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-rw-r--r--platform/iphone/rasterizer_iphone.h420
1 files changed, 203 insertions, 217 deletions
diff --git a/platform/iphone/rasterizer_iphone.h b/platform/iphone/rasterizer_iphone.h
index 299a11e895..02cb985dc8 100644
--- a/platform/iphone/rasterizer_iphone.h
+++ b/platform/iphone/rasterizer_iphone.h
@@ -33,12 +33,12 @@
#include "servers/visual/rasterizer.h"
+#include "camera_matrix.h"
#include "image.h"
-#include "rid.h"
-#include "servers/visual_server.h"
#include "list.h"
#include "map.h"
-#include "camera_matrix.h"
+#include "rid.h"
+#include "servers/visual_server.h"
#include "sort.h"
#include <ES1/gl.h>
@@ -57,7 +57,7 @@ class RasterizerIPhone : public Rasterizer {
struct Texture {
uint32_t flags;
- int width,height;
+ int width, height;
Image::Format format;
GLenum target;
@@ -72,21 +72,21 @@ class RasterizerIPhone : public Rasterizer {
Texture() {
- flags=width=height=0;
- tex_id=0;
- format=Image::FORMAT_L8;
- gl_components_cache=0;
- format_has_alpha=false;
- has_alpha=false;
- active=false;
- mipmap_dirty=true;
+ flags = width = height = 0;
+ tex_id = 0;
+ format = Image::FORMAT_L8;
+ gl_components_cache = 0;
+ format_has_alpha = false;
+ has_alpha = false;
+ active = false;
+ mipmap_dirty = true;
}
~Texture() {
- if (tex_id!=0) {
+ if (tex_id != 0) {
- glDeleteTextures(1,&tex_id);
+ glDeleteTextures(1, &tex_id);
}
}
};
@@ -108,16 +108,16 @@ class RasterizerIPhone : public Rasterizer {
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;
+ 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++) {
+ 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;
@@ -126,7 +126,6 @@ class RasterizerIPhone : public Rasterizer {
};
mutable RID_Owner<Material> material_owner;
-
struct Geometry {
enum Type {
@@ -146,8 +145,12 @@ class RasterizerIPhone : public Rasterizer {
Vector3 scale;
Vector3 uv_scale;
- Geometry() : scale(1, 1, 1) { has_alpha=false; material_owned = false; }
- virtual ~Geometry() {};
+ Geometry()
+ : scale(1, 1, 1) {
+ has_alpha = false;
+ material_owned = false;
+ }
+ virtual ~Geometry(){};
};
struct GeometryOwner {
@@ -155,15 +158,18 @@ class RasterizerIPhone : public Rasterizer {
virtual ~GeometryOwner() {}
};
-
struct Surface : public Geometry {
struct ArrayData {
- uint32_t ofs,size;
+ uint32_t ofs, size;
bool configured;
int components;
- ArrayData() { ofs=0; size=0; configured=false; }
+ ArrayData() {
+ ofs = 0;
+ size = 0;
+ configured = false;
+ }
};
ArrayData array[VS::ARRAY_MAX];
@@ -196,34 +202,32 @@ class RasterizerIPhone : public Rasterizer {
Surface() {
- array_len=0;
- type=GEOMETRY_SURFACE;
- primitive=VS::PRIMITIVE_POINTS;
- index_array_len=VS::NO_INDEX_ARRAY;
- format=0;
- stride=0;
+ 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;
+ active = false;
}
~Surface() {
-
}
};
-
struct Mesh {
bool active;
- Vector<Surface*> surfaces;
+ Vector<Surface *> surfaces;
mutable uint64_t last_pass;
Mesh() {
- last_pass=0;
- active=false;
+ last_pass = 0;
+ active = false;
}
};
mutable RID_Owner<Mesh> mesh_owner;
@@ -236,29 +240,25 @@ class RasterizerIPhone : public Rasterizer {
Vector<Vector3> normals;
Vector<Vector3> uvs;
Vector<Color> colors;
-
};
AABB aabb;
List<Primitive> primitives;
Poly() {
- type=GEOMETRY_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;
@@ -269,19 +269,18 @@ class RasterizerIPhone : public Rasterizer {
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;
+ 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;
}
};
@@ -302,7 +301,6 @@ class RasterizerIPhone : public Rasterizer {
uint64_t last_pass;
Transform transform;
-
CameraMatrix projection;
Vector<SplitInfo> splits;
@@ -321,8 +319,8 @@ class RasterizerIPhone : public Rasterizer {
struct RenderList {
enum {
- MAX_ELEMENTS=4096,
- MAX_LIGHTS=4
+ MAX_ELEMENTS = 4096,
+ MAX_LIGHTS = 4
};
struct Element {
@@ -330,28 +328,27 @@ class RasterizerIPhone : public Rasterizer {
float depth;
const Skeleton *skeleton;
Transform transform;
- LightInstance* lights[MAX_LIGHTS];
+ LightInstance *lights[MAX_LIGHTS];
int light_count;
const Geometry *geometry;
const Material *material;
uint64_t light_hash;
GeometryOwner *owner;
- const ParamOverrideMap* material_overrides;
+ const ParamOverrideMap *material_overrides;
};
-
Element _elements[MAX_ELEMENTS];
Element *elements[MAX_ELEMENTS];
int element_count;
void clear() {
- element_count=0;
+ element_count = 0;
}
struct SortZ {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+ _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
return A->depth > B->depth;
}
@@ -359,37 +356,37 @@ class RasterizerIPhone : public Rasterizer {
void sort_z() {
- SortArray<Element*,SortZ> sorter;
- sorter.sort(elements,element_count);
+ SortArray<Element *, SortZ> sorter;
+ sorter.sort(elements, element_count);
}
struct SortSkel {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+ _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);
+ else
+ return (!A->skeleton && B->skeleton);
}
};
void sort_skel() {
- SortArray<Element*,SortSkel> sorter;
- sorter.sort(elements,element_count);
+ SortArray<Element *, SortSkel> sorter;
+ sorter.sort(elements, element_count);
}
struct SortMat {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+ _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 {
@@ -404,13 +401,13 @@ class RasterizerIPhone : public Rasterizer {
void sort_mat() {
- SortArray<Element*,SortMat> sorter;
- sorter.sort(elements,element_count);
+ SortArray<Element *, SortMat> sorter;
+ sorter.sort(elements, element_count);
}
struct SortMatLight {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+ _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
if (A->geometry == B->geometry) {
@@ -419,7 +416,7 @@ class RasterizerIPhone : public Rasterizer {
if (A->light_hash == B->light_hash)
return (A->material_overrides < B->material_overrides);
else
- return A->light_hash<B->light_hash;
+ return A->light_hash < B->light_hash;
} else {
return (A->material < B->material);
@@ -433,57 +430,54 @@ class RasterizerIPhone : public Rasterizer {
void sort_mat_light() {
- SortArray<Element*,SortMatLight> sorter;
- sorter.sort(elements,element_count);
+ SortArray<Element *, SortMatLight> sorter;
+ sorter.sort(elements, element_count);
}
struct LISort {
- _FORCE_INLINE_ bool operator ()(const LightInstance *A, const LightInstance *B) const {
+ _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) {
+ _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 );
+ 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;
+ 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) {
+ if (e->light_count > 0) {
