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+/*************************************************************************/
+/* rasterizer_iphone.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. */
+/*************************************************************************/
+#ifdef IPHONE_ENABLED
+
+#ifndef RASTERIZER_IPHONE_H
+#define RASTERIZER_IPHONE_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 <ES1/gl.h>
+
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+class RasterizerIPhone : public Rasterizer {
+
+ enum {
+ SKINNED_BUFFER_SIZE = 1024 * 128, // 10k vertices
+ MAX_LIGHTS = 8,
+ };
+
+ uint8_t skinned_buffer[SKINNED_BUFFER_SIZE];
+
+ struct Texture {
+
+ uint32_t flags;
+ int width,height;
+ Image::Format format;
+
+ GLenum target;
+ GLenum gl_format_cache;
+ int gl_components_cache;
+ bool has_alpha;
+ bool format_has_alpha;
+
+ bool active;
+ GLuint tex_id;
+ bool mipmap_dirty;
+
+ Texture() {
+
+ flags=width=height=0;
+ tex_id=0;
+ format=Image::FORMAT_GRAYSCALE;
+ gl_components_cache=0;
+ format_has_alpha=false;
+ has_alpha=false;
+ active=false;
+ mipmap_dirty=true;
+ }
+
+ ~Texture() {
+
+ if (tex_id!=0) {
+
+ glDeleteTextures(1,&tex_id);
+ }
+ }
+ };
+
+ mutable RID_Owner<Texture> texture_owner;
+
+ struct Material {
+
+ bool flags[VS::MATERIAL_FLAG_MAX];
+ Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX];
+ RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX];
+
+ Transform uv_transform;
+ VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
+
+ VS::MaterialBlendMode detail_blend_mode;
+
+ VS::FixedMaterialTexGenMode texgen_mode;
+
+ Material() {
+
+ flags[VS::MATERIAL_FLAG_VISIBLE]=true;
+ flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]=false;
+ flags[VS::MATERIAL_FLAG_INVERT_FACES]=false;
+ flags[VS::MATERIAL_FLAG_UNSHADED]=false;
+ flags[VS::MATERIAL_FLAG_WIREFRAME]=false;
+
+ parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8);
+ parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12;
+
+ for (int i=0; i<VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) {
+ texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
+ };
+ detail_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
+ texgen_mode = VS::FIXED_MATERIAL_TEXGEN_SPHERE;
+ }
+ };
+ mutable RID_Owner<Material> material_owner;
+
+
+ struct Geometry {
+
+ enum Type {
+ GEOMETRY_INVALID,
+ GEOMETRY_SURFACE,
+ GEOMETRY_POLY,
+ GEOMETRY_PARTICLES,
+ GEOMETRY_BEAM,
+ GEOMETRY_DETAILER,
+ };
+
+ Type type;
+ RID material;
+ bool has_alpha;
+ bool material_owned;
+
+ Vector3 scale;
+ Vector3 uv_scale;
+
+ Geometry() : scale(1, 1, 1) { has_alpha=false; material_owned = false; }
+ virtual ~Geometry() {};
+ };
+
+ struct GeometryOwner {
+
+ virtual ~GeometryOwner() {}
+ };
+
+
+ struct Surface : public Geometry {
+
+ struct ArrayData {
+
+ uint32_t ofs,size;
+ bool configured;
+ int components;
+ ArrayData() { ofs=0; size=0; configured=false; }
+ };
+
+ ArrayData array[VS::ARRAY_MAX];
+ // support for vertex array objects
+ GLuint array_object_id;
+ // support for vertex buffer object
+ GLuint vertex_id; // 0 means, unconfigured
+ GLuint index_id; // 0 means, unconfigured
+ // no support for the above, array in localmem.
