasItem::CommandPolygon ); + ERR_FAIL_COND(!polygon); + polygon->texture=p_texture; + polygon->points=p_points; + polygon->uvs=p_uvs; + polygon->colors=p_colors; + polygon->indices=indices; + polygon->count=indices.size(); + canvas_item->rect_dirty=true; + + canvas_item->commands.push_back(polygon); + +} + +void VisualServerRaster::canvas_item_add_triangle_array_ptr(RID p_item, int p_count, const int* p_indices, const Point2* p_points, const Color* p_colors,const Point2* p_uvs, RID p_texture) { + + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + ERR_FAIL_COND(p_count <= 0); + + ERR_FAIL_COND(p_points == NULL); + + CanvasItem::CommandPolygonPtr * polygon = memnew( CanvasItem::CommandPolygonPtr ); + ERR_FAIL_COND(!polygon); + polygon->texture=p_texture; + polygon->points=p_points; + polygon->uvs=p_uvs; + polygon->colors=p_colors; + polygon->indices=p_indices; + polygon->count = p_count * 3; + canvas_item->rect_dirty=true; + + canvas_item->commands.push_back(polygon); +}; + +void VisualServerRaster::canvas_item_add_triangle_array(RID p_item, const Vector<int>& p_indices, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture, int p_count) { + + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + int ps = p_points.size(); + ERR_FAIL_COND(!p_colors.empty() && p_colors.size()!=ps); + ERR_FAIL_COND(!p_uvs.empty() && p_uvs.size()!=ps); + + Vector<int> indices = p_indices; + + int count = p_count * 3; + + if (indices.empty()) { + + ERR_FAIL_COND( ps % 3 != 0 ); + if (p_count == -1) + count = ps; + } else { + + ERR_FAIL_COND( indices.size() % 3 != 0 ); + if (p_count == -1) + count = indices.size(); + } + + CanvasItem::CommandPolygon * polygon = memnew( CanvasItem::CommandPolygon ); + ERR_FAIL_COND(!polygon); + polygon->texture=p_texture; + polygon->points=p_points; + polygon->uvs=p_uvs; + polygon->colors=p_colors; + polygon->indices=indices; + polygon->count = count; + canvas_item->rect_dirty=true; + + canvas_item->commands.push_back(polygon); +} + + +void VisualServerRaster::canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform) { + + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + CanvasItem::CommandTransform * tr = memnew( CanvasItem::CommandTransform ); + ERR_FAIL_COND(!tr); + tr->xform=p_transform; + + canvas_item->commands.push_back(tr); + +} + +void VisualServerRaster::canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend) { + + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + CanvasItem::CommandBlendMode * bm = memnew( CanvasItem::CommandBlendMode ); + ERR_FAIL_COND(!bm); + bm->blend_mode = p_blend; + + canvas_item->commands.push_back(bm); +}; + +void VisualServerRaster::canvas_item_add_clip_ignore(RID p_item, bool p_ignore) { + + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + CanvasItem::CommandClipIgnore * ci = memnew( CanvasItem::CommandClipIgnore); + ERR_FAIL_COND(!ci); + ci->ignore=p_ignore; + + canvas_item->commands.push_back(ci); + +} + +void VisualServerRaster::canvas_item_clear(RID p_item) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + + canvas_item->clear(); + +} + +void VisualServerRaster::canvas_item_raise(RID p_item) { + VS_CHANGED; + CanvasItem *canvas_item = canvas_item_owner.get( p_item ); + ERR_FAIL_COND(!canvas_item); + + if (canvas_item->parent.is_valid()) { + + if (canvas_owner.owns(canvas_item->parent)) { + + Canvas *canvas = canvas_owner.get(canvas_item->parent); + int idx = canvas->find_item(canvas_item); + ERR_FAIL_COND(idx<0); + Canvas::ChildItem ci = canvas->child_items[idx]; + canvas->child_items.remove(idx); + canvas->child_items.push_back(ci); + + } else if (canvas_item_owner.owns(canvas_item->parent)) { + + CanvasItem *item_owner = canvas_item_owner.get(canvas_item->parent); + int idx = item_owner->child_items.find(canvas_item); + ERR_FAIL_COND(idx<0); + item_owner->child_items.remove(idx); + item_owner->child_items.push_back(canvas_item); + + } + } + +} + +/******** CANVAS *********/ + + +void VisualServerRaster::cursor_set_rotation(float p_rotation, int p_cursor) { + VS_CHANGED; + ERR_FAIL_INDEX(p_cursor, MAX_CURSORS); + + cursors[p_cursor].rot = p_rotation; +}; + +void VisualServerRaster::cursor_set_texture(RID p_texture, const Point2 &p_center_offset, int p_cursor) { + VS_CHANGED; + ERR_FAIL_INDEX(p_cursor, MAX_CURSORS); + + cursors[p_cursor].texture = p_texture; + cursors[p_cursor].center = p_center_offset; +}; + +void VisualServerRaster::cursor_set_visible(bool p_visible, int p_cursor) { + VS_CHANGED; + ERR_FAIL_INDEX(p_cursor, MAX_CURSORS); + + cursors[p_cursor].visible = p_visible; +}; + +void VisualServerRaster::cursor_set_pos(const Point2& p_pos, int p_cursor) { + + ERR_FAIL_INDEX(p_cursor, MAX_CURSORS); + if (cursors[p_cursor].pos==p_pos) + return; + VS_CHANGED; + cursors[p_cursor].pos = p_pos; +}; + + +void VisualServerRaster::black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) { + + black_margin[MARGIN_LEFT]=p_left; + black_margin[MARGIN_TOP]=p_top; + black_margin[MARGIN_RIGHT]=p_right; + black_margin[MARGIN_BOTTOM]=p_bottom; +} + + +void VisualServerRaster::_free_attached_instances(RID p_rid,bool p_free_scenario) { + + Map< RID, Set<RID> >::Element * E = instance_dependency_map.find( p_rid ); + + if (E) { + // has instances + while( E->get().size() ) { + // erase all attached instances + if (p_free_scenario) + instance_set_scenario( E->get().front()->get(), RID() ); + else + instance_set_base( E->get().front()->get(), RID() ); + + } + } + + instance_dependency_map.erase(p_rid); + +} + +void VisualServerRaster::custom_shade_model_set_shader(int p_model, RID p_shader) { + + VS_CHANGED; +// rasterizer->custom_shade_model_set_shader(p_model,p_shader); +} + +RID VisualServerRaster::custom_shade_model_get_shader(int p_model) const { + + //return rasterizer->custom_shade_model_get_shader(p_model); + return RID(); + +} +void VisualServerRaster::custom_shade_model_set_name(int p_model, const String& p_name) { + + //rasterizer->custom_shade_model_set_name(p_model,p_name); + +} +String VisualServerRaster::custom_shade_model_get_name(int p_model) const { + + //return rasterizer->custom_shade_model_get_name(p_model); + return ""; +} +void VisualServerRaster::custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info) { + + VS_CHANGED; + //rasterizer->custom_shade_model_set_param_info(p_model,p_info); +} +void VisualServerRaster::custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const { + + //rasterizer->custom_shade_model_get_param_info(p_model,p_info); +} + +void VisualServerRaster::free( RID p_rid ) { + + VS_CHANGED; + + if (rasterizer->is_texture(p_rid) || rasterizer->is_material(p_rid) || rasterizer->is_skeleton(p_rid) || rasterizer->is_shader(p_rid)) { + + rasterizer->free(p_rid); + + } else if (rasterizer->is_mesh(p_rid) || rasterizer->is_multimesh(p_rid) || rasterizer->is_light(p_rid) || rasterizer->is_particles(p_rid) ) { + //delete the resource + + _free_attached_instances(p_rid); + rasterizer->free(p_rid); + } else if (room_owner.owns(p_rid)) { + + _free_attached_instances(p_rid); + Room *room = room_owner.get(p_rid); + ERR_FAIL_COND(!room); + room_owner.free(p_rid); + memdelete(room); + + + } else if (portal_owner.owns(p_rid)) { + + _free_attached_instances(p_rid); + + Portal *portal = portal_owner.get(p_rid); + ERR_FAIL_COND(!portal); + portal_owner.free(p_rid); + memdelete(portal); + + } else if (camera_owner.owns(p_rid)) { + // delete te camera + + Camera *camera = camera_owner.get(p_rid); + ERR_FAIL_COND(!camera); + + camera_owner.free( p_rid ); + memdelete(camera); + + } else if (viewport_owner.owns(p_rid)) { + // delete the viewport + + Viewport *viewport = viewport_owner.get( p_rid ); + ERR_FAIL_COND(!viewport); + +// Viewport *parent=NULL; + + rasterizer->free(viewport->viewport_data); + if (viewport->render_target.is_valid()) { + + rasterizer->free(viewport->render_target); + } + + if (viewport->update_list.in_list()) + viewport_update_list.remove(&viewport->update_list); + if (screen_viewports.has(p_rid)) + screen_viewports.erase(p_rid); + + while(viewport->canvas_map.size()) { + + Canvas *c = viewport->canvas_map.front()->get().canvas; + c->viewports.erase(p_rid); + + viewport->canvas_map.erase(viewport->canvas_map.front()); + } + + + viewport_owner.free(p_rid); + memdelete(viewport); + + } else if (instance_owner.owns(p_rid)) { + // delete the instance + + _update_instances(); // be sure + + Instance *instance = instance_owner.get(p_rid); + ERR_FAIL_COND(!instance); + + instance_set_room(p_rid,RID()); + instance_set_scenario(p_rid,RID()); + instance_set_base(p_rid,RID()); + + instance_owner.free(p_rid); + memdelete(instance); + + } else if (canvas_owner.owns(p_rid)) { + + Canvas *canvas = canvas_owner.get(p_rid); + ERR_FAIL_COND(!canvas); + + while(canvas->viewports.size()) { + + Viewport *vp = viewport_owner.get(canvas->viewports.front()->get()); + ERR_FAIL_COND(!vp); + + Map<RID,Viewport::CanvasData>::Element *E=vp->canvas_map.find(p_rid); + ERR_FAIL_COND(!E); + vp->canvas_map.erase(p_rid); + + canvas->viewports.erase( canvas->viewports.front() ); + } + + for (int i=0;i<canvas->child_items.size();i++) { + + canvas->child_items[i].item->parent=RID(); + } + + canvas_owner.free( p_rid ); + + memdelete( canvas ); + + } else if (canvas_item_owner.owns(p_rid)) { + + CanvasItem *canvas_item = canvas_item_owner.get(p_rid); + ERR_FAIL_COND(!canvas_item); + + if (canvas_item->parent.is_valid()) { + + if (canvas_owner.owns(canvas_item->parent)) { + + Canvas *canvas = canvas_owner.get(canvas_item->parent); + canvas->erase_item(canvas_item); + } else if (canvas_item_owner.owns(canvas_item->parent)) { + + CanvasItem *item_owner = canvas_item_owner.get(canvas_item->parent); + item_owner->child_items.erase(canvas_item); + + } + } + + for (int i=0;i<canvas_item->child_items.size();i++) { + + canvas_item->child_items[i]->parent=RID(); + } + + canvas_item_owner.free( p_rid ); + + memdelete( canvas_item ); + } else if (scenario_owner.owns(p_rid)) { + + Scenario *scenario=scenario_owner.get(p_rid); + ERR_FAIL_COND(!scenario); + + _update_instances(); // be sure + _free_attached_instances(p_rid,true); + + //rasterizer->free( scenario->environment ); + scenario_owner.free(p_rid); + memdelete(scenario); + + } else { + + ERR_FAIL(); + } + +} + + + +void VisualServerRaster::_instance_draw(Instance *p_instance) { + + if (p_instance->light_cache_dirty) { + int l=0; + //add positional lights + InstanceSet::Element *LE=p_instance->lights.front(); + p_instance->data.light_instances.resize(p_instance->lights.size()); + while(LE) { + + p_instance->data.light_instances[l++]=LE->get()->light_info->instance; + LE=LE->next(); + } + p_instance->light_cache_dirty=false; + } + + + switch(p_instance->base_type) { + + case INSTANCE_MESH: { + const float *morphs = NULL; + if (!p_instance->data.morph_values.empty()) { + morphs=&p_instance->data.morph_values[0]; + } + + rasterizer->add_mesh(p_instance->base_rid, &p_instance->data); + } break; + case INSTANCE_MULTIMESH: { + rasterizer->add_multimesh(p_instance->base_rid, &p_instance->data); + } break; + case INSTANCE_PARTICLES: { + rasterizer->add_particles(p_instance->particles_info->instance, &p_instance->data); + } break; + default: {}; + } +} + + +Vector<Vector3> VisualServerRaster::_camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max) { + + // setup a camera matrix for that range! + CameraMatrix camera_matrix; + + switch(p_camera->type) { + + case Camera::ORTHOGONAL: { + + camera_matrix.set_orthogonal(p_camera->size,viewport_rect.width / (float)viewport_rect.height,p_range_min,p_range_max,p_camera->vaspect); + } break; + case Camera::PERSPECTIVE: { + + camera_matrix.set_perspective( + p_camera->fov, + viewport_rect.width / (float)viewport_rect.height, + p_range_min, + p_range_max, + p_camera->vaspect + ); + + } break; + } + + //obtain the frustum endpoints + + Vector<Vector3> endpoints; + endpoints.resize(8); + bool res = camera_matrix.get_endpoints(p_camera->transform,&endpoints[0]); + ERR_FAIL_COND_V(!res,Vector<Vector3>()); + + return endpoints; +} + +Vector<Plane> VisualServerRaster::_camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max) { + + Vector<Vector3> endpoints=_camera_generate_endpoints(p_light,p_camera,p_range_min,p_range_max); // frustum plane endpoints + ERR_FAIL_COND_V(endpoints.empty(),Vector<Plane>()); + + // obtain the light frustm ranges (given endpoints) + + Vector3 x_vec=p_light->data.transform.basis.get_axis( Vector3::AXIS_X ).normalized(); + Vector3 y_vec=p_light->data.transform.basis.get_axis( Vector3::AXIS_Y ).normalized(); + Vector3 z_vec=p_light->data.transform.basis.get_axis( Vector3::AXIS_Z ).normalized(); + + float x_min,x_max; + float y_min,y_max; + float z_min,z_max; + + for(int j=0;j<8;j++) { + + float d_x=x_vec.dot(endpoints[j]); + float d_y=y_vec.dot(endpoints[j]); + float d_z=z_vec.dot(endpoints[j]); + + if (j==0 || d_x<x_min) + x_min=d_x; + if (j==0 || d_x>x_max) + x_max=d_x; + + if (j==0 || d_y<y_min) + y_min=d_y; + if (j==0 || d_y>y_max) + y_max=d_y; + + if (j==0 || d_z<z_min) + z_min=d_z; + if (j==0 || d_z>z_max) + z_max=d_z; + + + } + //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree + + Vector<Plane> light_frustum_planes; + light_frustum_planes.resize(6); + + //right/left + light_frustum_planes[0]=Plane( x_vec, x_max ); + light_frustum_planes[1]=Plane( -x_vec, -x_min ); + //top/bottom + light_frustum_planes[2]=Plane( y_vec, y_max ); + light_frustum_planes[3]=Plane( -y_vec, -y_min ); + //near/far + light_frustum_planes[4]=Plane( z_vec, z_max+1e6 ); + light_frustum_planes[5]=Plane( -z_vec, -z_min ); // z_min is ok, since casters further than far-light plane are not needed + + //TODO@ add more actual frustum planes to minimize get + + return light_frustum_planes; + +} +void VisualServerRaster::_light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range) { + + int splits = rasterizer->light_instance_get_shadow_passes( p_light->light_info->instance ); + + float split_weight=rasterizer->light_directional_get_shadow_param(p_light->base_rid,LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT); + + + float distances[5]; + float texsize=rasterizer->light_instance_get_shadow_size( p_light->light_info->instance ); + +// float cull_min=p_cull_range.min; + //float cull_max=p_cull_range.max; + + + float cull_min=p_camera->znear; + float cull_max=p_camera->zfar; + float max_dist = rasterizer->light_directional_get_shadow_param(p_light->base_rid,VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE); + if (max_dist>0.0) + cull_max=MIN(cull_max,max_dist); + + for(int i = 0; i < splits; i++) { + float idm = i / (float)splits; + float lg = cull_min * Math::pow(cull_max/cull_min, idm); + float uniform = cull_min + (cull_max - cull_min) * idm; + distances[i] = lg * split_weight + uniform * (1.0 - split_weight); + + } + + distances[0]=cull_min; + distances[splits]=cull_max; + + for (int i=0;i<splits;i++) { + + // setup a camera matrix for that range! + CameraMatrix camera_matrix; + + switch(p_camera->type) { + + case Camera::ORTHOGONAL: { + + camera_matrix.set_orthogonal( + p_camera->size, + viewport_rect.width / (float)viewport_rect.height, + distances[i], + distances[i+1], + p_camera->vaspect + + ); + } break; + case Camera::PERSPECTIVE: { + + + camera_matrix.set_perspective( + p_camera->fov, + viewport_rect.width / (float)viewport_rect.height, + distances[i], + distances[i+1], + p_camera->vaspect + + ); + + } break; + } + + //obtain the frustum endpoints + + Vector3 endpoints[8]; // frustum plane endpoints + bool res = camera_matrix.get_endpoints(p_camera->transform,endpoints); + ERR_CONTINUE(!res); + + // obtain the light frustm ranges (given endpoints) + + Vector3 x_vec=p_light->data.transform.basis.get_axis( Vector3::AXIS_X ).normalized(); + Vector3 y_vec=p_light->data.transform.basis.get_axis( Vector3::AXIS_Y ).normalized(); + Vector3 z_vec=p_light->data.transform.basis.get_axis( Vector3::AXIS_Z ).normalized(); + //z_vec points agsint the camera, like in default opengl + + float x_min,x_max; + float y_min,y_max; + float z_min,z_max; + + float x_min_cam,x_max_cam; + float y_min_cam,y_max_cam; + float z_min_cam,z_max_cam; + + + //used for culling + for(int j=0;j<8;j++) { + + float d_x=x_vec.dot(endpoints[j]); + float d_y=y_vec.dot(endpoints[j]); + float d_z=z_vec.dot(endpoints[j]); + + if (j==0 || d_x<x_min) + x_min=d_x; + if (j==0 || d_x>x_max) + x_max=d_x; + + if (j==0 || d_y<y_min) + y_min=d_y; + if (j==0 || d_y>y_max) + y_max=d_y; + + if (j==0 || d_z<z_min) + z_min=d_z; + if (j==0 || d_z>z_max) + z_max=d_z; + + + } + + + + + + { + //camera viewport stuff + //this trick here is what stabilizes the shadow (make potential jaggies to not move) + //at the cost of some wasted resolution. Still the quality increase is very well worth it + + + Vector3 center; + + for(int j=0;j<8;j++) { + + center+=endpoints[j]; + } + center/=8.0; + + //center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5; + + float radius=0; + + for(int j=0;j<8;j++) { + + float d = center.distance_to(endpoints[j]); + if (d>radius) + radius=d; + } + + + radius *= texsize/(texsize-2.0); //add a texel by each side, so stepified texture will always fit + + x_max_cam=x_vec.dot(center)+radius; + x_min_cam=x_vec.dot(center)-radius; + y_max_cam=y_vec.dot(center)+radius; + y_min_cam=y_vec.dot(center)-radius; + z_max_cam=z_vec.dot(center)+radius; + z_min_cam=z_vec.dot(center)-radius; + + float unit = radius*2.0/texsize; + + x_max_cam=Math::stepify(x_max_cam,unit); + x_min_cam=Math::stepify(x_min_cam,unit); + y_max_cam=Math::stepify(y_max_cam,unit); + y_min_cam=Math::stepify(y_min_cam,unit); + + } + + //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree + + Vector<Plane> light_frustum_planes; + light_frustum_planes.resize(6); + + //right/left + light_frustum_planes[0]=Plane( x_vec, x_max ); + light_frustum_planes[1]=Plane( -x_vec, -x_min ); + //top/bottom + light_frustum_planes[2]=Plane( y_vec, y_max ); + light_frustum_planes[3]=Plane( -y_vec, -y_min ); + //near/far + light_frustum_planes[4]=Plane( z_vec, z_max+1e6 ); + light_frustum_planes[5]=Plane( -z_vec, -z_min ); // z_min is ok, since casters further than far-light plane are not needed + + int caster_cull_count = p_scenario->octree.cull_convex(light_frustum_planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,INSTANCE_GEOMETRY_MASK); + + // a pre pass will need to be needed to determine the actual z-near to be used + for(int j=0;j<caster_cull_count;j++) { + + float min,max; + Instance *ins=instance_shadow_cull_result[j]; + if (!ins->visible || !ins->cast_shadows) + continue; + ins->transformed_aabb.project_range_in_plane(Plane(z_vec,0),min,max); + + if (max>z_max) + z_max=max; + } + + { + CameraMatrix ortho_camera; + real_t half_x = (x_max_cam-x_min_cam) * 0.5; + real_t half_y = (y_max_cam-y_min_cam) * 0.5; + + + ortho_camera.set_orthogonal( -half_x, half_x,-half_y,half_y, 0, (z_max-z_min_cam) ); + + Transform ortho_transform; + ortho_transform.basis=p_light->data.transform.basis; + ortho_transform.origin=x_vec*(x_min_cam+half_x)+y_vec*(y_min_cam+half_y)+z_vec*z_max; + + rasterizer->light_instance_set_shadow_transform(p_light->light_info->instance, i, ortho_camera, ortho_transform,distances[i],distances[i+1] ); + } + + rasterizer->begin_shadow_map( p_light->light_info->instance, i ); + + for (int j=0;j<caster_cull_count;j++) { + + Instance *instance = instance_shadow_cull_result[j]; + if (!instance->visible || !instance->cast_shadows) + continue; + _instance_draw(instance); + } + + rasterizer->end_shadow_map(); + + + } + + +} + + +CameraMatrix _lispm_look( const Vector3 pos, const Vector3 dir, const Vector3 up) { + + Vector3 dirN; + Vector3 upN; + Vector3 lftN; + + lftN=dir.cross(up); + lftN.normalize(); + + upN=lftN.cross(dir); + upN.normalize(); + dirN=dir.normalized(); + + CameraMatrix cmout; + float *output=&cmout.matrix[0][0]; + output[ 0] = lftN[0]; + output[ 1] = upN[0]; + output[ 2] = -dirN[0]; + output[ 3] = 0.0; + + output[ 4] = lftN[1]; + output[ 5] = upN[1]; + output[ 6] = -dirN[1]; + output[ 7] = 0.0; + + output[ 8] = lftN[2]; + output[ 9] = upN[2]; + output[10] = -dirN[2]; + output[11] = 0.0; + + output[12] = -lftN.dot(pos); + output[13] = -upN.dot(pos); + output[14] = dirN.dot(pos); + output[15] = 1.0; + + return cmout; +} + + + +#if 1 + +void VisualServerRaster::_light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range) { + + Vector3 light_vec = -p_light->data.transform.basis.get_axis(2); + Vector3 view_vec = -p_camera->transform.basis.get_axis(2); + float viewdot = light_vec.normalized().dot(view_vec.normalized()); + + + float near_dist=1; + + Vector<Plane> light_frustum_planes = _camera_generate_orthogonal_planes(p_light,p_camera,p_cull_range.min,p_cull_range.max); + int caster_count = p_scenario->octree.cull_convex(light_frustum_planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,INSTANCE_GEOMETRY_MASK); + + // this could be faster by just getting supports from the AABBs.. + // but, safer to do as the original implementation explains for now.. + + Vector<Vector3> caster_pointcloud; + caster_pointcloud.resize(caster_count*8); + int caster_pointcloud_size=0; + + { + + //fill pointcloud + Vector3* caster_pointcloud_ptr=&caster_pointcloud[0]; + + for(int i=0;i<caster_count;i++) { + + Instance *ins = instance_shadow_cull_result[i]; + if (!ins->visible || !ins->cast_shadows) + continue; + + for(int j=0;j<8;j++) { + + Vector3 v = ins->aabb.get_endpoint(j); + v = ins->data.transform.xform(v); + caster_pointcloud_ptr[caster_pointcloud_size+j]=v; + } + + caster_pointcloud_size+=8; + + } + } + + // now generate a pointcloud that contains the maximum bound (camera extruded by light) + + Vector<Vector3> camera_pointcloud = _camera_generate_endpoints(p_light,p_camera,p_cull_range.min,p_cull_range.max); + int cpcsize=camera_pointcloud.size(); + camera_pointcloud.resize( cpcsize*2 ); + + for(int i=0;i<cpcsize;i++) { + + camera_pointcloud[i+cpcsize]=camera_pointcloud[i]-light_vec*1000; + } + + + + // Vector<Vector3> frustum_points=_camera_generate_endpoints(p_light,p_camera,p_cull_range.min,p_cull_range.max); + + + // compute the "light-space" basis, using the algorithm described in the paper + // note: since bodyB is defined in eye space, all of these vectors should also be defined in eye space + + + Vector3 eye = p_camera->transform.origin; + Vector3 up = light_vec.cross(view_vec).cross(light_vec).normalized(); + + + CameraMatrix light_space_basis = _lispm_look(eye,light_vec,up); + + AABB light_space_aabb; + + + { //create an optimal AABB from both the camera pointcloud and the objects pointcloud + AABB light_space_pointcloud_aabb; + AABB light_space_camera_aabb; + //xform pointcloud + const Vector3* caster_pointcloud_ptr=&caster_pointcloud[0]; + + for(int i=0;i<caster_pointcloud_size;i++) { + + Vector3 p = light_space_basis.xform(caster_pointcloud_ptr[i]); + if (i==0) { + light_space_pointcloud_aabb.pos=p; + } else { + light_space_pointcloud_aabb.expand_to(p); + } + } + for(int i=0;i<camera_pointcloud.size();i++) { + + Vector3 p = light_space_basis.xform(camera_pointcloud[i]); + if (i==0) { + light_space_camera_aabb.pos=p; + } else { + light_space_camera_aabb.expand_to(p); + } + } + + light_space_aabb=light_space_pointcloud_aabb.intersection(light_space_camera_aabb); + } + + float lvdp = light_vec.dot(view_vec); + + float sin_gamma = Math::sqrt(1.0-lvdp*lvdp); + //use the formulas of the paper to get n (and f) + float factor = 1.0/sin_gamma; + float z_n = factor*near_dist; //often 1 + float d = Math::abs(light_space_aabb.size.y); //perspective transform depth //light space y extents + float z_f = z_n + d*sin_gamma; + float n = (z_n+Math::sqrt(z_f*z_n))/sin_gamma; + float f = n+d; + + Vector3 pos = eye - up*(n-near_dist); + + CameraMatrix light_space_basis2 = _lispm_look(pos,light_vec,up); + //Transform light_space_basis2; + //light_space_basis2.set_look_at(pos,light_vec-pos,up); + //light_space_basis2.affine_invert(); + + //one possibility for a simple perspective transformation matrix + //with the two parameters n(near) and f(far) in y direction + + CameraMatrix lisp_matrix; + lisp_matrix.matrix[1][1]=(f+n)/(f-n); + lisp_matrix.matrix[3][1]=-2*f*n/(f-n); + lisp_matrix.matrix[1][3]=1; + lisp_matrix.matrix[3][3]=0; + + CameraMatrix projection = lisp_matrix * light_space_basis2; + //CameraMatrix projection = light_space_basis2 * lisp_matrix; + + + AABB proj_space_aabb; + float max_d,min_d; + + { + + AABB proj_space_pointcloud_aabb; + AABB proj_space_camera_aabb; + //xform pointcloud + Vector3* caster_pointcloud_ptr=&caster_pointcloud[0]; + for(int i=0;i<caster_pointcloud_size;i++) { + + Vector3 p = projection.xform(caster_pointcloud_ptr[i]); + if (i==0) { + proj_space_pointcloud_aabb.pos=p; + } else { + proj_space_pointcloud_aabb.expand_to(p); + } + } + + for(int i=0;i<camera_pointcloud.size();i++) { + + Vector3 p = projection.xform(camera_pointcloud[i]); + if (i==0) { + proj_space_camera_aabb.pos=p; + } else { + proj_space_camera_aabb.expand_to(p); + } + } + + //proj_space_aabb=proj_space_pointcloud_aabb.intersection_with(proj_space_camera_aabb); + proj_space_aabb=proj_space_pointcloud_aabb; + } + + projection.scale_translate_to_fit(proj_space_aabb); + projection=projection * lisp_matrix; + + CameraMatrix scale; + scale.make_scale(Vector3(1.0,1.0,-1.0)); // transform to left handed + + projection=scale * projection; + + rasterizer->light_instance_set_shadow_transform(p_light->light_info->instance,0, projection , light_space_basis2.inverse() ); + + rasterizer->begin_shadow_map( p_light->light_info->instance, 0 ); + + for(int i=0;i<caster_count;i++) { + + Instance *instance = instance_shadow_cull_result[i]; + + if (!instance->visible || !instance->cast_shadows) + continue; + _instance_draw(instance); + } + + rasterizer->end_shadow_map(); + + +} + +#else + + +void VisualServerRaster::_light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range) { + + /* STEP 1: GENERATE LIGHT TRANSFORM */ + + + + Vector3 light_vec = -p_light->data.transform.basis.get_axis(2); + Vector3 view_vec = -p_camera->transform.basis.get_axis(2); + float viewdot = Math::absf(light_vec.dot(view_vec)); + + Vector3 up = light_vec.cross(view_vec).cross(light_vec).normalized(); + + Transform light_transform; + light_transform.set_look_at(Vector3(),light_vec,up); + + + /* STEP 2: GENERATE WORDLSPACE PLANES AND VECTORS*/ + float range_min=0.01; //p_cull_range.min + float range_max=20;//p_cull_range.max; + + Vector<Vector3> camera_endpoints=_camera_generate_endpoints(p_light,p_camera,range_min,range_max); // frustum plane endpoints + ERR_FAIL_COND(camera_endpoints.empty()); + + // obtain the light frustm ranges (given endpoints) + + + Vector3 light_x_vec=light_transform.basis.get_axis( Vector3::AXIS_X ).normalized(); + Vector3 light_y_vec=light_transform.basis.get_axis( Vector3::AXIS_Y ).normalized(); + Vector3 light_z_vec=light_transform.basis.get_axis( Vector3::AXIS_Z ).normalized(); + + Vector3 light_axis_max; + Vector3 light_axis_min; + + for(int j=0;j<8;j++) { + + float d_x=light_x_vec.dot(camera_endpoints[j]); + float d_y=light_y_vec.dot(camera_endpoints[j]); + float d_z=light_z_vec.dot(camera_endpoints[j]); + + if (j==0 || d_x<light_axis_min.x) + light_axis_min.x=d_x; + if (j==0 || d_x>light_axis_max.x) + light_axis_max.x=d_x; + + if (j==0 || d_y<light_axis_min.y) + light_axis_min.y=d_y; + if (j==0 || d_y>light_axis_max.y) + light_axis_max.y=d_y; + + if (j==0 || d_z<light_axis_min.z) + light_axis_min.z=d_z; + if (j==0 || d_z>light_axis_max.z) + light_axis_max.z=d_z; + + + } + + //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree + + Vector<Plane> light_cull_planes; + light_cull_planes.resize(6); + + + //right/left + light_cull_planes[0]=Plane( light_x_vec, light_axis_max.x ); + light_cull_planes[1]=Plane( -light_x_vec, -light_axis_min.x ); + //top/bottom + light_cull_planes[2]=Plane( light_y_vec, light_axis_max.y ); + light_cull_planes[3]=Plane( -light_y_vec, -light_axis_min.y ); + //near/far + light_cull_planes[4]=Plane( light_z_vec, light_axis_max.z+1e6 ); + light_cull_planes[5]=Plane( -light_z_vec, -light_axis_min.z ); // z_min is ok, since casters further than far-light plane are not needed + + + /* STEP 3: CULL CASTERS */ + + int caster_count = p_scenario->octree.cull_convex(light_cull_planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,INSTANCE_GEOMETRY_MASK); + + /* STEP 4: ADJUST FAR Z PLANE */ + + float caster_max_z=1e-1; + for(int i=0;i<caster_count;i++) { + + Instance *ins=instance_shadow_cull_result[i]; + if (!ins->visible || !ins->cast_shadows) + continue; + + //@TODO optimize using support mapping + for(int j=0;j<8;j++) { + + Vector3 v=ins->data.transform.xform(ins->aabb.get_endpoint(j)); + float d = light_z_vec.dot(v); + if (d>caster_max_z) + caster_max_z=d; + + } + + } + + float expand = caster_max_z-light_axis_max.z; + if (expand<0) + expand=0; + light_axis_max.z=MAX(caster_max_z,light_axis_max.z); + + /* STEP 5: CREATE ORTHOGONAL PROJECTION */ + + CameraMatrix light_projection; + + real_t half_x = (light_axis_max.x-light_axis_min.x) * 0.5; + real_t half_y = (light_axis_max.y-light_axis_min.y) * 0.5; + light_projection.set_orthogonal( -half_x, half_x,half_y, -half_y, 0, (light_axis_max.z-light_axis_min.z) ); + light_transform.origin=light_x_vec*(light_axis_min.x+half_x)+light_y_vec*(light_axis_min.y+half_y)+light_z_vec*light_axis_max.z; + + + if (/*false &&*/ viewdot<0.96) { + + float lvdp = light_vec.dot(view_vec); + + float near_dist=1.0; + float sin_gamma = Math::sqrt(1.0-lvdp*lvdp); + //use the formulas of the paper to get n (and f) + float factor = 1.0/sin_gamma; + float z_n = factor*near_dist; //often 1 + float d = Math::abs(light_axis_max.y-light_axis_min.y); //perspective transform depth //light space y extents + float z_f = z_n + d*sin_gamma; + float n = (z_n+Math::sqrt(z_f*z_n))/sin_gamma; + float f = n+d; + + CameraMatrix lisp_matrix; + lisp_matrix.matrix[1][1]=(f+n)/(f-n); + lisp_matrix.matrix[3][1]=-2*f*n/(f-n); + lisp_matrix.matrix[1][3]=1; + lisp_matrix.matrix[3][3]=0; + + Vector3 pos = p_camera->transform.origin - up*(n-near_dist); + + CameraMatrix world2light = _lispm_look(pos,light_vec,up); + CameraMatrix projection = lisp_matrix * world2light; + + AABB projection_bounds; + for(int i=0;i<camera_endpoints.size();i++) { + + Vector3 p=camera_endpoints[i]; + if (i==0) + projection_bounds.pos=projection.xform(p); + else + projection_bounds.expand_to(projection.xform(p)); + + projection_bounds.expand_to(projection.xform(p+light_vec*-expand)); + } + + CameraMatrix scaletrans; + scaletrans.scale_translate_to_fit(projection_bounds); + projection=scaletrans * lisp_matrix; + + CameraMatrix scale; + scale.make_scale(Vector3(1.0,1.0,-1.0)); // transform to left handed + + projection=scale * projection; + + + rasterizer->light_instance_set_shadow_transform(p_light->light_info->instance,0, projection, world2light.inverse(), viewdot); + + } else { + //orthogonal + rasterizer->light_instance_set_shadow_transform(p_light->light_info->instance,0, light_projection , light_transform, viewdot); + } + + rasterizer->begin_shadow_map( p_light->light_info->instance, 0 ); + + for(int i=0;i<caster_count;i++) { + + Instance *instance = instance_shadow_cull_result[i]; + + if (!instance->visible || !instance->cast_shadows) + continue; + _instance_draw(instance); + } + + rasterizer->end_shadow_map(); + +} + +#endif + + +void VisualServerRaster::_light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range) { + + + + if (!rasterizer->shadow_allocate_near( p_light->light_info->instance )) + return; // shadow could not be updated + + + /* VisualServerRaster supports for many shadow techniques, using the one the rasterizer requests */ + + Rasterizer::ShadowType shadow_type = rasterizer->light_instance_get_shadow_type(p_light->light_info->instance); + + switch(shadow_type) { + + case Rasterizer::SHADOW_SIMPLE: { + /* SPOT SHADOW */ + + + rasterizer->begin_shadow_map( p_light->light_info->instance, 0 ); + + //using this one ensures that raster deferred will have it + + float far = rasterizer->light_get_var( p_light->base_rid, VS::LIGHT_PARAM_RADIUS); + + float angle = rasterizer->light_get_var( p_light->base_rid, VS::LIGHT_PARAM_SPOT_ANGLE ); + + CameraMatrix cm; + cm.set_perspective( angle*2.0, 1.0, 0.001, far ); + + Vector<Plane> planes = cm.get_projection_planes(p_light->data.transform); + int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,INSTANCE_GEOMETRY_MASK); + + + for (int i=0;i<cull_count;i++) { + + Instance *instance = instance_shadow_cull_result[i]; + if (!instance->visible || !instance->cast_shadows) + continue; + _instance_draw(instance); + } + + rasterizer->end_shadow_map(); + + } break; + case Rasterizer::SHADOW_DUAL_PARABOLOID: { + + /* OMNI SHADOW */ + + int passes = rasterizer->light_instance_get_shadow_passes( p_light->light_info->instance ); + + if (passes==2) { + + for(int i=0;i<2;i++) { + + rasterizer->begin_shadow_map( p_light->light_info->instance, i ); + + + //using this one ensures that raster deferred will have it + + float radius = rasterizer->light_get_var( p_light->base_rid, VS::LIGHT_PARAM_RADIUS); + + float z =i==0?