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Diffstat (limited to 'platform/iphone/rasterizer_iphone.h')
-rw-r--r-- | platform/iphone/rasterizer_iphone.h | 881 |
1 files changed, 0 insertions, 881 deletions
diff --git a/platform/iphone/rasterizer_iphone.h b/platform/iphone/rasterizer_iphone.h deleted file mode 100644 index f886738da9..0000000000 --- a/platform/iphone/rasterizer_iphone.h +++ /dev/null @@ -1,881 +0,0 @@ -/*************************************************************************/ -/* rasterizer_iphone.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* http://www.godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* 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 "camera_matrix.h" -#include "image.h" -#include "list.h" -#include "map.h" -#include "rid.h" -#include "servers/visual_server.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_L8; - 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::SpatialMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX]; - - VS::MaterialBlendMode detail_blend_mode; - - VS::SpatialMaterialTexGenMode 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::SpatialMaterialParam p_parameter, const Variant &p_value); - virtual Variant fixed_material_get_parameter(RID p_material, VS::SpatialMaterialParam p_parameter) const; - - virtual void fixed_material_set_texture(RID p_material, VS::SpatialMaterialParam p_parameter, RID p_texture); - virtual RID fixed_material_get_texture(RID p_material, VS::SpatialMaterialParam 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::SpatialMaterialTexGenMode p_mode); - virtual VS::SpatialMaterialTexGenMode fixed_material_get_texgen_mode(RID p_material) const; - - virtual void fixed_material_set_texcoord_mode(RID p_material, VS::SpatialMaterialParam p_parameter, VS::SpatialMaterialTexCoordMode p_mode); - virtual VS::SpatialMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material, VS::SpatialMaterialParam 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 |