+ uint8_t *array_local;
+ uint8_t *index_array_local;
+
+ AABB aabb;
+
+ int array_len;
+ int index_array_len;
+
+ VS::PrimitiveType primitive;
+
+ uint32_t format;
+
+ int stride;
+
+ bool active;
+
+ Point2 uv_min;
+ Point2 uv_max;
+
+ bool has_alpha_cache;
+
+ Surface() {
+
+ array_len=0;
+ type=GEOMETRY_SURFACE;
+ primitive=VS::PRIMITIVE_POINTS;
+ index_array_len=VS::NO_INDEX_ARRAY;
+ format=0;
+ stride=0;
+
+ array_local = index_array_local = 0;
+ vertex_id = index_id = 0;
+
+ active=false;
+ }
+
+ ~Surface() {
+
+ }
+ };
+
+
+ struct Mesh {
+
+ bool active;
+ Vector<Surface*> surfaces;
+
+ mutable uint64_t last_pass;
+ Mesh() {
+ last_pass=0;
+ active=false;
+ }
+ };
+ mutable RID_Owner<Mesh> mesh_owner;
+
+ struct Poly : public Geometry {
+
+ struct Primitive {
+
+ Vector<Vector3> vertices;
+ Vector<Vector3> normals;
+ Vector<Vector3> uvs;
+ Vector<Color> colors;
+
+ };
+
+ AABB aabb;
+ List<Primitive> primitives;
+ Poly() {
+
+ type=GEOMETRY_POLY;
+ }
+ };
+
+ mutable RID_Owner<Poly> poly_owner;
+
+
+ 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;
+ 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 ShadowBuffer;
+
+ struct LightInstance {
+
+ struct SplitInfo {
+
+ CameraMatrix camera;
+ Transform transform;
+ float near;
+ float far;
+ };
+
+ RID light;
+ Light *base;
+ uint64_t last_pass;
+ Transform transform;
+
+
+ CameraMatrix projection;
+ Vector<SplitInfo> splits;
+
+ Vector3 light_vector;
+ Vector3 spot_vector;
+ float linear_att;
+
+ uint64_t hash_aux;
+ };
+ mutable RID_Owner<Light> light_owner;
+ mutable RID_Owner<LightInstance> light_instance_owner;
+
+ LightInstance *light_instances[MAX_LIGHTS];
+ int light_instance_count;
+
+ struct RenderList {
+
+ enum {
+ MAX_ELEMENTS=4096,
+ MAX_LIGHTS=4
+ };
+
+ struct Element {
+
+ float depth;
+ const Skeleton *skeleton;
+ Transform transform;
+ LightInstance* lights[MAX_LIGHTS];
+ int light_count;
+ const Geometry *geometry;
+ const Material *material;
+ uint64_t light_hash;
+ GeometryOwner *owner;
+ const ParamOverrideMap* material_overrides;
+ };
+
+
+ Element _elements[MAX_ELEMENTS];
+ Element *elements[MAX_ELEMENTS];
+ int element_count;
+
+ void clear() {
+
+ element_count=0;
+ }
+
+ struct SortZ {
+
+ _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+
+ return A->depth > B->depth;
+ }
+ };
+
+ void sort_z() {
+
+ SortArray<Element*,SortZ> sorter;
+ sorter.sort(elements,element_count);
+ }
+
+ struct SortSkel {
+
+ _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+
+ if (A->geometry < B->geometry)
+ return true;
+ else if (A->geometry > B->geometry)
+ return false;
+ else return (!A->skeleton && B->skeleton);
+ }
+ };
+
+ void sort_skel() {
+
+ SortArray<Element*,SortSkel> sorter;
+ sorter.sort(elements,element_count);
+ }
+
+ struct SortMat {
+
+ _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+
+ if (A->geometry == B->geometry) {
+
+ if (A->material == B->material) {
+
+
+ return (A->material_overrides < B->material_overrides);
+ } else {
+
+ return (A->material < B->material);
+ }
+ } else {
+
+ return (A->geometry < B->geometry);
+ }
+ }
+ };
+
+ void sort_mat() {
+
+ SortArray<Element*,SortMat> sorter;
+ sorter.sort(elements,element_count);
+ }
+
+ struct SortMatLight {
+
+ _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+
+ if (A->geometry == B->geometry) {
+
+ if (A->material == B->material) {
+
+ if (A->light_hash == B->light_hash)
+ return (A->material_overrides < B->material_overrides);
+ else
+ return A->light_hash<B->light_hash;
+ } else {
+
+ return (A->material < B->material);
+ }
+ } else {
+
+ return (A->geometry < B->geometry);
+ }
+ }
+ };
+
+ void sort_mat_light() {
+
+ SortArray<Element*,SortMatLight> sorter;
+ sorter.sort(elements,element_count);
+ }
+
+ struct LISort {
+
+ _FORCE_INLINE_ bool operator ()(const LightInstance *A, const LightInstance *B) const {
+
+ return (A->hash_aux < B->hash_aux);
+ }
+ };
+
+ _FORCE_INLINE_ void add_element( const Geometry *p_geometry, const Material* p_material,const Transform& p_transform, LightInstance **p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides, const Skeleton *p_skeleton, float p_depth, GeometryOwner *p_owner=NULL) {
+
+
+ ERR_FAIL_COND( element_count >= MAX_ELEMENTS );
+ Element *e = elements[element_count++];
+
+ e->geometry=p_geometry;
+ e->material=p_material;
+ e->transform=p_transform;
+ e->skeleton=p_skeleton;
+ e->light_hash=0;
+ e->light_count=p_light_count;
+ e->owner=p_owner;
+ e->material_overrides=p_material_overrides;
+
+ if (e->light_count>0) {