-1:1; + Vector<Plane> planes; + planes.resize(5); + planes[0]=p_light->data.transform.xform(Plane(Vector3(0,0,z),radius)); + planes[1]=p_light->data.transform.xform(Plane(Vector3(1,0,z).normalized(),radius)); + planes[2]=p_light->data.transform.xform(Plane(Vector3(-1,0,z).normalized(),radius)); + planes[3]=p_light->data.transform.xform(Plane(Vector3(0,1,z).normalized(),radius)); + planes[4]=p_light->data.transform.xform(Plane(Vector3(0,-1,z).normalized(),radius)); + + + int cull_count = p_scenario->octree.cull_convex(planes,instance_shadow_cull_result,MAX_INSTANCE_CULL,INSTANCE_GEOMETRY_MASK); + + + for (int j=0;j<cull_count;j++) { + + Instance *instance = instance_shadow_cull_result[j]; + if (!instance->visible || !instance->cast_shadows) + continue; + + _instance_draw(instance); + } + + rasterizer->end_shadow_map(); + } + } else if (passes==1) { + //one go + + + + } + + } break; + case Rasterizer::SHADOW_CUBE: { + + // todo + } break; + case Rasterizer::SHADOW_ORTHOGONAL: { + + _light_instance_update_pssm_shadow(p_light,p_scenario,p_camera,p_cull_range); + } break; + case Rasterizer::SHADOW_PSSM: { + + _light_instance_update_pssm_shadow(p_light,p_scenario,p_camera,p_cull_range); + } break; + case Rasterizer::SHADOW_PSM: { + + _light_instance_update_lispsm_shadow(p_light,p_scenario,p_camera,p_cull_range); + // todo + } break; + default: {} + } + +} + +void VisualServerRaster::_portal_disconnect(Instance *p_portal,bool p_cleanup) { + + if (p_portal->portal_info->connected) { + + //disconnect first + p_portal->portal_info->connected->portal_info->connected=NULL; + p_portal->portal_info->connected=NULL; + + } + + if (p_portal->room && p_portal->room->room) { + + if (p_cleanup) { + + p_portal->room->room->room_info->disconnected_child_portals.erase(p_portal); + //p_portal->room->room->room_info->disconnected_child_portals.erase(p_portal); + } else { + p_portal->room->room->room_info->disconnected_child_portals.insert(p_portal); + } + } + +} + +void VisualServerRaster::_instance_validate_autorooms(Instance *p_geometry) { + + if (p_geometry->auto_rooms.size()==0) + return; + + p_geometry->valid_auto_rooms.clear(); + + int point_count = aabb_random_points.size(); + const Vector3 * src_points = &aabb_random_points[0]; + + for(Set<Instance*>::Element *E=p_geometry->valid_auto_rooms.front();E;E=E->next()) { + + Instance *room = E->get(); + Vector3 *dst_points=&transformed_aabb_random_points[0]; + + //generate points + for(int i=0;i<point_count;i++) { + + dst_points[i] = room->room_info->affine_inverse.xform(p_geometry->data.transform.xform((src_points[i]*p_geometry->transformed_aabb.size)+p_geometry->transformed_aabb.pos)); + } + + int pass = room->room_info->room->bounds.get_points_inside(dst_points,point_count); + + float ratio = (float)pass / point_count; + + if (ratio>0.5) // should make some constant + p_geometry->valid_auto_rooms.insert(room); + } +} + +void VisualServerRaster::_portal_attempt_connect(Instance *p_portal) { + + + _portal_disconnect(p_portal); + + Vector3 A_norm = p_portal->data.transform.basis.get_axis(Vector3::AXIS_Z).normalized(); + Plane A_plane( p_portal->data.transform.origin, A_norm ); + float A_surface = p_portal->portal_info->portal->bounds.get_area(); + if (A_surface==0) + return; //wtf + + Instance *found=NULL; + Transform affine_inverse = p_portal->data.transform.affine_inverse(); + + for(Set<Instance*>::Element *E=p_portal->portal_info->candidate_set.front();E;E=E->next()) { + + Instance *B = E->get(); + + if (B->portal_info->connected) + continue; // in use + + Vector3 B_norm = B->data.transform.basis.get_axis(Vector3::AXIS_Z).normalized(); + + // check that they are in front of another + float dot = A_norm.dot(-B_norm); + + if (dot<0.707) // 45 degrees, TODO unharcode this + continue; + + // check the max distance to the other portal + + bool valid=true; + + Rect2 local_bounds; + + for(int i=0;i<B->portal_info->portal->shape.size();i++) { + + Point2 point2 = B->portal_info->portal->shape[i]; + + Vector3 point = B->data.transform.xform( Vector3( point2.x, point2.y, 0 ) ); + + float dist = Math::abs(A_plane.distance_to(point)); + + if ( + dist>p_portal->portal_info->portal->connect_range || + dist>B->portal_info->portal->connect_range ) { + valid=false; + break; + } + + + Vector3 point_local = affine_inverse.xform(A_plane.project(point)); + point2 = Point2(point_local.x,point_local.y); + + if (i==0) + local_bounds.pos=point2; + else + local_bounds.expand_to(point2); + + + } + + if (!valid) + continue; + + float B_surface = B->portal_info->portal->bounds.get_area(); + if (B_surface==0) + continue; //wtf + + float clip_area = p_portal->portal_info->portal->bounds.clip(local_bounds).get_area(); + + + //check that most of the area is shared + + if ( (clip_area/A_surface) < 0.5 || (clip_area/B_surface) < 0.5) // TODO change for something else + continue; + + found=B; + break; + + + + } + + + if (!found) { + + if (p_portal->room && p_portal->room->room) { + + p_portal->room->room->room_info->disconnected_child_portals.insert(p_portal); + } + + return; + } + + p_portal->portal_info->connected=found; + found->portal_info->connected=p_portal; + + +} + +void* VisualServerRaster::instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int) { + + VisualServerRaster *self = (VisualServerRaster*)p_self; + Instance *A = p_A; + Instance *B = p_B; + + if (A->base_type==INSTANCE_PORTAL) { + + ERR_FAIL_COND_V( B->base_type!=INSTANCE_PORTAL,NULL ); + + A->portal_info->candidate_set.insert(B); + B->portal_info->candidate_set.insert(A); + + self->_portal_attempt_connect(A); + //attempt to conncet portal A (will go through B anyway) + //this is a little hackish, but works fine in practice + + } else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) { + + if (B->base_type==INSTANCE_ROOM) + SWAP(A,B); + + ERR_FAIL_COND_V(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ),NULL); + + B->auto_rooms.insert(A); + A->room_info->owned_autoroom_geometry.insert(B); + + self->_instance_validate_autorooms(B); + + + } else { + + if (B->base_type==INSTANCE_LIGHT) { + + SWAP(A,B); + } else if (A->base_type!=INSTANCE_LIGHT) { + return NULL; + } + + + A->light_info->affected.insert(B); + B->lights.insert(A); + B->light_cache_dirty=true; + } + + return NULL; + +} +void VisualServerRaster::instance_unpair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int,void*) { + + VisualServerRaster *self = (VisualServerRaster*)p_self; + Instance *A = p_A; + Instance *B = p_B; + + if (A->base_type==INSTANCE_PORTAL) { + + ERR_FAIL_COND( B->base_type!=INSTANCE_PORTAL ); + + + A->portal_info->candidate_set.erase(B); + B->portal_info->candidate_set.erase(A); + + //after disconnecting them, see if they can connect again + self->_portal_attempt_connect(A); + self->_portal_attempt_connect(B); + + } else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) { + + if (B->base_type==INSTANCE_ROOM) + SWAP(A,B); + + ERR_FAIL_COND(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK )); + + B->auto_rooms.erase(A); + B->valid_auto_rooms.erase(A); + A->room_info->owned_autoroom_geometry.erase(B); + + }else { + + + if (B->base_type==INSTANCE_LIGHT) { + + SWAP(A,B); + } else if (A->base_type!=INSTANCE_LIGHT) { + return; + } + + + A->light_info->affected.erase(B); + B->lights.erase(A); + B->light_cache_dirty=true; + } +} + +bool VisualServerRaster::_test_portal_cull(Camera *p_camera, Instance *p_from_portal, Instance *p_to_portal) { + + + int src_point_count=p_from_portal->portal_info->transformed_point_cache.size(); + int dst_point_count=p_to_portal->portal_info->transformed_point_cache.size(); + + if (src_point_count<2 || dst_point_count<2) + return false; + + const Vector3 *src_points=&p_from_portal->portal_info->transformed_point_cache[0]; + const Vector3 *dst_points=&p_to_portal->portal_info->transformed_point_cache[0]; + + bool outside=false; + + bool clockwise = !p_from_portal->portal_info->plane_cache.is_point_over(p_camera->transform.origin); + + for(int i=0;i<src_point_count;i++) { + + const Vector3& point_prev = src_points[i?(i-1):(src_point_count-1)]; + const Vector3& point = src_points[i]; + + Plane p = clockwise?Plane(p_camera->transform.origin,point,point_prev):Plane(p_camera->transform.origin,point_prev,point); + + bool all_over=true; + + for(int j=0;j<dst_point_count;j++) { + + if (!p.is_point_over(dst_points[j])) { + + all_over=false; + break; + } + + } + + if (all_over) { + outside=true; + break; + } + + } + + return !outside; + +} + +void VisualServerRaster::_cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal) { + + ERR_FAIL_COND(!p_portal->scenario); //scenario outside + + Instance *portal = p_portal; + + if (!portal->room) { + + return; //portals need all to belong to a room, it may be unconfigured yet + } else if (portal->last_render_pass!=render_pass) { + + return; //invalid portal, ignore + } else if (portal->portal_info->last_visited_pass==render_pass) { + + return; //portal already visited + } else if (portal==p_from_portal) { + + return; // came from this portal, don't even bother testing + } + + /* TEST DISABLE DISTANCE */ + + float disable_distance = p_portal->portal_info->portal->disable_distance; + if (disable_distance) { + //has disable distance.. + float distance = p_camera->transform.origin.distance_to(portal->data.transform.origin); + if (disable_distance < distance) { + + return; + } + } + + /* TEST PORTAL NOT FACING OPTIMIZATION */ + + + if (p_portal->portal_info->connected) { + //connected portal means, it must face against the camera to be seen + if (p_portal->portal_info->plane_cache.is_point_over(p_camera->transform.origin)) { //portal facing against camera (exterior) + + return; + } + } else { + //disconencted portals (go from room to parent room or exterior) must face towards the canera + if (!p_portal->portal_info->plane_cache.is_point_over(p_camera->transform.origin)) { //portal facing against camera (exterior) + + return; + } + } + + if (p_from_portal && !_test_portal_cull(p_camera, p_from_portal, portal)) { + return; // portal not visible (culled) + } + + portal->portal_info->last_visited_pass=render_pass; + + if (portal->portal_info->connected) { + + //interior<->interior portal + Instance *to_room = portal->portal_info->connected->room; + if (!to_room) { + return; //wtf.. oh well, connected to a roomless (invalid) portal + } + + _cull_room(p_camera, to_room, portal->portal_info->connected); + + } else { + //to exterior/to parent roomportal + + Instance *parent_room = portal->room->room; + + _cull_room(p_camera, parent_room, portal); + } + +} + +void VisualServerRaster::_cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal) { + + if (p_room==NULL) { + //exterior + exterior_visited=true; + + for(int i=0;i<exterior_portal_cull_count;i++) { + + _cull_portal(p_camera, exterior_portal_cull_result[i],p_from_portal); + } + + } else { + + ERR_FAIL_COND(!p_room->scenario); + + if (p_room->last_render_pass!=render_pass) + return; //this room is invalid + + //interior + //first of all, validate the room + p_room->room_info->last_visited_pass=render_pass; + //see about going around portals + if (!p_room->room_info->room->occlude_exterior) + exterior_visited=true; + + for(List<Instance*>::Element * E=p_room->room_info->owned_portal_instances.front();E;E=E->next()) { + + _cull_portal(p_camera, E->get(),p_from_portal); + + } + + for(Set<Instance*>::Element * E=p_room->room_info->disconnected_child_portals.front();E;E=E->next()) { + + _cull_portal(p_camera, E->get(),p_from_portal); + + } + + + } + +} + +void VisualServerRaster::_render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario) { + + + uint64_t t = OS::get_singleton()->get_ticks_usec(); + render_pass++; + uint32_t camera_layer_mask=p_camera->visible_layers; + + /* STEP 1 - SETUP CAMERA */ + CameraMatrix camera_matrix; + + switch(p_camera->type) { + case Camera::ORTHOGONAL: { + + camera_matrix.set_orthogonal( + p_camera->size, + viewport_rect.width / (float)viewport_rect.height, + p_camera->znear, + p_camera->zfar, + p_camera->vaspect + + ); + } break; + case Camera::PERSPECTIVE: { + + camera_matrix.set_perspective( + p_camera->fov, + viewport_rect.width / (float)viewport_rect.height, + p_camera->znear, + p_camera->zfar, + p_camera->vaspect + + ); + + } break; + } + + + rasterizer->set_camera(p_camera->transform, camera_matrix); + + Vector<Plane> planes = camera_matrix.get_projection_planes(p_camera->transform); + + CullRange cull_range; // cull range is used for PSSM, and having an idea of the rendering depth + cull_range.nearp=Plane(p_camera->transform.origin,-p_camera->transform.basis.get_axis(2).normalized()); + cull_range.z_near=camera_matrix.get_z_near(); + cull_range.z_far=camera_matrix.get_z_far(); + cull_range.min=cull_range.z_far; + cull_range.max=cull_range.z_near; + + /* STEP 2 - CULL */ + int cull_count = p_scenario->octree.cull_convex(planes,instance_cull_result,MAX_INSTANCE_CULL); + light_cull_count=0; + +/* print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0)); + print_line("OTO: "+itos(p_scenario->octree.get_octant_count())); +// print_line("OTE: "+itos(p_scenario->octree.get_elem_count())); + print_line("OTP: "+itos(p_scenario->octree.get_pair_count())); +*/ + + /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */ + + + // compute portals + + exterior_visited=false; + exterior_portal_cull_count=0; + + if (room_cull_enabled) { + for(int i=0;i<cull_count;i++) { + + Instance *ins = instance_cull_result[i]; + ins->last_render_pass=render_pass; + + if (ins->base_type!=INSTANCE_PORTAL) + continue; + + if (ins->room) + continue; + + ERR_CONTINUE(exterior_portal_cull_count>=MAX_EXTERIOR_PORTALS); + exterior_portal_cull_result[exterior_portal_cull_count++]=ins; + + } + + room_cull_count = p_scenario->octree.cull_point(p_camera->transform.origin,room_cull_result,MAX_ROOM_CULL,NULL,(1<<INSTANCE_ROOM)|(1<<INSTANCE_PORTAL)); + + + Set<Instance*> current_rooms; + Set<Instance*> portal_rooms; + //add to set + for(int i=0;i<room_cull_count;i++) { + + if (room_cull_result[i]->base_type==INSTANCE_ROOM) { + current_rooms.insert(room_cull_result[i]); + } + if (room_cull_result[i]->base_type==INSTANCE_PORTAL) { + //assume inside that room if also inside the portal.. + if (room_cull_result[i]->room) { + portal_rooms.insert(room_cull_result[i]->room); + } + + SWAP(room_cull_result[i],room_cull_result[room_cull_count-1]); + room_cull_count--; + i--; + } + } + + //remove from set if it has a parent room or BSP doesn't contain + for(int i=0;i<room_cull_count;i++) { + Instance *r = room_cull_result[i]; + + //check inside BSP + Vector3 room_local_point = r->room_info->affine_inverse.xform( p_camera->transform.origin ); + + if (!portal_rooms.has(r) && !r->room_info->room->bounds.point_is_inside(room_local_point)) { + + current_rooms.erase(r); + continue; + } + + //check parent + while (r->room) {// has parent room + + current_rooms.erase(r); + r=r->room; + } + + } + + if (current_rooms.size()) { + //camera is inside a room + // go through rooms + for(Set<Instance*>::Element *E=current_rooms.front();E;E=E->next()) { + _cull_room(p_camera,E->get()); + } + + } else { + //start from exterior + _cull_room(p_camera,NULL); + + } + } + + /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */ + + for(int i=0;i<cull_count;i++) { + + Instance *ins = instance_cull_result[i]; + + bool keep=false; + + + if ((camera_layer_mask&ins->layer_mask)==0) { + + //failure + } else if (ins->base_type==INSTANCE_LIGHT) { + + if (light_cull_count<MAX_LIGHTS_CULLED) { + light_cull_result[light_cull_count++]=ins; +// rasterizer->light_instance_set_active_hint(ins->light_info->instance); + { + //compute distance to camera using aabb support + Vector3 n = ins->data.transform.basis.xform_inv(cull_range.nearp.normal).normalized(); + Vector3 s = ins->data.transform.xform(ins->aabb.get_support(n)); + ins->light_info->dtc=cull_range.nearp.distance_to(s); + } + } + + } else if ((1<<ins->base_type)&INSTANCE_GEOMETRY_MASK && ins->visible) { + + + bool discarded=false; + + if (ins->draw_range_end>0) { + + float d = cull_range.nearp.distance_to(ins->data.transform.origin); + if (d<0) + d=0; + discarded=(d<ins->draw_range_begin || d>=ins->draw_range_end); + + + } + + if (!discarded) { + + // test if this geometry should be visible + + if (room_cull_enabled) { + + + if (ins->visible_in_all_rooms) { + keep=true; + } else if (ins->room) { + + if (ins->room->room_info->last_visited_pass==render_pass) + keep=true; + } else if (ins->auto_rooms.size()) { + + + for(Set<Instance*>::Element *E=ins->auto_rooms.front();E;E=E->next()) { + + if (E->get()->room_info->last_visited_pass==render_pass) { + keep=true; + break; + } + } + } else if(exterior_visited) + keep=true; + } else { + + keep=true; + } + } + + + if (keep) { + // update cull range + float min,max; + ins->transformed_aabb.project_range_in_plane(cull_range.nearp,min,max); + + if (min<cull_range.min) + cull_range.min=min; + if (max>cull_range.max) + cull_range.max=max; + } + + } + + if (!keep) { + // remove, no reason to keep + cull_count--; + SWAP( instance_cull_result[i], instance_cull_result[ cull_count ] ); + i--; + ins->last_render_pass=0; // make invalid + } else { + + ins->last_render_pass=render_pass; + } + } + + if (cull_range.max > cull_range.z_far ) + cull_range.max=cull_range.z_far; + if (cull_range.min < cull_range.z_near ) + cull_range.min=cull_range.z_near; + + /* STEP 5 - PROCESS LIGHTS */ + + rasterizer->shadow_clear_near(); //clear near shadows, will be recreated + + // directional lights + { + List<RID>::Element *E=p_scenario->directional_lights.front(); + + + while(E) { + + Instance *light = E->get().is_valid()?instance_owner.get(E->get()):NULL; + + if (rasterizer->light_has_shadow(light->base_rid)) { + //rasterizer->light_instance_set_active_hint(light->light_info->instance); + _light_instance_update_shadow(light,p_scenario,p_camera,cull_range); + } + + E=E->next(); + } + } + + + //discard lights not affecting anything (useful for deferred rendering, shadowmaps, etc) + + for (int i=0;i<light_cull_count;i++) { + + Instance *ins = light_cull_result[i]; + + if (light_discard_enabled) { + + //see if the light should be pre discarded because no one is seeing it + //this test may seem expensive, but in reality, it shouldn't be + //because of early out condition. It will only go through everything + //if it's being discarded. + + bool valid=false; + InstanceSet::Element *E =ins->light_info->affected.front(); + while(E) { + + if (E->get()->last_render_pass==render_pass) { + + valid=true; // early out. + break; + } + E=E->next(); + } + if (!valid) { + + light_cull_count--; + SWAP( light_cull_result[i], light_cull_result[ light_cull_count ] ); + i--; + + } + } + + } + + { + //assign shadows by distance to camera + SortArray<Instance*,_InstanceLightsort> sorter; + sorter.sort(light_cull_result,light_cull_count); + for (int i=0;i<light_cull_count;i++) { + + Instance *ins = light_cull_result[i]; + + if (!rasterizer->light_has_shadow(ins->base_rid) || !shadows_enabled) + continue; + + /* for far shadows? + if (ins->version == ins->light_info->last_version && rasterizer->light_instance_has_far_shadow(ins->light_info->instance)) + continue; // didn't change + */ + + _light_instance_update_shadow(ins,p_scenario,p_camera,cull_range); + ins->light_info->last_version=ins->version; + } + } + + + + /* STEP 6 - PROCESS GEOMETRY AND DRAW SCENE*/ + + RID environment; + if (p_camera->env.is_valid()) //camera has more environment priority + environment=p_camera->env; + else + environment=p_scenario->environment; + + rasterizer->begin_scene(p_viewport->viewport_data,environment,p_scenario->debug); + rasterizer->set_viewport(viewport_rect); + + // add lights + + { + List<RID>::Element *E=p_scenario->directional_lights.front(); + + + for(;E;E=E->next()) { + Instance *light = E->get().is_valid()?instance_owner.get(E->get()):NULL; + + ERR_CONTINUE(!light); + rasterizer->add_light(light->light_info->instance); + light->light_info->last_add_pass=render_pass; + } + + for (int i=0;i<light_cull_count;i++) { + + Instance *ins = light_cull_result[i]; + rasterizer->add_light(ins->light_info->instance); + ins->light_info->last_add_pass=render_pass; + } + } + // add geometry + + for(int i=0;i<cull_count;i++) { + + Instance *ins = instance_cull_result[i]; + + ERR_CONTINUE(!((1<<ins->base_type)&INSTANCE_GEOMETRY_MASK)); + + _instance_draw(ins); + } + + rasterizer->end_scene(); +} + +void VisualServerRaster::_render_canvas_item(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect, float p_opacity) { + + CanvasItem *ci = p_canvas_item; + + if (!ci->visible) + return; + + if (p_opacity<0.007) + return; + + + Rect2 rect = ci->get_rect(); + Matrix32 xform = p_transform * ci->xform; + Rect2 global_rect = xform.xform(rect); + global_rect.pos+=p_clip_rect.pos; + + + if (global_rect.intersects(p_clip_rect) && ci->viewport.is_valid() && viewport_owner.owns(ci->viewport)) { + + Viewport *vp = viewport_owner.get(ci->viewport); + + Point2i from = xform.get_origin() + Point2(viewport_rect.x,viewport_rect.y); + Point2i size = rect.size; + size.x *= xform[0].length(); + size.y *= xform[1].length(); + + _draw_viewport(vp, + from.x, + from.y, + size.x, + size.y); + + rasterizer->canvas_begin(); + } + + int s = ci->commands.size(); + bool reclip=false; + + float opacity = ci->opacity * p_opacity; + +#ifndef ONTOP_DISABLED + CanvasItem **child_items = ci->child_items.ptr(); + int child_item_count=ci->child_items.size(); + int top_item_count=0; + CanvasItem **top_items=(CanvasItem**)alloca(child_item_count*sizeof(CanvasItem*)); + + if (ci->clip) { + rasterizer->canvas_set_clip(true,global_rect); + canvas_clip=global_rect; + } + + for(int i=0;i<child_item_count;i++) { + + if (child_items[i]->ontop) + top_items[top_item_count++]=child_items[i]; + else { + _render_canvas_item(child_items[i],xform,p_clip_rect,opacity); + } + } +#endif + + if (s!=0) { + + //Rect2 rect( ci->rect.pos + p_ofs, ci->rect.size); + + if (p_clip_rect.intersects(global_rect)) { + + rasterizer->canvas_begin_rect(xform); + rasterizer->canvas_set_opacity( opacity * ci->self_opacity ); + rasterizer->canvas_set_blend_mode( ci->blend_mode ); + + CanvasItem::Command **commands = &ci->commands[0]; + + for (int i=0;i<s;i++) { + + CanvasItem::Command *c=commands[i]; + + switch(c->type) { + case CanvasItem::Command::TYPE_LINE: { + + CanvasItem::CommandLine* line = static_cast<CanvasItem::CommandLine*>(c); + rasterizer->canvas_draw_line(line->from,line->to,line->color,line->width); + } break; + case CanvasItem::Command::TYPE_RECT: { + + CanvasItem::CommandRect* rect = static_cast<CanvasItem::CommandRect*>(c); +// rasterizer->canvas_draw_rect(rect->rect,rect->region,rect->source,rect->flags&CanvasItem::CommandRect::FLAG_TILE,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H,rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V,rect->texture,rect->modulate); +#if 0 + int flags=0; + + if (rect->flags&CanvasItem::CommandRect::FLAG_REGION) { + flags|=Rasterizer::CANVAS_RECT_REGION; + } + if (rect->flags&CanvasItem::CommandRect::FLAG_TILE) { + flags|=Rasterizer::CANVAS_RECT_TILE; + } + if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_H) { + + flags|=Rasterizer::CANVAS_RECT_FLIP_H; + } + if (rect->flags&CanvasItem::CommandRect::FLAG_FLIP_V) { + + flags|=Rasterizer::CANVAS_RECT_FLIP_V; + } +#else + + int flags=rect->flags; +#endif + rasterizer->canvas_draw_rect(rect->rect,flags,rect->source,rect->texture,rect->modulate); + + } break; + case CanvasItem::Command::TYPE_STYLE: { + + CanvasItem::CommandStyle* style = static_cast<CanvasItem::CommandStyle*>(c); + rasterizer->canvas_draw_style_box(style->rect,style->texture,style->margin,style->draw_center,style->color); + + } break; + case CanvasItem::Command::TYPE_PRIMITIVE: { + + CanvasItem::CommandPrimitive* primitive = static_cast<CanvasItem::CommandPrimitive*>(c); + rasterizer->canvas_draw_primitive(primitive->points,primitive->colors,primitive->uvs,primitive->texture,primitive->width); + } break; + case CanvasItem::Command::TYPE_POLYGON: { + + CanvasItem::CommandPolygon* polygon = static_cast<CanvasItem::CommandPolygon*>(c); + rasterizer->canvas_draw_polygon(polygon->count,polygon->indices.ptr(),polygon->points.ptr(),polygon->uvs.ptr(),polygon->colors.ptr(),polygon->texture,polygon->colors.size()==1); + + } break; + + case CanvasItem::Command::TYPE_POLYGON_PTR: { + + CanvasItem::CommandPolygonPtr* polygon = static_cast<CanvasItem::CommandPolygonPtr*>(c); + rasterizer->canvas_draw_polygon(polygon->count,polygon->indices,polygon->points,polygon->uvs,polygon->colors,polygon->texture,false); + } break; + case CanvasItem::Command::TYPE_CIRCLE: { + + CanvasItem::CommandCircle* circle = static_cast<CanvasItem::CommandCircle*>(c); + static const int numpoints=32; + Vector2 points[numpoints+1]; + points[numpoints]=circle->pos; + int indices[numpoints*3]; + + for(int i=0;i<numpoints;i++) { + + points[i]=circle->pos+Vector2( Math::sin(i*Math_PI*2.0/numpoints),Math::cos(i*Math_PI*2.0/numpoints) )*circle->radius; + indices[i*3+0]=i; + indices[i*3+1]=(i+1)%numpoints; + indices[i*3+2]=numpoints; + } + rasterizer->canvas_draw_polygon(numpoints*3,indices,points,NULL,&circle->color,RID(),true); + //rasterizer->canvas_draw_circle(circle->indices.size(),circle->indices.ptr(),circle->points.ptr(),circle->uvs.ptr(),circle->colors.ptr(),circle->texture,circle->colors.size()==1); + } break; + case CanvasItem::Command::TYPE_TRANSFORM: { + + CanvasItem::CommandTransform* transform = static_cast<CanvasItem::CommandTransform*>(c); + rasterizer->canvas_set_transform(transform->xform); + } break; + case CanvasItem::Command::TYPE_BLEND_MODE: { + + CanvasItem::CommandBlendMode* bm = static_cast<CanvasItem::CommandBlendMode*>(c); + rasterizer->canvas_set_blend_mode(bm->blend_mode); + + } break; + case CanvasItem::Command::TYPE_CLIP_IGNORE: { + + CanvasItem::CommandClipIgnore* ci = static_cast<CanvasItem::CommandClipIgnore*>(c); + if (canvas_clip!=Rect2()) { + + if (ci->ignore!=reclip) { + if (ci->ignore) { + + rasterizer->canvas_set_clip(false,Rect2()); + reclip=true; + } else { + rasterizer->canvas_set_clip(true,canvas_clip); + reclip=false; + } + } + } + + + + } break; + } + } + rasterizer->canvas_end_rect(); + } + } + + + if (reclip) { + + rasterizer->canvas_set_clip(true,canvas_clip); + } + +#ifndef ONTOP_DISABLED + + for(int i=0;i<top_item_count;i++) { + + _render_canvas_item(top_items[i],xform,p_clip_rect,opacity); + } + +#else + for(int i=0;i<p_canvas_item->child_items.size();i++) { + + _render_canvas_item(p_canvas_item->child_items[i],xform,p_clip_rect,opacity); + } +#endif + + + if (ci->clip) { + rasterizer->canvas_set_clip(false,Rect2()); + canvas_clip=Rect2(); + } + +} + +void VisualServerRaster::_render_canvas(Canvas *p_canvas,const Matrix32 &p_transform) { + + rasterizer->canvas_begin(); + + int l = p_canvas->child_items.size(); + + for(int i=0;i<l;i++) { + + Canvas::ChildItem& ci=p_canvas->child_items[i]; + _render_canvas_item(ci.item,p_transform,Rect2(viewport_rect.x,viewport_rect.y,viewport_rect.width,viewport_rect.height),1); + + //mirroring (useful for scrolling backgrounds) + if (ci.mirror.x!=0) { + + Matrix32 xform2 = p_transform * Matrix32(0,Vector2(ci.mirror.x,0)); + _render_canvas_item(ci.item,xform2,Rect2(viewport_rect.x,viewport_rect.y,viewport_rect.width,viewport_rect.height),1); + } + if (ci.mirror.y!=0) { + + Matrix32 xform2 = p_transform * Matrix32(0,Vector2(0,ci.mirror.y)); + _render_canvas_item(ci.item,xform2,Rect2(viewport_rect.x,viewport_rect.y,viewport_rect.width,viewport_rect.height),1); + } + if (ci.mirror.y!=0 && ci.mirror.x!=0) { + + Matrix32 xform2 = p_transform * Matrix32(0,ci.mirror); + _render_canvas_item(ci.item,xform2,Rect2(viewport_rect.x,viewport_rect.y,viewport_rect.width,viewport_rect.height),1); + } + + } + +} + + +void VisualServerRaster::_draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h) { + + ViewportRect desired_rect=p_viewport->rect; + ViewportRect old_rect = viewport_rect; +// bool vpchanged=false; + // convert default expanding viewports to actual size + //if (desired_rect.x==0 && desired_rect.y==0 && desired_rect.width==0 && desired_rect.height==0) { + if (p_parent_w != 0 && p_parent_h != 0) { + + desired_rect.width=p_parent_w; + desired_rect.height=p_parent_h; + } + + ERR_FAIL_COND(desired_rect.width<=0 || desired_rect.height<=0); + + desired_rect.x+=p_ofs_x; + desired_rect.y+=p_ofs_y; + + // if the viewport is different than the actual one, change it + + if ( p_viewport->render_target.is_valid() || viewport_rect.x != desired_rect.x || + viewport_rect.y != desired_rect.y || + viewport_rect.width != desired_rect.width || + viewport_rect.height != desired_rect.height ) { + + + viewport_rect=desired_rect; + rasterizer->set_viewport(viewport_rect); + + } + + /* Camera should always be BEFORE any other 3D */ + + if (!p_viewport->hide_scenario && camera_owner.owns(p_viewport->camera) && scenario_owner.owns(p_viewport->scenario)) { + + Camera *camera = camera_owner.get( p_viewport->camera ); + Scenario *scenario = scenario_owner.get( p_viewport->scenario ); + + _update_instances(); // check dirty instances before rendering + + _render_camera(p_viewport, camera,scenario ); + + } else if (true /*|| !p_viewport->canvas_list.empty()*/){ + + //clear the viewport black because of no camera? i seriously should.. + rasterizer->clear_viewport(clear_color); + } + + if (!p_viewport->hide_canvas) { + int i=0; + + Map<Viewport::CanvasKey,Viewport::CanvasData*> canvas_map; + + for (Map<RID,Viewport::CanvasData>::Element *E=p_viewport->canvas_map.front();E;E=E->next()) { + canvas_map[ Viewport::CanvasKey( E->key(), E->get().layer) ]=&E->get(); + + } + + for (Map<Viewport::CanvasKey,Viewport::CanvasData*>::Element *E=canvas_map.front();E;E=E->next()) { + + + // print_line("canvas "+itos(i)+" size: "+itos(I->get()->canvas->child_items.size())); + //print_line("GT "+p_viewport->global_transform+". CT: "+E->get()->transform); + Matrix32 xform = p_viewport->global_transform * E->get()->transform; + _render_canvas( E->get()->canvas,xform ); + i++; + + } + } + + //capture + + if (p_viewport->queue_capture) { + + rasterizer->capture_viewport(&p_viewport->capture); + } + + //restore + if ( viewport_rect.x != old_rect.x || + viewport_rect.y != old_rect.y || + viewport_rect.width != old_rect.width || + viewport_rect.height != old_rect.height ) { + + viewport_rect=old_rect; + + rasterizer->set_viewport(viewport_rect); + } + + +} + +void VisualServerRaster::_draw_viewports() { + + //draw viewports for render targets + List<Viewport*> to_disable; + for(SelfList<Viewport> *E=viewport_update_list.first();E;E=E->next()) { + + Viewport *vp = E->self(); + ERR_CONTINUE(!vp); + if ( + vp->render_target_update_mode==RENDER_TARGET_UPDATE_WHEN_VISIBLE && + !vp->rendered_in_prev_frame && + !vp->queue_capture + ) { + + continue; + } + + rasterizer->set_render_target(vp->render_target); + _draw_viewport(vp,0,0,vp->rect.width,vp->rect.height); + + if ( (vp->queue_capture && vp->render_target_update_mode==RENDER_TARGET_UPDATE_DISABLED) || vp->render_target_update_mode==RENDER_TARGET_UPDATE_ONCE) { + //was only enabled for capture + to_disable.push_back(vp); + vp->render_target_update_mode=RENDER_TARGET_UPDATE_DISABLED; + } + + } + + rasterizer->set_render_target(RID()); + + while(to_disable.size()) { + //disable again because it was only for capture + viewport_update_list.remove(&to_disable.front()->get()->update_list); + to_disable.pop_front(); + } + + //draw viewports attached to screen + + for(Map<RID,int>::Element *E=screen_viewports.front();E;E=E->next()) { + + Viewport *vp = viewport_owner.get(E->key()); + ERR_CONTINUE(!vp); + + int window_w = OS::get_singleton()->get_video_mode(E->get()).width; + int window_h = OS::get_singleton()->get_video_mode(E->get()).height; + + _draw_viewport(vp,0,0,window_w,window_h); + } + + + //check when a viewport associated to a render target was drawn + + for(SelfList<Viewport> *E=viewport_update_list.first();E;E=E->next()) { + + Viewport *vp = E->self(); + ERR_CONTINUE(!vp); + if (vp->render_target_update_mode!