- SortArray<LightInstance*,LISort> light_sort;
- light_sort.sort(p_light_instances,p_light_count);
+ 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++) {
+ for (int i = 0; i < p_light_count; i++) {
- e->lights[i]=p_light_instances[i];
+ e->lights[i] = p_light_instances[i];
- if (i==0)
- e->light_hash=hash_djb2_one_64( make_uint64_t(e->lights[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);
+ 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
+ for (int i = 0; i < MAX_ELEMENTS; i++)
+ elements[i] = &_elements[i]; // assign elements
}
};
@@ -532,11 +526,9 @@ class RasterizerIPhone : public Rasterizer {
float edge_size;
FX();
-
};
mutable RID_Owner<FX> fx_owner;
-
FX *scene_fx;
CameraMatrix camera_projection;
Transform camera_transform;
@@ -547,16 +539,15 @@ class RasterizerIPhone : public Rasterizer {
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 _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);
+ 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 */
@@ -570,14 +561,13 @@ class RasterizerIPhone : public Rasterizer {
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 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;
@@ -588,81 +578,80 @@ public:
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_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_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_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_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_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_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_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 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 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::FixedSpatialMaterialParam p_parameter, const Variant& p_value);
- virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
+ virtual void fixed_material_set_parameter(RID p_material, VS::FixedSpatialMaterialParam p_parameter, const Variant &p_value);
+ virtual Variant fixed_material_get_parameter(RID p_material, VS::FixedSpatialMaterialParam p_parameter) const;
- virtual void fixed_material_set_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter, RID p_texture);
- virtual RID fixed_material_get_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
+ virtual void fixed_material_set_texture(RID p_material, VS::FixedSpatialMaterialParam p_parameter, RID p_texture);
+ virtual RID fixed_material_get_texture(RID p_material, VS::FixedSpatialMaterialParam p_parameter) const;
- virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
+ 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::FixedSpatialMaterialTexGenMode p_mode);
+ virtual void fixed_material_set_texgen_mode(RID p_material, VS::FixedSpatialMaterialTexGenMode p_mode);
virtual VS::FixedSpatialMaterialTexGenMode fixed_material_get_texgen_mode(RID p_material) const;
- virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter, VS::FixedSpatialMaterialTexCoordMode p_mode);
- virtual VS::FixedSpatialMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const;
+ virtual void fixed_material_set_texcoord_mode(RID p_material, VS::FixedSpatialMaterialParam p_parameter, VS::FixedSpatialMaterialTexCoordMode p_mode);
+ virtual VS::FixedSpatialMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material, VS::FixedSpatialMaterialParam p_parameter) const;
- virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
+ virtual 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 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 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 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 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 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;
@@ -670,7 +659,7 @@ public:
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 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;
@@ -679,30 +668,29 @@ public:
virtual RID multimesh_create();
- virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
+ 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 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 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_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();
@@ -713,19 +701,19 @@ public:
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 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 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 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 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 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);
@@ -734,19 +722,19 @@ public:
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 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_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 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 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;
@@ -758,10 +746,10 @@ public:
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_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 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);
@@ -771,27 +759,26 @@ public:
/* SKELETON API */
virtual RID skeleton_create();
- virtual void skeleton_resize(RID p_skeleton,int p_bones);
+ 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);
-
+ 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_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 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 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 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);
@@ -799,43 +786,42 @@ public:
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_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);
+ 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);
+ 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 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 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 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_light(RID p_light_instance); ///< all "add_light" calls happen before add_geometry calls
- typedef Map<StringName,Variant> ParamOverrideMap;
+ 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 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();
@@ -846,40 +832,40 @@ public:
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);
+ 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);
+ 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_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 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 free(const RID &p_rid) const;
virtual void init();
virtual void finish();