+
+ SortArray<LightInstance*,LISort> light_sort;
+ light_sort.sort(p_light_instances,p_light_count);
+ //@TODO OPTIOMIZE
+
+ for (int i=0;i<p_light_count;i++) {
+
+ e->lights[i]=p_light_instances[i];
+
+ if (i==0)
+ e->light_hash=hash_djb2_one_64( make_uint64_t(e->lights[i]) );
+ else
+ e->light_hash=hash_djb2_one_64( make_uint64_t(e->lights[i]),e->light_hash);
+ }
+
+ }
+
+ }
+
+ RenderList() {
+
+ for (int i=0;i<MAX_ELEMENTS;i++)
+ elements[i]=&_elements[i]; // assign elements
+ }
+ };
+
+ RenderList opaque_render_list;
+ RenderList alpha_render_list;
+
+ RID default_material;
+
+ struct FX {
+
+ bool bgcolor_active;
+ Color bgcolor;
+
+ bool skybox_active;
+ RID skybox_cubemap;
+
+ bool antialias_active;
+ float antialias_tolerance;
+
+ bool glow_active;
+ int glow_passes;
+ float glow_attenuation;
+ float glow_bloom;
+
+ bool ssao_active;
+ float ssao_attenuation;
+ float ssao_radius;
+ float ssao_max_distance;
+ float ssao_range_max;
+ float ssao_range_min;
+ bool ssao_only;
+
+ bool fog_active;
+ float fog_distance;
+ float fog_attenuation;
+ Color fog_color_near;
+ Color fog_color_far;
+ bool fog_bg;
+
+ bool toon_active;
+ float toon_treshold;
+ float toon_soft;
+
+ bool edge_active;
+ Color edge_color;
+ float edge_size;
+
+ FX();
+
+ };
+ mutable RID_Owner<FX> fx_owner;
+
+
+ FX *scene_fx;
+ CameraMatrix camera_projection;
+ Transform camera_transform;
+ Transform camera_transform_inverse;
+ float camera_z_near;
+ float camera_z_far;
+ Size2 camera_vp_size;
+
+ Plane camera_plane;
+
+ void _add_geometry( const Geometry* p_geometry, const Transform& p_world, uint32_t p_vertex_format, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides,const Skeleton* p_skeleton,GeometryOwner *p_owner);
+ void _render_list_forward(RenderList *p_render_list);
+
+ void _setup_light(LightInstance* p_instance, int p_idx);
+ void _setup_lights(LightInstance **p_lights,int p_light_count);
+ void _setup_material(const Geometry *p_geometry,const Material *p_material);
+
+ void _setup_geometry(const Geometry *p_geometry, const Material* p_material);
+ void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton);
+
+
+ /*********/
+ /* FRAME */
+ /*********/
+
+ Size2 window_size;
+ VS::ViewportRect viewport;
+ Transform canvas_transform;
+ double last_time;
+ double time_delta;
+ uint64_t frame;
+
+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_blit_rect(RID p_texture,int p_x,int p_y, const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
+ virtual Image texture_get_rect(RID p_texture,int p_x,int p_y,int p_width, int p_height,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;
+
+ /* SHADER API */
+
+ virtual RID shader_create();
+
+ virtual void shader_node_add(RID p_shader,VS::ShaderNodeType p_type,int p_id);
+ virtual void shader_node_remove(RID p_shader,int p_id);
+ virtual void shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type);
+ virtual void shader_node_set_param(RID p_shader, int p_id, const Variant& p_value);
+
+ virtual void shader_get_node_list(RID p_shader,List<int> *p_node_list) const;
+ virtual VS::ShaderNodeType shader_node_get_type(RID p_shader,int p_id) const;
+ virtual Variant shader_node_get_param(RID p_shader,int p_id) const;
+
+ virtual void shader_connect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
+ virtual bool shader_is_connected(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
+ virtual void shader_disconnect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
+
+ virtual void shader_get_connections(RID p_shader,List<VS::ShaderConnection> *p_connections) const;
+
+ virtual void shader_clear(RID p_shader);
+
+ /* COMMON MATERIAL API */
+
+ 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_get_param_list(RID p_material, List<String> *p_param_list) 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_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;
+
+ /* FIXED MATERIAL */
+
+ virtual RID material_create();
+
+ 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_texgen_mode(RID p_material,VS::FixedMaterialTexGenMode p_mode);
+ virtual VS::FixedMaterialTexGenMode fixed_material_get_texgen_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;
+
+ /* SHADER MATERIAL */
+
+ virtual RID shader_material_create() const;
+
+ virtual void shader_material_set_vertex_shader(RID p_material,RID p_shader,bool p_owned=false);
+ virtual RID shader_material_get_vertex_shader(RID p_material) const;
+
+ virtual void shader_material_set_fragment_shader(RID p_material,RID p_shader,bool p_owned=false);