=RENDER_TARGET_UPDATE_WHEN_VISIBLE) + continue; + vp->rendered_in_prev_frame=rasterizer->render_target_renedered_in_frame(vp->render_target); + } + +} + + + +void VisualServerRaster::_draw_cursors_and_margins() { + + int window_w = OS::get_singleton()->get_video_mode().width; + int window_h = OS::get_singleton()->get_video_mode().height; + + ViewportRect desired_rect; + desired_rect.x = desired_rect.y = 0; + desired_rect.width = window_w; + desired_rect.height = window_h; + + if ( viewport_rect.x != desired_rect.x || + viewport_rect.y != desired_rect.y || + viewport_rect.width != desired_rect.width || + viewport_rect.height != desired_rect.height ) { + + viewport_rect=desired_rect; + + rasterizer->set_viewport(viewport_rect); + } + + rasterizer->canvas_begin(); + rasterizer->canvas_begin_rect(Matrix32()); + + for (int i=0; i<MAX_CURSORS; i++) { + + if (!cursors[i].visible) { + + continue; + }; + + RID tex = cursors[i].texture?cursors[i].texture:default_cursor_texture; + ERR_CONTINUE( !tex ); + Point2 size(texture_get_width(tex), texture_get_height(tex)); + rasterizer->canvas_draw_rect(Rect2(cursors[i].pos, size), 0, Rect2(), tex, Color(1, 1, 1, 1)); + }; + + if (black_margin[MARGIN_LEFT]) + rasterizer->canvas_draw_rect(Rect2(0,0,black_margin[MARGIN_LEFT],window_h),0,Rect2(0,0,1,1),RID(),Color(0,0,0)); + if (black_margin[MARGIN_RIGHT]) + rasterizer->canvas_draw_rect(Rect2(window_w-black_margin[MARGIN_RIGHT],0,black_margin[MARGIN_RIGHT],window_h),0,Rect2(0,0,1,1),RID(),Color(0,0,0)); + if (black_margin[MARGIN_TOP]) + rasterizer->canvas_draw_rect(Rect2(0,0,window_w,black_margin[MARGIN_TOP]),0,Rect2(0,0,1,1),RID(),Color(0,0,0)); + if (black_margin[MARGIN_BOTTOM]) + rasterizer->canvas_draw_rect(Rect2(0,window_h-black_margin[MARGIN_BOTTOM],window_w,black_margin[MARGIN_BOTTOM]),0,Rect2(0,0,1,1),RID(),Color(0,0,0)); + + rasterizer->canvas_end_rect(); +}; + +void VisualServerRaster::flush() { + //do none +} + +void VisualServerRaster::draw() { + //if (changes) + // print_line("changes: "+itos(changes)); + changes=0; + shadows_enabled=GLOBAL_DEF("render/shadows_enabled",true); + room_cull_enabled = GLOBAL_DEF("render/room_cull_enabled",true); + light_discard_enabled = GLOBAL_DEF("render/light_discard_enabled",true); + rasterizer->begin_frame(); + _draw_viewports(); + _draw_cursors_and_margins(); + rasterizer->end_frame(); + draw_extra_frame=rasterizer->needs_to_draw_next_frame(); +} + +bool VisualServerRaster::has_changed() const { + + return changes>0 || draw_extra_frame; +} + +int VisualServerRaster::get_render_info(RenderInfo p_info) { + + return rasterizer->get_render_info(p_info); +} + +bool VisualServerRaster::has_feature(Features p_feature) const { + + return rasterizer->has_feature(p_feature); // lies for now +} + +void VisualServerRaster::set_default_clear_color(const Color& p_color) { + + clear_color=p_color; +} + +void VisualServerRaster::set_boot_image(const Image& p_image, const Color& p_color) { + + if (p_image.empty()) + return; + + rasterizer->begin_frame(); + + int window_w = OS::get_singleton()->get_video_mode(0).width; + int window_h = OS::get_singleton()->get_video_mode(0).height; + ViewportRect vr; + vr.x=0; + vr.y=0; + vr.width=OS::get_singleton()->get_video_mode(0).width; + vr.height=OS::get_singleton()->get_video_mode(0).height; + rasterizer->set_viewport(vr); + rasterizer->clear_viewport(p_color); + rasterizer->canvas_begin(); + RID texture = texture_create(); + texture_allocate(texture,p_image.get_width(),p_image.get_height(),p_image.get_format(),TEXTURE_FLAG_FILTER); + texture_set_data(texture,p_image); + rasterizer->canvas_begin_rect(Matrix32()); + Rect2 imgrect(0,0,p_image.get_width(),p_image.get_height()); + Rect2 screenrect=imgrect; + screenrect.pos+=((Size2(vr.width,vr.height)-screenrect.size)/2.0).floor(); + rasterizer->canvas_draw_rect(screenrect,0,imgrect,texture,Color(1,1,1,0)); + rasterizer->canvas_draw_rect(screenrect,0,imgrect,texture,Color(1,1,1,1)); + rasterizer->canvas_end_rect(); + + rasterizer->end_frame(); + rasterizer->flush_frame(); + + free(texture); // free since it's only one frame that stays there + +} + +void VisualServerRaster::init() { + + rasterizer->init(); + + shadows_enabled=GLOBAL_DEF("render/shadows_enabled",true); + //default_scenario = scenario_create(); + //default_viewport = viewport_create(); + for(int i=0;i<4;i++) + black_margin[i]=0; + + Image img; + img.create(default_mouse_cursor_xpm); + //img.convert(Image::FORMAT_RGB); + default_cursor_texture = texture_create_from_image(img, 0); + + aabb_random_points.resize( GLOBAL_DEF("render/aabb_random_points",16) ); + for(int i=0;i<aabb_random_points.size();i++) + aabb_random_points[i]=Vector3(Math::random(0,1),Math::random(0,1),Math::random(0,1)); + transformed_aabb_random_points.resize(aabb_random_points.size()); + changes=0; +} + +void VisualServerRaster::_clean_up_owner(RID_OwnerBase *p_owner,String p_type) { + + List<RID> rids; + p_owner->get_owned_list(&rids); + + int lost=0; + for(List<RID>::Element *I=rids.front();I;I=I->next()) { + if (OS::get_singleton()->is_stdout_verbose()) { + lost++; + } + free(I->get()); + } + + if (lost) + print_line("VisualServerRaster: WARNING: Lost "+itos(lost)+" RIDs of type "+p_type); + +} + +void VisualServerRaster::finish() { + + + free(default_cursor_texture); + + _clean_up_owner( &room_owner,"Room" ); + _clean_up_owner( &portal_owner,"Portal" ); + + _clean_up_owner( &camera_owner,"Camera" ); + _clean_up_owner( &viewport_owner,"Viewport" ); + + _clean_up_owner( &scenario_owner,"Scenario" ); + _clean_up_owner( &instance_owner,"Instance" ); + + _clean_up_owner( &canvas_owner,"Canvas" ); + _clean_up_owner( &canvas_item_owner,"CanvasItem" ); + + rasterizer->finish(); + octree_allocator.clear(); + + if (instance_dependency_map.size()) { + print_line("base resources missing "+itos(instance_dependency_map.size())); + } + ERR_FAIL_COND( instance_dependency_map.size() ); +} + + +RID VisualServerRaster::get_test_cube() { + + if (test_cube.is_valid()) + return test_cube; + + test_cube=_make_test_cube(); + return test_cube; + +} + + + +VisualServerRaster::VisualServerRaster(Rasterizer *p_rasterizer) { + + rasterizer=p_rasterizer; + instance_update_list=NULL; + render_pass=0; + clear_color=Color(0.3,0.3,0.3,1.0); + OctreeAllocator::allocator=&octree_allocator; + draw_extra_frame=false; + +} + + +VisualServerRaster::~VisualServerRaster() +{ +} + + diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h new file mode 100644 index 0000000000..f0b3a2d13c --- /dev/null +++ b/servers/visual/visual_server_raster.h @@ -0,0 +1,1112 @@ +/*************************************************************************/ +/* visual_server_raster.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef VISUAL_SERVER_RASTER_H +#define VISUAL_SERVER_RASTER_H + + +#include "servers/visual_server.h" +#include "servers/visual/rasterizer.h" +#include "balloon_allocator.h" +#include "octree.h" + +/** + @author Juan Linietsky <reduzio@gmail.com> +*/ + + +class VisualServerRaster : public VisualServer { + + + enum { + + MAX_INSTANCE_CULL=8192, + MAX_INSTANCE_LIGHTS=4, + LIGHT_CACHE_DIRTY=-1, + MAX_LIGHTS_CULLED=256, + MAX_ROOM_CULL=32, + MAX_EXTERIOR_PORTALS=128, + INSTANCE_ROOMLESS_MASK=(1<<20) + + + }; + + struct Room { + + bool occlude_exterior; + BSP_Tree bounds; + Room() { occlude_exterior=true; } + }; + + + BalloonAllocator<> octree_allocator; + + struct OctreeAllocator { + + static BalloonAllocator<> *allocator; + + _FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); } + _FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); } + + }; + + struct Portal { + + bool enabled; + float disable_distance; + Color disable_color; + float connect_range; + Vector<Point2> shape; + Rect2 bounds; + + Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; } + }; + + + struct Camera { + + enum Type { + PERSPECTIVE, + ORTHOGONAL + }; + Type type; + float fov; + float znear,zfar; + float size; + uint32_t visible_layers; + bool vaspect; + RID env; + + Transform transform; + + Camera() { + + visible_layers=0xFFFFFFFF; + fov=60; + type=PERSPECTIVE; + znear=0.1; zfar=100; + size=1.0; + vaspect=false; + + } + }; + + + struct Instance; + typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet; + struct Scenario; + + struct Instance { + + enum { + + MAX_LIGHTS=4 + }; + + RID self; + OctreeElementID octree_id; + Scenario *scenario; + bool update; + bool update_aabb; + Instance *update_next; + InstanceType base_type; + + RID base_rid; + + AABB aabb; + AABB transformed_aabb; + uint32_t object_ID; + bool visible; + bool cast_shadows; + bool receive_shadows; + bool visible_in_all_rooms; + uint32_t layer_mask; + float draw_range_begin; + float draw_range_end; + float extra_margin; + + + Rasterizer::InstanceData data; + + + Set<Instance*> auto_rooms; + Set<Instance*> valid_auto_rooms; + Instance *room; + List<Instance*>::Element *RE; + bool exterior; + + uint64_t last_render_pass; + uint64_t last_frame_pass; + + uint64_t version; // changes to this, and changes to base increase version + + InstanceSet lights; + bool light_cache_dirty; + + struct RoomInfo { + + Transform affine_inverse; + Room *room; + List<Instance*> owned_geometry_instances; + List<Instance*> owned_portal_instances; + List<Instance*> owned_room_instances; + List<Instance*> owned_light_instances; //not used, but just for the sake of it + Set<Instance*> disconnected_child_portals; + Set<Instance*> owned_autoroom_geometry; + uint64_t last_visited_pass; + RoomInfo() { last_visited_pass=0; } + + }; + + struct PortalInfo { + + Portal *portal; + Set<Instance*> candidate_set; + Instance *connected; + uint64_t last_visited_pass; + + Plane plane_cache; + Vector<Vector3> transformed_point_cache; + + + PortalInfo() { connected=NULL; last_visited_pass=0;} + }; + + struct LightInfo { + + RID instance; + int light_set_index; + uint64_t last_version; + uint64_t last_add_pass; + List<RID>::Element *D; // directional light in scenario + InstanceSet affected; + float dtc; //distance to camera, used for sorting + + + LightInfo() { + + D=NULL; + light_set_index=-1; + last_add_pass=0; + } + }; + + struct ParticlesInfo { + + RID instance; + }; + + + RoomInfo *room_info; + LightInfo *light_info; + ParticlesInfo *particles_info; + PortalInfo * portal_info; + + + Instance() { + octree_id=0; + update_next=0; + object_ID=0; + last_render_pass=0; + last_frame_pass=0; + light_info=0; + particles_info=0; + update_next=NULL; + update=false; + visible=true; + cast_shadows=true; + receive_shadows=true; + data.depth_scale=false; + data.billboard=false; + data.billboard_y=false; + version=1; + room_info=NULL; + room=NULL; + RE=NULL; + portal_info=NULL; + exterior=false; + layer_mask=1; + draw_range_begin=0; + draw_range_end=0; + extra_margin=0; + visible_in_all_rooms=false; + + light_cache_dirty=true; + + } + + ~Instance() { + + if (light_info) + memdelete(light_info); + if (particles_info) + memdelete(particles_info); + if (room_info) + memdelete(room_info); + if (portal_info) + memdelete(portal_info); + }; + }; + + struct _InstanceLightsort { + + bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; } + }; + + struct Scenario { + + + ScenarioDebugMode debug; + RID self; + // well wtf, balloon allocator is slower? + typedef ::Octree<Instance,true> Octree; + + Octree octree; + + List<RID> directional_lights; + RID environment; + + Instance *dirty_instances; + + Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; } + }; + + + + + + struct CanvasItem { + + struct Command { + + enum Type { + + TYPE_LINE, + TYPE_RECT, + TYPE_STYLE, + TYPE_PRIMITIVE, + TYPE_POLYGON, + TYPE_POLYGON_PTR, + TYPE_CIRCLE, + TYPE_TRANSFORM, + TYPE_BLEND_MODE, + TYPE_CLIP_IGNORE, + }; + + Type type; + }; + + struct CommandLine : public Command { + + Point2 from,to; + Color color; + float width; + 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 CommandStyle : public Command { + + Rect2 rect; + RID texture; + float margin[4]; + float draw_center; + Color color; + CommandStyle() { draw_center=true; type = TYPE_STYLE; } + }; + + 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 CommandPolygonPtr : public Command { + + const int* indices; + const Point2* points; + const Point2* uvs; + const Color* colors; + RID texture; + int count; + + CommandPolygonPtr() { type = TYPE_POLYGON_PTR; count = 0; } + }; + + 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 CommandBlendMode : public Command { + + MaterialBlendMode blend_mode; + CommandBlendMode() { type = TYPE_BLEND_MODE; blend_mode = MATERIAL_BLEND_MODE_MIX; }; + }; + struct CommandClipIgnore : public Command { + + bool ignore; + CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore=false; }; + }; + + RID parent; // canvas it belongs to + List<CanvasItem*>::Element *E; + Matrix32 xform; + bool clip; + bool visible; + bool ontop; + float opacity; + float self_opacity; + MaterialBlendMode blend_mode; + RID viewport; + + mutable bool custom_rect; + mutable bool rect_dirty; + mutable Rect2 rect; + + Vector<Command*> commands; + Vector<CanvasItem*> child_items; + + const Rect2& get_rect() const; + void clear() { for (int i=0;i<commands.size();i++) memdelete( commands[i] ); commands.clear(); clip=false; rect_dirty=true;}; + CanvasItem() { clip=false; E=NULL; opacity=1; self_opacity=1; blend_mode=MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; } + ~CanvasItem() { clear(); } + }; + + + + struct Canvas { + + Set<RID> viewports; + struct ChildItem { + + Point2 mirror; + CanvasItem *item; + }; + + + Vector<ChildItem> child_items; + + int find_item(CanvasItem *p_item) { + for(int i=0;i<child_items.size();i++) { + if (child_items[i].item==p_item) + return i; + } + return -1; + } + void erase_item(CanvasItem *p_item) { + int idx=find_item(p_item); + if (idx>=0) + child_items.remove(idx); + } + + Canvas() { } + + }; + + + + struct Viewport { + + RID self; + RID parent; + + VisualServer::ViewportRect rect; + RID camera; + RID scenario; + RID viewport_data; + + RenderTargetUpdateMode render_target_update_mode; + RID render_target; + RID render_target_texture; + + bool hide_scenario; + bool hide_canvas; + bool transparent_bg; + + bool queue_capture; + Image capture; + + bool rendered_in_prev_frame; + + struct CanvasKey { + + int layer; + RID canvas; + bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; } + CanvasKey() { layer=0; } + CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; } + }; + + struct CanvasData { + + Canvas *canvas; + Matrix32 transform; + int layer; + }; + + Matrix32 global_transform; + + Map<RID,CanvasData> canvas_map; + + SelfList<Viewport> update_list; + + Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false;} + }; + + SelfList<Viewport>::List viewport_update_list; + + Map<RID,int> screen_viewports; + + struct CullRange { + + Plane nearp; + float min,max; + float z_near,z_far; + + void add_aabb(const AABB& p_aabb) { + + + } + }; + + struct Cursor { + + Point2 pos; + float rot; + RID texture; + Point2 center; + bool visible; + Cursor() { + + rot = 0; + visible = false; + }; + }; + + Rect2 canvas_clip; + Color clear_color; + Cursor cursors[MAX_CURSORS]; + RID default_cursor_texture; + + static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int); + static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*); + + Instance *instance_cull_result[MAX_INSTANCE_CULL]; + Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps + Instance *light_cull_result[MAX_LIGHTS_CULLED]; + int light_cull_count; + + Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS]; + int exterior_portal_cull_count; + bool exterior_visited; + + Instance *room_cull_result[MAX_ROOM_CULL]; + int room_cull_count; + bool room_cull_enabled; + bool light_discard_enabled; + bool shadows_enabled; + int black_margin[4]; + + Vector<Vector3> aabb_random_points; + Vector<Vector3> transformed_aabb_random_points; + + void _instance_validate_autorooms(Instance *p_geometry); + + void _portal_disconnect(Instance *p_portal,bool p_cleanup=false); + void _portal_attempt_connect(Instance *p_portal); + void _dependency_queue_update(RID p_rid,bool p_update_aabb=false); + void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false); + void _update_instances(); + void _update_instance_aabb(Instance *p_instance); + void _update_instance(Instance *p_instance); + void _free_attached_instances(RID p_rid,bool p_free_scenario=false); + void _clean_up_owner(RID_OwnerBase *p_owner,String p_type); + + Instance *instance_update_list; + + //RID default_scenario; + //RID default_viewport; + + RID test_cube; + + + mutable RID_Owner<Room> room_owner; + mutable RID_Owner<Portal> portal_owner; + + mutable RID_Owner<Camera> camera_owner; + mutable RID_Owner<Viewport> viewport_owner; + + mutable RID_Owner<Scenario> scenario_owner; + mutable RID_Owner<Instance> instance_owner; + + mutable RID_Owner<Canvas> canvas_owner; + mutable RID_Owner<CanvasItem> canvas_item_owner; + + Map< RID, Set<RID> > instance_dependency_map; + + + ViewportRect