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Diffstat (limited to 'platform/iphone/rasterizer_iphone.h')
-rw-r--r-- | platform/iphone/rasterizer_iphone.h | 894 |
1 files changed, 894 insertions, 0 deletions
diff --git a/platform/iphone/rasterizer_iphone.h b/platform/iphone/rasterizer_iphone.h new file mode 100644 index 0000000000..41dbbdaa5a --- /dev/null +++ b/platform/iphone/rasterizer_iphone.h @@ -0,0 +1,894 @@ +/*************************************************************************/ +/* 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 |