+ virtual RID shader_material_get_fragment_shader(RID p_material) const;
+
+
+ /* MESH API */
+
+ virtual RID mesh_create();
+
+ virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,uint32_t p_format,int p_array_len,int p_index_array_len=VS::NO_INDEX_ARRAY);
+
+ virtual Error mesh_surface_set_array(RID p_mesh, int p_surface,VS::ArrayType p_type,const Variant& p_array) ;
+ virtual Variant mesh_surface_get_array(RID p_mesh, int p_surface,VS::ArrayType p_type) 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_erase_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;
+
+ /* POLY API */
+
+ virtual RID poly_create();
+ virtual void poly_set_material(RID p_poly, RID p_material,bool p_owned=false);
+ virtual void poly_add_primitive(RID p_poly, const Vector<Vector3>& p_points,const Vector<Vector3>& p_normals,const Vector<Color>& p_colors,const Vector<Vector3>& p_uvs);
+ virtual void poly_clear(RID p_poly);
+
+ virtual AABB poly_get_aabb(RID p_poly) 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_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;
+ /* BEAM API */
+
+ virtual RID beam_create();
+
+ virtual void beam_set_point_count(RID p_beam, int p_count);
+ virtual int beam_get_point_count(RID p_beam) const;
+ virtual void beam_clear(RID p_beam);
+
+ virtual void beam_set_point(RID p_beam,int p_point,Vector3& p_pos);
+ virtual Vector3 beam_get_point(RID p_beam,int p_point) const;
+
+ virtual void beam_set_primitive(RID p_beam,VS::BeamPrimitive p_primitive);
+ virtual VS::BeamPrimitive beam_get_primitive(RID p_beam) const;
+
+ virtual void beam_set_material(RID p_beam, RID p_material);
+ virtual RID beam_get_material(RID p_beam) const;
+
+ virtual AABB beam_get_aabb(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 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 void light_instance_set_active_hint(RID p_light_instance);
+ 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_pssm_split_info(RID p_light_instance, int p_split, float p_near,float p_far, const CameraMatrix& p_camera, const Transform& p_transform);
+
+ /* PARTICLES INSTANCE */
+
+ virtual RID particles_instance_create(RID p_particles);
+ virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform);
+
+ /* 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 begin_scene(RID p_fx=RID(),VS::ScenarioDebugMode p_debug=VS::SCENARIO_DEBUG_DISABLED);
+ 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
+
+ typedef Map<StringName,Variant> ParamOverrideMap;
+
+ virtual void add_mesh( RID p_mesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL, RID p_skeleton=RID());
+ virtual void add_multimesh( RID p_multimesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
+ virtual void add_poly( RID p_poly, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
+ virtual void add_beam( RID p_beam, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
+ virtual void add_particles( RID p_particle_instance, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
+
+ virtual void end_scene();
+ virtual void end_shadow_map();
+
+ virtual void end_frame();
+
+ /* CANVAS API */
+
+ virtual void canvas_begin();
+ virtual void canvas_set_transparency(float p_transparency);
+ virtual void canvas_set_rect(const Rect2& p_rect, bool p_clip);;
+ 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, bool p_region, const Rect2& p_source,bool p_tile,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);
+ virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture);
+
+ /* FX */
+
+ virtual RID fx_create();
+ virtual void fx_get_effects(RID p_fx,List<String> *p_effects) const;
+ virtual void fx_set_active(RID p_fx,const String& p_effect, bool p_active);
+ virtual bool fx_is_active(RID p_fx,const String& p_effect) const;
+ virtual void fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const;
+ virtual Variant fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const;
+ virtual void fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue);
+
+ /*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_poly(const RID& p_rid) const;
+ virtual bool is_particles(const RID &p_beam) const;
+ virtual bool is_beam(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_fx(const RID& p_rid) const;
+ virtual bool is_shader(const RID& p_rid) const;
+
+ virtual void free(const RID& p_rid) const;
+
+ virtual void init();
+ virtual void finish();
+
+ virtual int get_render_info(VS::RenderInfo p_info);
+
+ RasterizerIPhone();
+ virtual ~RasterizerIPhone();
+};
+
+#endif
+#endif