viewport_rect; + _FORCE_INLINE_ void _instance_draw(Instance *p_instance); + + bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to); + void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal); + void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL); + void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario); + void _render_canvas_item(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect,float p_opacity); + void _render_canvas(Canvas *p_canvas,const Matrix32 &p_transform); + Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max); + Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max); + + void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); + void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); + + void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); + + uint64_t render_pass; + int changes; + bool draw_extra_frame; + + void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h); + void _draw_viewports(); + void _draw_cursors_and_margins(); + + + Rasterizer *rasterizer; +public: + + virtual RID texture_create(); + virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT); + virtual void texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side=CUBEMAP_LEFT); + virtual Image texture_get_data(RID p_texture,CubeMapSide p_cube_side=CUBEMAP_LEFT) const; + virtual void texture_set_flags(RID p_texture,uint32_t p_flags) ; + virtual uint32_t texture_get_flags(RID p_texture) const; + virtual Image::Format texture_get_format(RID p_texture) const; + virtual uint32_t texture_get_width(RID p_texture) const; + virtual uint32_t texture_get_height(RID p_texture) const; + virtual void texture_set_size_override(RID p_texture,int p_width, int p_height); + virtual bool texture_can_stream(RID p_texture) const; + virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const; + + + /* SHADER API */ + + virtual RID shader_create(ShaderMode p_mode=SHADER_MATERIAL); + + virtual void shader_set_mode(RID p_shader,ShaderMode p_mode); + virtual ShaderMode shader_get_mode(RID p_shader) const; + + virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0); + virtual String shader_get_vertex_code(RID p_shader) const; + virtual String shader_get_fragment_code(RID p_shader) const; + + virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; + + /* COMMON MATERIAL API */ + + virtual RID material_create(); + + virtual void material_set_shader(RID p_shader_material, RID p_shader); + virtual RID material_get_shader(RID p_shader_material) const; + + virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value); + virtual Variant material_get_param(RID p_material, const StringName& p_param) const; + + virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled); + virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const; + + virtual void material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled); + virtual bool material_get_hint(RID p_material,MaterialHint p_hint) const; + + virtual void material_set_shade_model(RID p_material, MaterialShadeModel p_model); + virtual MaterialShadeModel material_get_shade_model(RID p_material) const; + + virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode); + virtual MaterialBlendMode material_get_blend_mode(RID p_material) const; + + virtual void material_set_line_width(RID p_material,float p_line_width); + virtual float material_get_line_width(RID p_material) const; + + /* FIXED MATERIAL */ + + + virtual RID fixed_material_create(); + + virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled); + virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const; + + virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant& p_value); + virtual Variant fixed_material_get_param(RID p_material,FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture); + virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode); + virtual MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const; + + + virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode); + virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform); + virtual Transform fixed_material_get_uv_transform(RID p_material) const; + + virtual void fixed_material_set_point_size(RID p_material,float p_size); + virtual float fixed_material_get_point_size(RID p_material) const; + + /* SURFACE API */ + virtual RID mesh_create(); + + virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount); + virtual int mesh_get_morph_target_count(RID p_mesh) const; + + virtual void mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode); + virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const; + + virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); //this is used by each platform in a different way + + virtual void mesh_add_surface(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false); + virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const; + virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const; + + virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false); + virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; + + virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; + virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; + virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; + virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; + + virtual void mesh_remove_surface(RID p_mesh,int p_index); + virtual int mesh_get_surface_count(RID p_mesh) const; + + + /* MULTIMESH API */ + + virtual RID multimesh_create(); + virtual void multimesh_set_instance_count(RID p_multimesh,int p_count); + virtual int multimesh_get_instance_count(RID p_multimesh) const; + + virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh); + virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb); + virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform); + virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color); + + virtual RID multimesh_get_mesh(RID p_multimesh) const; + virtual AABB multimesh_get_aabb(RID p_multimesh,const AABB& p_aabb) const; + virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const; + virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const; + + virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible); + virtual int multimesh_get_visible_instances(RID p_multimesh) const; + + + /* PARTICLES API */ + + virtual RID particles_create(); + + virtual void particles_set_amount(RID p_particles, int p_amount); + virtual int particles_get_amount(RID p_particles) const; + + virtual void particles_set_emitting(RID p_particles, bool p_emitting); + virtual bool particles_is_emitting(RID p_particles) const; + + virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility); + virtual AABB particles_get_visibility_aabb(RID p_particles) const; + + virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents); + virtual Vector3 particles_get_emission_half_extents(RID p_particles) const; + + virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity); + virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const; + + virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points); + virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const; + + virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal); + virtual Vector3 particles_get_gravity_normal(RID p_particles) const; + + virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable,float p_value); + virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const; + + virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable,float p_randomness); + virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const; + + virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos); + virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const; + + virtual void particles_set_color_phases(RID p_particles, int p_phases); + virtual int particles_get_color_phases(RID p_particles) const; + + virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color); + virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const; + + virtual void particles_set_attractors(RID p_particles, int p_attractors); + virtual int particles_get_attractors(RID p_particles) const; + + virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos); + virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const; + + virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force); + virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const; + + virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false); + virtual RID particles_get_material(RID p_particles) const; + + virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable); + virtual bool particles_has_height_from_velocity(RID p_particles) const; + + virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); + virtual bool particles_is_using_local_coordinates(RID p_particles) const; + + + /* Light API */ + + virtual RID light_create(LightType p_type); + virtual LightType light_get_type(RID p_light) const; + + virtual void light_set_color(RID p_light,LightColor p_type, const Color& p_color); + virtual Color light_get_color(RID p_light,LightColor p_type) const; + + + virtual void light_set_shadow(RID p_light,bool p_enabled); + virtual bool light_has_shadow(RID p_light) const; + + virtual void light_set_volumetric(RID p_light,bool p_enabled); + virtual bool light_is_volumetric(RID p_light) const; + + virtual void light_set_projector(RID p_light,RID p_texture); + virtual RID light_get_projector(RID p_light) const; + + virtual void light_set_param(RID p_light, LightParam p_var, float p_value); + virtual float light_get_param(RID p_light, LightParam p_var) const; + + virtual void light_set_operator(RID p_light,LightOp p_op); + virtual LightOp light_get_operator(RID p_light) const; + + virtual void light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode); + virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const; + + virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode); + virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const; + virtual void light_directional_set_shadow_param(RID p_light,LightDirectionalShadowParam p_param, float p_value); + virtual float light_directional_get_shadow_param(RID p_light,LightDirectionalShadowParam p_param) const; + + + /* SKELETON API */ + + virtual RID skeleton_create(); + virtual void skeleton_resize(RID p_skeleton,int p_bones); + virtual int skeleton_get_bone_count(RID p_skeleton) const; + virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform); + virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone); + + /* ROOM API */ + + virtual RID room_create(); + virtual void room_set_bounds(RID p_room, const BSP_Tree& p_bounds); + virtual BSP_Tree room_get_bounds(RID p_room) const; + + /* PORTAL API */ + + virtual RID portal_create(); + virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape); + virtual Vector<Point2> portal_get_shape(RID p_portal) const; + virtual void portal_set_enabled(RID p_portal, bool p_enabled); + virtual bool portal_is_enabled(RID p_portal) const; + virtual void portal_set_disable_distance(RID p_portal, float p_distance); + virtual float portal_get_disable_distance(RID p_portal) const; + virtual void portal_set_disabled_color(RID p_portal, const Color& p_color); + virtual Color portal_get_disabled_color(RID p_portal) const; + virtual void portal_set_connect_range(RID p_portal, float p_range); + virtual float portal_get_connect_range(RID p_portal) const; + + + + /* CAMERA API */ + + virtual RID camera_create(); + virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far); + virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far); + virtual void camera_set_transform(RID p_camera,const Transform& p_transform); + + virtual void camera_set_visible_layers(RID p_camera,uint32_t p_layers); + virtual uint32_t camera_get_visible_layers(RID p_camera) const; + + virtual void camera_set_environment(RID p_camera,RID p_env); + virtual RID camera_get_environment(RID p_camera) const; + + virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable); + virtual bool camera_is_using_vertical_aspect(RID p_camera,bool p_enable) const; + + /* VIEWPORT API */ + + virtual RID viewport_create(); + + virtual void viewport_attach_to_screen(RID p_viewport,int p_screen=0); + virtual void viewport_detach(RID p_viewport); + + virtual void viewport_set_as_render_target(RID p_viewport,bool p_enable); + virtual void viewport_set_render_target_update_mode(RID p_viewport,RenderTargetUpdateMode p_mode); + virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const; + virtual RID viewport_get_render_target_texture(RID p_viewport) const; + + virtual void viewport_queue_screen_capture(RID p_viewport); + virtual Image viewport_get_screen_capture(RID p_viewport) const; + + virtual void viewport_set_rect(RID p_viewport,const ViewportRect& p_rect); + virtual ViewportRect viewport_get_rect(RID p_viewport) const; + + virtual void viewport_set_hide_scenario(RID p_viewport,bool p_hide); + virtual void viewport_set_hide_canvas(RID p_viewport,bool p_hide); + virtual void viewport_attach_camera(RID p_viewport,RID p_camera); + virtual void viewport_set_scenario(RID p_viewport,RID p_scenario); + + virtual RID viewport_get_attached_camera(RID p_viewport) const; + virtual RID viewport_get_scenario(RID p_viewport) const; + virtual void viewport_attach_canvas(RID p_viewport,RID p_canvas); + virtual void viewport_remove_canvas(RID p_viewport,RID p_canvas); + virtual void viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset); + virtual Matrix32 viewport_get_canvas_transform(RID p_viewport,RID p_canvas) const; + virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform); + virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const; + virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer); + virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled); + virtual bool viewport_has_transparent_background(RID p_viewport) const; + + + /* ENVIRONMENT API */ + + virtual RID environment_create(); + + virtual void environment_set_background(RID p_env,EnvironmentBG p_bg); + virtual EnvironmentBG environment_get_background(RID p_env) const; + + virtual void environment_set_background_param(RID p_env,EnvironmentBGParam p_param, const Variant& p_value); + virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const; + + virtual void environment_set_enable_fx(RID p_env,EnvironmentFx p_effect,bool p_enabled); + virtual bool environment_is_fx_enabled(RID p_env,EnvironmentFx p_effect) const; + + + virtual void environment_fx_set_param(RID p_env,EnvironmentFxParam p_effect,const Variant& p_param); + virtual Variant environment_fx_get_param(RID p_env,EnvironmentFxParam p_effect) const; + + + /* SCENARIO API */ + + virtual RID scenario_create(); + + virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode); + virtual void scenario_set_environment(RID p_scenario, RID p_environment); + virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const; + + + /* INSTANCING API */ + + virtual RID instance_create(); + + virtual void instance_set_base(RID p_instance, RID p_base); + virtual RID instance_get_base(RID p_instance) const; + + virtual void instance_set_scenario(RID p_instance, RID p_scenario); + virtual RID instance_get_scenario(RID p_instance) const; + + virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask); + virtual uint32_t instance_get_layer_mask(RID p_instance) const; + + virtual AABB instance_get_base_aabb(RID p_instance) const; + + virtual void instance_attach_object_instance_ID(RID p_instance,uint32_t p_ID); + virtual uint32_t instance_get_object_instance_ID(RID p_instance) const; + + virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton); + virtual RID instance_get_skeleton(RID p_instance) const; + + virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight); + virtual float instance_get_morph_target_weight(RID p_instance,int p_shape) const; + + virtual void instance_set_transform(RID p_instance, const Transform& p_transform); + virtual Transform instance_get_transform(RID p_instance) const; + + virtual void instance_set_exterior( RID p_instance, bool p_enabled ); + virtual bool instance_is_exterior( RID p_instance) const; + + virtual void instance_set_room( RID p_instance, RID p_room ); + virtual RID instance_get_room( RID p_instance ) const ; + + virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ); + virtual real_t instance_get_extra_visibility_margin( RID p_instance ) const; + + virtual Vector<RID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const; + virtual Vector<RID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const; + virtual Vector<RID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const; + + virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled); + virtual bool instance_geometry_get_flag(RID p_instance,InstanceFlags p_flags) const; + + virtual void instance_geometry_set_material_override(RID p_instance, RID p_material); + virtual RID instance_geometry_get_material_override(RID p_instance) const; + + virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max); + virtual float instance_geometry_get_draw_range_max(RID p_instance) const; + virtual float instance_geometry_get_draw_range_min(RID p_instance) const; + + /* CANVAS (2D) */ + + virtual RID canvas_create(); + virtual void canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring); + virtual Point2 canvas_get_item_mirroring(RID p_canvas,RID p_item) const; + + virtual RID canvas_item_create(); + + virtual void canvas_item_set_parent(RID p_item,RID p_parent_item); + virtual RID canvas_item_get_parent(RID p_canvas_item) const; + + virtual void canvas_item_set_visible(RID p_item,bool p_visible); + virtual bool canvas_item_is_visible(RID p_item) const; + + virtual void canvas_item_set_blend_mode(RID p_canvas_item,MaterialBlendMode p_blend); + + + //virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect); + virtual void canvas_item_set_transform(RID p_item, const Matrix32& p_transform); + virtual void canvas_item_set_clip(RID p_item, bool p_clip); + virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect=Rect2()); + virtual void canvas_item_set_opacity(RID p_item, float p_opacity); + virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const; + virtual void canvas_item_set_on_top(RID p_item, bool p_on_top); + virtual bool canvas_item_is_on_top(RID p_item) const; + + virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity); + virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const; + + virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport); + + virtual void canvas_item_add_line(RID p_item, const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width=1.0); + virtual void canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color); + virtual void canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color); + virtual void canvas_item_add_texture_rect(RID p_item, const Rect2& p_rect, RID p_texture,bool p_tile=false,const Color& p_modulate=Color(1,1,1)); + virtual void canvas_item_add_texture_rect_region(RID p_item, const Rect2& p_rect, RID p_texture,const Rect2& p_src_rect,const Color& p_modulate=Color(1,1,1)); + virtual void canvas_item_add_style_box(RID p_item, const Rect2& p_rect, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1)); + virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width=1.0); + virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID()); + virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int>& p_indices, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID(), int p_count=-1); + virtual void canvas_item_add_triangle_array_ptr(RID p_item, int p_count, const int* p_indices, const Point2* p_points, const Color* p_colors,const Point2* p_uvs=NULL, RID p_texture=RID()); + virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform); + virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend); + virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore); + + virtual void canvas_item_clear(RID p_item); + virtual void canvas_item_raise(RID p_item); + + /* CURSOR */ + virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians + virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset, int p_cursor=0); + virtual void cursor_set_visible(bool p_visible, int p_cursor = 0); + virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0); + + /* BLACK BARS */ + + virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom); + + /* FREE */ + + virtual void free( RID p_rid ); + + /* CUSTOM SHADE MODEL */ + + virtual void custom_shade_model_set_shader(int p_model, RID p_shader); + virtual RID custom_shade_model_get_shader(int p_model) const; + virtual void custom_shade_model_set_name(int p_model, const String& p_name); + virtual String custom_shade_model_get_name(int p_model) const; + virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info); + virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const; + + /* EVENT QUEUING */ + + virtual void draw(); + virtual void flush(); + + virtual void init(); + virtual void finish(); + + virtual bool has_changed() const; + + /* RENDER INFO */ + + virtual int get_render_info(RenderInfo p_info); + virtual bool has_feature(Features p_feature) const; + + RID get_test_cube(); + + virtual void set_boot_image(const Image& p_image, const Color& p_color); + virtual void set_default_clear_color(const Color& p_color); + + VisualServerRaster(Rasterizer *p_rasterizer); + ~VisualServerRaster(); + +}; + +#endif diff --git a/servers/visual/visual_server_wrap_mt.cpp b/servers/visual/visual_server_wrap_mt.cpp new file mode 100644 index 0000000000..85f7b8c3cb --- /dev/null +++ b/servers/visual/visual_server_wrap_mt.cpp @@ -0,0 +1,199 @@ +/*************************************************************************/ +/* visual_server_wrap_mt.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#include "visual_server_wrap_mt.h" +#include "os/os.h" + +void VisualServerWrapMT::thread_exit() { + + exit=true; +} + +void VisualServerWrapMT::thread_draw() { + + + draw_mutex->lock(); + + draw_pending--; + bool draw=(draw_pending==0);// only draw when no more flushes are pending + + draw_mutex->unlock(); + + if (draw) { + + visual_server->draw(); + } + +} + +void VisualServerWrapMT::thread_flush() { + + + draw_mutex->lock(); + + draw_pending--; + + draw_mutex->unlock(); + +} + + + +void VisualServerWrapMT::_thread_callback(void *_instance) { + + VisualServerWrapMT *vsmt = reinterpret_cast<VisualServerWrapMT*>(_instance); + + + vsmt->thread_loop(); +} + +void VisualServerWrapMT::thread_loop() { + + server_thread=Thread::get_caller_ID(); + + OS::get_singleton()->make_rendering_thread(); + + visual_server->init(); + + exit=false; + draw_thread_up=true; + while(!exit) { + // flush commands one by one, until exit is requested + command_queue.wait_and_flush_one(); + } + + command_queue.flush_all(); // flush all + + visual_server->finish(); + +} + + +/* EVENT QUEUING */ + +void VisualServerWrapMT::flush() { + + if (create_thread) { + + ERR_FAIL_COND(!draw_mutex); + draw_mutex->lock(); + draw_pending++; //cambiar por un saferefcount + draw_mutex->unlock(); + + command_queue.push( this, &VisualServerWrapMT::thread_flush); + } else { + + command_queue.flush_all(); //flush all pending from other threads + } + +} + +void VisualServerWrapMT::draw() { + + + if (create_thread) { + + ERR_FAIL_COND(!draw_mutex); + draw_mutex->lock(); + draw_pending++; //cambiar por un saferefcount + draw_mutex->unlock(); + + command_queue.push( this, &VisualServerWrapMT::thread_draw); + } else { + + command_queue.flush_all(); //flush all pending from other threads + visual_server->draw(); + } +} + + +void VisualServerWrapMT::init() { + + if (create_thread) { + + draw_mutex = Mutex::create(); + print_line("CREATING RENDER THREAD"); + OS::get_singleton()->release_rendering_thread(); + if (create_thread) { + thread = Thread::create( _thread_callback, this ); + print_line("STARTING RENDER THREAD"); + } + while(!draw_thread_up) { + OS::get_singleton()->delay_usec(1000); + } + print_line("DONE RENDER THREAD"); + } else { + + visual_server->init(); + } + +} + +void VisualServerWrapMT::finish() { + + + if (thread) { + + command_queue.push( this, &VisualServerWrapMT::thread_exit); + Thread::wait_to_finish( thread ); + memdelete(thread); + thread=NULL; + } else { + visual_server->finish(); + } + + if (draw_mutex) + memdelete(draw_mutex); + +} + + +VisualServerWrapMT::VisualServerWrapMT(VisualServer* p_contained,bool p_create_thread) : command_queue(p_create_thread) { + + visual_server=p_contained; + create_thread=p_create_thread; + thread=NULL; + draw_mutex=NULL; + draw_pending=0; + draw_thread_up=false; + if (!p_create_thread) { + server_thread=Thread::get_caller_ID(); + } else { + server_thread=0; + } +} + + +VisualServerWrapMT::~VisualServerWrapMT() { + + memdelete(visual_server); + //finish(); + +} + + diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h new file mode 100644 index 0000000000..3d227cfdbc --- /dev/null +++ b/servers/visual/visual_server_wrap_mt.h @@ -0,0 +1,1057 @@ +/*************************************************************************/ +/* visual_server_wrap_mt.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef VISUAL_SERVER_WRAP_MT_H +#define VISUAL_SERVER_WRAP_MT_H + + +#include "servers/visual_server.h" +#include "command_queue_mt.h" +#include "os/thread.h" + +/** + @author Juan Linietsky <reduzio@gmail.com> +*/ +class VisualServerWrapMT : public VisualServer { + + // the real visual server + mutable VisualServer *visual_server; + + mutable CommandQueueMT command_queue; + + static void _thread_callback(void *_instance); + void thread_loop(); + + Thread::ID server_thread; + volatile bool exit; + Thread *thread; + volatile bool draw_thread_up; + bool create_thread; + + Mutex *draw_mutex; + int draw_pending; + void thread_draw(); + void thread_flush(); + + void thread_exit(); + +public: + +#define FUNC0R(m_r,m_func)\ + virtual m_r m_func() { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func();\ + }\ + } + +#define FUNC0RC(m_r,m_func)\ + virtual m_r m_func() const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func();\ + }\ + } + + +#define FUNC0(m_func)\ + virtual void m_func() { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func);\ + } else {\ + visual_server->m_func();\ + }\ + } + +#define FUNC0C(m_func)\ + virtual void m_func() const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func);\ + } else {\ + visual_server->m_func();\ + }\ + } + + +#define FUNC0S(m_func)\ + virtual void m_func() { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func);\ + } else {\ + visual_server->m_func();\ + }\ + } + +#define FUNC0SC(m_func)\ + virtual void m_func() const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func);\ + } else {\ + visual_server->m_func();\ + }\ + } + + +/////////////////////////////////////////////// + + +#define FUNC1R(m_r,m_func,m_arg1)\ + virtual m_r m_func(m_arg1 p1) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1);\ + }\ + } + +#define FUNC1RC(m_r,m_func,m_arg1)\ + virtual m_r m_func(m_arg1 p1) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1);\ + }\ + } + + +#define FUNC1S(m_func,m_arg1)\ + virtual void m_func(m_arg1 p1) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1);\ + } else {\ + visual_server->m_func(p1);\ + }\ + } + +#define FUNC1SC(m_func,m_arg1)\ + virtual void m_func(m_arg1 p1) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1);\ + } else {\ + visual_server->m_func(p1);\ + }\ + } + + +#define FUNC1(m_func,m_arg1)\ + virtual void m_func(m_arg1 p1) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1);\ + } else {\ + visual_server->m_func(p1);\ + }\ + } + +#define FUNC1C(m_func,m_arg1)\ + virtual void m_func(m_arg1 p1) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1);\ + } else {\ + visual_server->m_func(p1);\ + }\ + } + + + + +#define FUNC2R(m_r,m_func,m_arg1, m_arg2)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2);\ + }\ + } + +#define FUNC2RC(m_r,m_func,m_arg1, m_arg2)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2);\ + }\ + } + + +#define FUNC2S(m_func,m_arg1, m_arg2)\ + virtual void m_func(m_arg1 p1, m_arg2 p2) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2);\ + } else {\ + visual_server->m_func(p1, p2);\ + }\ + } + +#define FUNC2SC(m_func,m_arg1, m_arg2)\ + virtual void m_func(m_arg1 p1, m_arg2 p2) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2);\ + } else {\ + visual_server->m_func(p1, p2);\ + }\ + } + + +#define FUNC2(m_func,m_arg1, m_arg2)\ + virtual void m_func(m_arg1 p1, m_arg2 p2) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2);\ + } else {\ + visual_server->m_func(p1, p2);\ + }\ + } + +#define FUNC2C(m_func,m_arg1, m_arg2)\ + virtual void m_func(m_arg1 p1, m_arg2 p2) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2);\ + } else {\ + visual_server->m_func(p1, p2);\ + }\ + } + + + + +#define FUNC3R(m_r,m_func,m_arg1, m_arg2, m_arg3)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2, p3);\ + }\ + } + +#define FUNC3RC(m_r,m_func,m_arg1, m_arg2, m_arg3)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2, p3);\ + }\ + } + + +#define FUNC3S(m_func,m_arg1, m_arg2, m_arg3)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3);\ + } else {\ + visual_server->m_func(p1, p2, p3);\ + }\ + } + +#define FUNC3SC(m_func,m_arg1, m_arg2, m_arg3)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3);\ + } else {\ + visual_server->m_func(p1, p2, p3);\ + }\ + } + + +#define FUNC3(m_func,m_arg1, m_arg2, m_arg3)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3);\ + } else {\ + visual_server->m_func(p1, p2, p3);\ + }\ + } + +#define FUNC3C(m_func,m_arg1, m_arg2, m_arg3)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3);\ + } else {\ + visual_server->m_func(p1, p2, p3);\ + }\ + } + + + + +#define FUNC4R(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2, p3, p4);\ + }\ + } + +#define FUNC4RC(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2, p3, p4);\ + }\ + } + + +#define FUNC4S(m_func,m_arg1, m_arg2, m_arg3, m_arg4)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4);\ + }\ + } + +#define FUNC4SC(m_func,m_arg1, m_arg2, m_arg3, m_arg4)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4);\ + }\ + } + + +#define FUNC4(m_func,m_arg1, m_arg2, m_arg3, m_arg4)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4);\ + }\ + } + +#define FUNC4C(m_func,m_arg1, m_arg2, m_arg3, m_arg4)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4);\ + }\ + } + + + + +#define FUNC5R(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2, p3, p4, p5);\ + }\ + } + +#define FUNC5RC(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2, p3, p4, p5);\ + }\ + } + + +#define FUNC5S(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5);\ + }\ + } + +#define FUNC5SC(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5);\ + }\ + } + + +#define FUNC5(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5);\ + }\ + } + +#define FUNC5C(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5);\ + }\ + } + + + + +#define FUNC6R(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2, p3, p4, p5, p6);\ + }\ + } + +#define FUNC6RC(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2, p3, p4, p5, p6);\ + }\ + } + + +#define FUNC6S(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5, p6);\ + }\ + } + +#define FUNC6SC(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5, p6);\ + }\ + } + + +#define FUNC6(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5, p6);\ + }\ + } + +#define FUNC6C(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5, p6);\ + }\ + } + + + + +#define FUNC7R(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\ + }\ + } + +#define FUNC7RC(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\ + virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + m_r ret;\ + command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7,&ret);\ + return ret;\ + } else {\ + return visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\ + }\ + } + + +#define FUNC7S(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\ + }\ + } + +#define FUNC7SC(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\ + }\ + } + + +#define FUNC7(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\ + }\ + } + +#define FUNC7C(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\ + virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const { \ + if (Thread::get_caller_ID()!=server_thread) {\ + command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7);\ + } else {\ + visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\ + }\ + } + + + + + FUNC0R(RID,texture_create); + FUNC5(texture_allocate,RID,int,int,Image::Format,uint32_t); + FUNC3(texture_set_data,RID,const Image&,CubeMapSide); + FUNC2RC(Image,texture_get_data,RID,CubeMapSide); + FUNC2(texture_set_flags,RID,uint32_t); + FUNC1RC(Image::Format,texture_get_format,RID); + FUNC1RC(uint32_t,texture_get_flags,RID); + FUNC1RC(uint32_t,texture_get_width,RID); + FUNC1RC(uint32_t,texture_get_height,RID); + FUNC3(texture_set_size_override,RID,int,int); + FUNC1RC(bool,texture_can_stream,RID); + FUNC3C(texture_set_reload_hook,RID,ObjectID,const StringName&); + + /* SHADER API */ + + FUNC1R(RID,shader_create,ShaderMode); + FUNC2(shader_set_mode,RID,ShaderMode); + FUNC1RC(ShaderMode,shader_get_mode,RID); + FUNC5(shader_set_code,RID,const String&,const String&,int,int); + FUNC1RC(String,shader_get_vertex_code,RID); + FUNC1RC(String,shader_get_fragment_code,RID); + FUNC2SC(shader_get_param_list,RID,List<PropertyInfo>*); + + /*virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) { + if (Thread::get_caller_ID()!=server_thread) { + command_queue.push_and_sync( visual_server, &VisualServer::shader_get_param_list,p_shader,p_param_list); + } else { + visual_server->m_func(p1, p2, p3, p4, p5); + } + }*/ + +// virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list); + + + /* COMMON MATERIAL API */ + + FUNC0R(RID,material_create); + FUNC2(material_set_shader,RID,RID); + FUNC1RC(RID,material_get_shader,RID); + + FUNC3(material_set_param,RID,const StringName&,const Variant&); + FUNC2RC(Variant,material_get_param,RID,const StringName&); + + FUNC3(material_set_flag,RID,MaterialFlag,bool); + FUNC2RC(bool,material_get_flag,RID,MaterialFlag); + + FUNC3(material_set_hint,RID,MaterialHint,bool); + FUNC2RC(bool,material_get_hint,RID,MaterialHint); + + FUNC2(material_set_shade_model,RID,MaterialShadeModel); + FUNC1RC(MaterialShadeModel,material_get_shade_model,RID); + + FUNC2(material_set_blend_mode,RID,MaterialBlendMode); + FUNC1RC(MaterialBlendMode,material_get_blend_mode,RID); + + FUNC2(material_set_line_width,RID,float); + FUNC1RC(float,material_get_line_width,RID); + + /* FIXED MATERIAL */ + + + FUNC0R(RID,fixed_material_create); + + FUNC3(fixed_material_set_flag,RID, FixedMaterialFlags , bool ); + FUNC2RC(bool, fixed_material_get_flag,RID, FixedMaterialFlags); + + FUNC3(fixed_material_set_param,RID, FixedMaterialParam, const Variant& ); + FUNC2RC(Variant, fixed_material_get_param,RID ,FixedMaterialParam); + + FUNC3(fixed_material_set_texture,RID ,FixedMaterialParam, RID ); + FUNC2RC(RID, fixed_material_get_texture,RID,FixedMaterialParam); + + FUNC2(fixed_material_set_detail_blend_mode,RID ,MaterialBlendMode ); + FUNC1RC(MaterialBlendMode, fixed_material_get_detail_blend_mode,RID); + + + FUNC3(fixed_material_set_texcoord_mode,RID,FixedMaterialParam, FixedMaterialTexCoordMode ); + FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode,RID,FixedMaterialParam); + + FUNC2(fixed_material_set_uv_transform,RID,const Transform&); + FUNC1RC(Transform, fixed_material_get_uv_transform,RID); + + FUNC2(fixed_material_set_point_size,RID ,float); + FUNC1RC(float,fixed_material_get_point_size,RID); + + /* SURFACE API */ + FUNC0R(RID,mesh_create); + + FUNC2(mesh_set_morph_target_count,RID,int); + FUNC1RC(int,mesh_get_morph_target_count,RID); + + FUNC2(mesh_set_morph_target_mode,RID,MorphTargetMode); + FUNC1RC(MorphTargetMode,mesh_get_morph_target_mode,RID); + + FUNC2(mesh_add_custom_surface,RID,const Variant&); //this is used by each platform in a different way + + FUNC5(mesh_add_surface,RID,PrimitiveType,const Array&,const Array&,bool); + FUNC2RC(Array,mesh_get_surface_arrays,RID,int); + FUNC2RC(Array,mesh_get_surface_morph_arrays,RID,int); + + FUNC4(mesh_surface_set_material,RID, int, RID,bool); + FUNC2RC(RID,mesh_surface_get_material,RID, int); + + FUNC2RC(int,mesh_surface_get_array_len,RID, int); + FUNC2RC(int,mesh_surface_get_array_index_len,RID, int); + FUNC2RC(uint32_t,mesh_surface_get_format,RID, int); + FUNC2RC(PrimitiveType,mesh_surface_get_primitive_type,RID, int); + + FUNC2(mesh_remove_surface,RID,int); + FUNC1RC(int,mesh_get_surface_count,RID); + + + + /* MULTIMESH API */ + + FUNC0R(RID,multimesh_create); + FUNC2(multimesh_set_instance_count,RID,int); + FUNC1RC(int,multimesh_get_instance_count,RID); + + FUNC2(multimesh_set_mesh,RID,RID); + FUNC2(multimesh_set_aabb,RID,const AABB&); + FUNC3(multimesh_instance_set_transform,RID,int,const Transform&); + FUNC3(multimesh_instance_set_color,RID,int,const Color&); + + FUNC1RC(RID,multimesh_get_mesh,RID); + FUNC2RC(AABB,multimesh_get_aabb,RID,const AABB&); + FUNC2RC(Transform,multimesh_instance_get_transform,RID,int); + FUNC2RC(Color,multimesh_instance_get_color,RID,int); + + FUNC2(multimesh_set_visible_instances,RID,int); + FUNC1RC(int,multimesh_get_visible_instances,RID); + + + /* PARTICLES API */ + + FUNC0R(RID,particles_create); + + FUNC2(particles_set_amount,RID, int ); + FUNC1RC(int,particles_get_amount,RID); + + FUNC2(particles_set_emitting,RID, bool ); + FUNC1RC(bool,particles_is_emitting,RID); + + FUNC2(particles_set_visibility_aabb,RID, const AABB&); + FUNC1RC(AABB,particles_get_visibility_aabb,RID); + + FUNC2(particles_set_emission_half_extents,RID, const Vector3&); + FUNC1RC(Vector3,particles_get_emission_half_extents,RID); + + FUNC2(particles_set_emission_base_velocity,RID, const Vector3&); + FUNC1RC(Vector3,particles_get_emission_base_velocity,RID); + + FUNC2(particles_set_emission_points,RID, const DVector<Vector3>& ); + FUNC1RC(DVector<Vector3>,particles_get_emission_points,RID); + + FUNC2(particles_set_gravity_normal,RID, const Vector3& ); + FUNC1RC(Vector3,particles_get_gravity_normal,RID); + + FUNC3(particles_set_variable,RID, ParticleVariable ,float); + FUNC2RC(float,particles_get_variable,RID, ParticleVariable ); + + FUNC3(particles_set_randomness,RID, ParticleVariable ,float); + FUNC2RC(float,particles_get_randomness,RID, ParticleVariable ); + + FUNC3(particles_set_color_phase_pos,RID, int , float); + FUNC2RC(float,particles_get_color_phase_pos,RID, int ); + + FUNC2(particles_set_color_phases,RID, int ); + FUNC1RC(int,particles_get_color_phases,RID); + + FUNC3(particles_set_color_phase_color,RID, int , const Color& ); + FUNC2RC(Color,particles_get_color_phase_color,RID, int ); + + FUNC2(particles_set_attractors,RID, int); + FUNC1RC(int,particles_get_attractors,RID); + + FUNC3(particles_set_attractor_pos,RID, int, const Vector3&); + FUNC2RC(Vector3,particles_get_attractor_pos,RID,int); + + FUNC3(particles_set_attractor_strength,RID, int, float); + FUNC2RC(float,particles_get_attractor_strength,RID,int); + + FUNC3(particles_set_material,RID, RID,bool); + FUNC1RC(RID,particles_get_material,RID); + + FUNC2(particles_set_height_from_velocity,RID, bool); + FUNC1RC(bool,particles_has_height_from_velocity,RID); + + FUNC2(particles_set_use_local_coordinates,RID, bool); + FUNC1RC(bool,particles_is_using_local_coordinates,RID); + + + /* Light API */ + + FUNC1R(RID,light_create,LightType); + FUNC1RC(LightType,light_get_type,RID); + + FUNC3(light_set_color,RID,LightColor , const Color& ); + FUNC2RC(Color,light_get_color,RID,LightColor ); + + + FUNC2(light_set_shadow,RID,bool ); + FUNC1RC(bool,light_has_shadow,RID); + + FUNC2(light_set_volumetric,RID,bool ); + FUNC1RC(bool,light_is_volumetric,RID); + + FUNC2(light_set_projector,RID,RID ); + FUNC1RC(RID,light_get_projector,RID); + + FUNC3(light_set_param,RID, LightParam , float ); + FUNC2RC(float,light_get_param,RID, LightParam ); + + FUNC2(light_set_operator,RID,LightOp); + FUNC1RC(LightOp,light_get_operator,RID); + + FUNC2(light_omni_set_shadow_mode,RID,LightOmniShadowMode); + FUNC1RC(LightOmniShadowMode,light_omni_get_shadow_mode,RID); + + FUNC2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode); + FUNC1RC(LightDirectionalShadowMode,light_directional_get_shadow_mode,RID); + FUNC3(light_directional_set_shadow_param,RID,LightDirectionalShadowParam, float ); + FUNC2RC(float,light_directional_get_shadow_param,RID,LightDirectionalShadowParam ); + + + /* SKELETON API */ + + FUNC0R(RID,skeleton_create); + FUNC2(skeleton_resize,RID,int ); + FUNC1RC(int,skeleton_get_bone_count,RID) ; + FUNC3(skeleton_bone_set_transform,RID,int, const Transform&); + FUNC2R(Transform,skeleton_bone_get_transform,RID,int ); + + /* ROOM API */ + + FUNC0R(RID,room_create); + FUNC2(room_set_bounds,RID, const BSP_Tree&); + FUNC1RC(BSP_Tree,room_get_bounds,RID); + + /* PORTAL API */ + + FUNC0R(RID,portal_create); + FUNC2(portal_set_shape,RID,const Vector<Point2>&); + FUNC1RC(Vector<Point2>,portal_get_shape,RID); + FUNC2(portal_set_enabled,RID, bool); + FUNC1RC(bool,portal_is_enabled,RID); + FUNC2(portal_set_disable_distance,RID, float); + FUNC1RC(float,portal_get_disable_distance,RID); + FUNC2(portal_set_disabled_color,RID, const Color&); + FUNC1RC(Color,portal_get_disabled_color,RID); + FUNC2(portal_set_connect_range,RID, float); + FUNC1RC(float,portal_get_connect_range,RID); + + + + /* CAMERA API */ + + FUNC0R(RID,camera_create); + FUNC4(camera_set_perspective,RID,float , float , float ); + FUNC4(camera_set_orthogonal,RID,float, float , float ); + FUNC2(camera_set_transform,RID,const Transform& ); + + FUNC2(camera_set_visible_layers,RID,uint32_t); + FUNC1RC(uint32_t,camera_get_visible_layers,RID); + + FUNC2(camera_set_environment,RID,RID); + FUNC1RC(RID,camera_get_environment,RID); + + FUNC2(camera_set_use_vertical_aspect,RID,bool); + FUNC2RC(bool,camera_is_using_vertical_aspect,RID,bool); + + + /* VIEWPORT API */ + + FUNC0R(RID,viewport_create); + + FUNC2(viewport_attach_to_screen,RID,int ); + FUNC1(viewport_detach,RID); + + FUNC2(viewport_set_as_render_target,RID,bool); + FUNC2(viewport_set_render_target_update_mode,RID,RenderTargetUpdateMode); + FUNC1RC(RenderTargetUpdateMode,viewport_get_render_target_update_mode,RID); + FUNC1RC(RID,viewport_get_render_target_texture,RID); + + FUNC1(viewport_queue_screen_capture,RID); + FUNC1RC(Image,viewport_get_screen_capture,RID); + + FUNC2(viewport_set_rect,RID,const ViewportRect&); + FUNC1RC(ViewportRect,viewport_get_rect,RID); + + FUNC2(viewport_set_hide_scenario,RID,bool ); + FUNC2(viewport_set_hide_canvas,RID,bool ); + FUNC2(viewport_attach_camera,RID,RID ); + FUNC2(viewport_set_scenario,RID,RID ); + + FUNC1RC(RID,viewport_get_attached_camera,RID); + FUNC1RC(RID,viewport_get_scenario,RID ); + FUNC2(viewport_attach_canvas,RID,RID); + FUNC2(viewport_remove_canvas,RID,RID); + FUNC3(viewport_set_canvas_transform,RID,RID,const Matrix32&); + FUNC2RC(Matrix32,viewport_get_canvas_transform,RID,RID); + FUNC2(viewport_set_global_canvas_transform,RID,const Matrix32&); + FUNC1RC(Matrix32,viewport_get_global_canvas_transform,RID); + FUNC3(viewport_set_canvas_layer,RID,RID ,int); + FUNC2(viewport_set_transparent_background,RID,bool); + FUNC1RC(bool,viewport_has_transparent_background,RID); + + + /* ENVIRONMENT API */ + + FUNC0R(RID,environment_create); + + FUNC2(environment_set_background,RID,EnvironmentBG); + FUNC1RC(EnvironmentBG,environment_get_background,RID); + + FUNC3(environment_set_background_param,RID,EnvironmentBGParam, const Variant&); + FUNC2RC(Variant,environment_get_background_param,RID,EnvironmentBGParam ); + + FUNC3(environment_set_enable_fx,RID,EnvironmentFx,bool); + FUNC2RC(bool,environment_is_fx_enabled,RID,EnvironmentFx); + + + FUNC3(environment_fx_set_param,RID,EnvironmentFxParam,const Variant&); + FUNC2RC(Variant,environment_fx_get_param,RID,EnvironmentFxParam); + + + /* SCENARIO API */ + + FUNC0R(RID,scenario_create); + + FUNC2(scenario_set_debug,RID,ScenarioDebugMode); + FUNC2(scenario_set_environment,RID, RID); + FUNC2RC(RID,scenario_get_environment,RID, RID); + + + /* INSTANCING API */ + + FUNC0R(RID,instance_create); + + FUNC2(instance_set_base,RID, RID); + FUNC1RC(RID,instance_get_base,RID); + + FUNC2(instance_set_scenario,RID, RID); + FUNC1RC(RID,instance_get_scenario,RID); + + FUNC2(instance_set_layer_mask,RID, uint32_t); + FUNC1RC(uint32_t,instance_get_layer_mask,RID); + + FUNC1RC(AABB,instance_get_base_aabb,RID); + + FUNC2(instance_attach_object_instance_ID,RID,uint32_t); + FUNC1RC(uint32_t,instance_get_object_instance_ID,RID); + + FUNC2(instance_attach_skeleton,RID,RID); + FUNC1RC(RID,instance_get_skeleton,RID); + + FUNC3(instance_set_morph_target_weight,RID,int, float); + FUNC2RC(float,instance_get_morph_target_weight,RID,int); + + FUNC2(instance_set_transform,RID, const Transform&); + FUNC1RC(Transform,instance_get_transform,RID); + + FUNC2(instance_set_exterior,RID, bool ); + FUNC1RC(bool,instance_is_exterior,RID); + + FUNC2(instance_set_room,RID, RID ); + FUNC1RC(RID,instance_get_room,RID ) ; + + FUNC2(instance_set_extra_visibility_margin,RID, real_t ); + FUNC1RC(real_t,instance_get_extra_visibility_margin,RID ); + + FUNC2RC(Vector<RID>,instances_cull_aabb,const AABB& , RID ); + FUNC3RC(Vector<RID>,instances_cull_ray,const Vector3& ,const Vector3&, RID ); + FUNC2RC(Vector<RID>,instances_cull_convex,const Vector<Plane>& , RID ); + + FUNC3(instance_geometry_set_flag,RID,InstanceFlags ,bool ); + FUNC2RC(bool,instance_geometry_get_flag,RID,InstanceFlags ); + + FUNC2(instance_geometry_set_material_override,RID, RID ); + FUNC1RC(RID,instance_geometry_get_material_override,RID); + + FUNC3(instance_geometry_set_draw_range,RID,float ,float); + FUNC1RC(float,instance_geometry_get_draw_range_max,RID); + FUNC1RC(float,instance_geometry_get_draw_range_min,RID); + + + /* CANVAS (2D) */ + + FUNC0R(RID,canvas_create); + FUNC3(canvas_set_item_mirroring,RID,RID,const Point2&); + FUNC2RC(Point2,canvas_get_item_mirroring,RID,RID); + + FUNC0R(RID,canvas_item_create); + + FUNC2(canvas_item_set_parent,RID,RID ); + FUNC1RC(RID,canvas_item_get_parent,RID); + + FUNC2(canvas_item_set_visible,RID,bool ); + FUNC1RC(bool,canvas_item_is_visible,RID); + + FUNC2(canvas_item_set_blend_mode,RID,MaterialBlendMode ); + + + //FUNC(canvas_item_set_rect,RID, const Rect2& p_rect); + FUNC2(canvas_item_set_transform,RID, const Matrix32& ); + FUNC2(canvas_item_set_clip,RID, bool ); + FUNC3(canvas_item_set_custom_rect,RID, bool ,const Rect2&); + FUNC2(canvas_item_set_opacity,RID, float ); + FUNC2RC(float,canvas_item_get_opacity,RID, float ); + FUNC2(canvas_item_set_on_top,RID, bool ); + FUNC1RC(bool,canvas_item_is_on_top,RID); + + FUNC2(canvas_item_set_self_opacity,RID, float ); + FUNC2RC(float,canvas_item_get_self_opacity,RID, float ); + + FUNC2(canvas_item_attach_viewport,RID, RID ); + + FUNC5(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float ); + FUNC3(canvas_item_add_rect,RID, const Rect2& , const Color& ); + FUNC4(canvas_item_add_circle,RID, const Point2& , float ,const Color& ); + FUNC5(canvas_item_add_texture_rect,RID, const Rect2& , RID ,bool ,const Color& ); + FUNC5(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color& ); + + FUNC7(canvas_item_add_style_box,RID, const Rect2& , RID ,const Vector2& ,const Vector2&, bool ,const Color& ); + FUNC6(canvas_item_add_primitive,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ,float ); + FUNC5(canvas_item_add_polygon,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ); + FUNC7(canvas_item_add_triangle_array,RID, const Vector<int>& , const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID , int ); + FUNC7(canvas_item_add_triangle_array_ptr,RID, int , const int* , const Point2* , const Color* ,const Point2* , RID ); + + + FUNC2(canvas_item_add_set_transform,RID,const Matrix32& ); + FUNC2(canvas_item_add_set_blend_mode,RID, MaterialBlendMode ); + FUNC2(canvas_item_add_clip_ignore,RID, bool ); + + FUNC1(canvas_item_clear,RID); + FUNC1(canvas_item_raise,RID); + + + /* CURSOR */ + FUNC2(cursor_set_rotation,float , int ); // radians + FUNC3(cursor_set_texture,RID , const Point2 &, int ); + FUNC2(cursor_set_visible,bool , int ); + FUNC2(cursor_set_pos,const Point2& , int ); + + /* BLACK BARS */ + + FUNC4(black_bars_set_margins,int , int , int , int ); + + /* FREE */ + + FUNC1(free,RID); + + /* CUSTOM SHADE MODEL */ + + FUNC2(custom_shade_model_set_shader,int , RID ); + FUNC1RC(RID,custom_shade_model_get_shader,int ); + FUNC2(custom_shade_model_set_name,int , const String& ); + FUNC1RC(String,custom_shade_model_get_name,int ); + FUNC2(custom_shade_model_set_param_info,int , const List<PropertyInfo>& ); + FUNC2SC(custom_shade_model_get_param_info,int , List<PropertyInfo>* ); + + /* EVENT QUEUING */ + + + virtual void init(); + virtual void finish(); + virtual void draw(); + virtual void flush(); + FUNC0RC(bool,has_changed); + + /* RENDER INFO */ + + FUNC1R(int,get_render_info,RenderInfo ); + FUNC1RC(bool,has_feature,Features ); + + FUNC2(set_boot_image,const Image& , const Color& ); + FUNC1(set_default_clear_color,const Color& ); + + FUNC0R(RID,get_test_cube ); + + + VisualServerWrapMT(VisualServer* p_contained,bool p_create_thread); + ~VisualServerWrapMT(); + +}; + + +#endif |