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Diffstat (limited to 'servers/visual/rasterizer/rasterizer.h')
-rw-r--r-- | servers/visual/rasterizer/rasterizer.h | 1118 |
1 files changed, 1118 insertions, 0 deletions
diff --git a/servers/visual/rasterizer/rasterizer.h b/servers/visual/rasterizer/rasterizer.h new file mode 100644 index 0000000000..70b9ab18c6 --- /dev/null +++ b/servers/visual/rasterizer/rasterizer.h @@ -0,0 +1,1118 @@ +/*************************************************************************/ +/* rasterizer.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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. */ +/*************************************************************************/ + +#ifndef RASTERIZER_H +#define RASTERIZER_H + +#include "core/math/camera_matrix.h" +#include "servers/visual_server.h" + +#include "core/self_list.h" + +class RasterizerScene { +public: + /* SHADOW ATLAS API */ + + virtual RID shadow_atlas_create() = 0; + virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0; + virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0; + virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0; + + virtual int get_directional_light_shadow_size(RID p_light_intance) = 0; + virtual void set_directional_shadow_count(int p_count) = 0; + + /* ENVIRONMENT API */ + + virtual RID environment_create() = 0; + + virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0; + virtual void environment_set_sky(RID p_env, RID p_sky) = 0; + virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; + virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0; + virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; + virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; + virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; + virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) = 0; +// FIXME: Disabled during Vulkan refactoring, should be ported. +#if 0 + virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0; +#endif + + virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0; + virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0; + virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0; + virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0; + + virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0; + virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0; + + virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0; + + virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0; + + virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0; + virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0; + virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0; + + virtual bool is_environment(RID p_env) = 0; + virtual VS::EnvironmentBG environment_get_background(RID p_env) = 0; + virtual int environment_get_canvas_max_layer(RID p_env) = 0; + + struct InstanceBase { + + VS::InstanceType base_type; + RID base; + + RID skeleton; + RID material_override; + + Transform transform; + + int depth_layer; + uint32_t layer_mask; + + //RID sampled_light; + + Vector<RID> materials; + Vector<RID> light_instances; + Vector<RID> reflection_probe_instances; + Vector<RID> gi_probe_instances; + + Vector<float> blend_values; + + VS::ShadowCastingSetting cast_shadows; + + //fit in 32 bits + bool mirror : 8; + bool receive_shadows : 8; + bool visible : 8; + bool baked_light : 4; //this flag is only to know if it actually did use baked light + bool redraw_if_visible : 4; + + float depth; //used for sorting + + SelfList<InstanceBase> dependency_item; + + InstanceBase *lightmap_capture; + RID lightmap; + Vector<Color> lightmap_capture_data; //in a array (12 values) to avoid wasting space if unused. Alpha is unused, but needed to send to shader + + virtual void base_removed() = 0; + virtual void base_changed(bool p_aabb, bool p_materials) = 0; + InstanceBase() : + dependency_item(this) { + + base_type = VS::INSTANCE_NONE; + cast_shadows = VS::SHADOW_CASTING_SETTING_ON; + receive_shadows = true; + visible = true; + depth_layer = 0; + layer_mask = 1; + baked_light = false; + redraw_if_visible = false; + lightmap_capture = NULL; + } + }; + + virtual RID light_instance_create(RID p_light) = 0; + virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0; + virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0; + virtual void light_instance_mark_visible(RID p_light_instance) = 0; + virtual bool light_instances_can_render_shadow_cube() const { return true; } + + virtual RID reflection_atlas_create() = 0; + virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size) = 0; + virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) = 0; + + virtual RID reflection_probe_instance_create(RID p_probe) = 0; + virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) = 0; + virtual void reflection_probe_release_atlas_index(RID p_instance) = 0; + virtual bool reflection_probe_instance_needs_redraw(RID p_instance) = 0; + virtual bool reflection_probe_instance_has_reflection(RID p_instance) = 0; + virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0; + virtual bool reflection_probe_instance_postprocess_step(RID p_instance) = 0; + + virtual RID gi_probe_instance_create() = 0; + virtual void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) = 0; + virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) = 0; + virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) = 0; + + virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0; + virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) = 0; + + virtual void set_scene_pass(uint64_t p_pass) = 0; + virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) = 0; + + virtual bool free(RID p_rid) = 0; + + virtual ~RasterizerScene() {} +}; + +class RasterizerStorage { +public: + /* TEXTURE API */ + + virtual RID texture_2d_create(const Ref<Image> &p_image) = 0; + virtual RID texture_2d_layered_create(const Vector<Ref<Image> > &p_layers, VS::TextureLayeredType p_layered_type) = 0; + virtual RID texture_3d_create(const Vector<Ref<Image> > &p_slices) = 0; //all slices, then all the mipmaps, must be coherent + + virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0; //mostly used for video and streaming + virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0; + virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap) = 0; + + //these two APIs can be used together or in combination with the others. + virtual RID texture_2d_placeholder_create() = 0; + virtual RID texture_2d_layered_placeholder_create() = 0; + virtual RID texture_3d_placeholder_create() = 0; + + virtual Ref<Image> texture_2d_get(RID p_texture) const = 0; + virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0; + virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const = 0; + + virtual void texture_replace(RID p_texture, RID p_by_texture) = 0; + virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0; +// FIXME: Disabled during Vulkan refactoring, should be ported. +#if 0 + virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0; +#endif + + virtual void texture_set_path(RID p_texture, const String &p_path) = 0; + virtual String texture_get_path(RID p_texture) const = 0; + + virtual void texture_set_detect_3d_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata) = 0; + virtual void texture_set_detect_normal_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata) = 0; + virtual void texture_set_detect_roughness_callback(RID p_texture, VS::TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0; + + virtual void texture_debug_usage(List<VS::TextureInfo> *r_info) = 0; + + virtual void texture_set_proxy(RID p_proxy, RID p_base) = 0; + virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0; + + virtual Size2 texture_size_with_proxy(RID p_proxy) const = 0; + + /* SKY API */ + + virtual RID sky_create() = 0; + virtual void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) = 0; + + /* SHADER API */ + + virtual RID shader_create() = 0; + + virtual void shader_set_code(RID p_shader, const String &p_code) = 0; + virtual String shader_get_code(RID p_shader) const = 0; + virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0; + + virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0; + virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0; + + /* COMMON MATERIAL API */ + + virtual RID material_create() = 0; + + virtual void material_set_render_priority(RID p_material, int priority) = 0; + virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0; + virtual RID material_get_shader(RID p_shader_material) const = 0; + + virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0; + virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0; + virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const = 0; + + virtual void material_set_line_width(RID p_material, float p_width) = 0; + + virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0; + + virtual bool material_is_animated(RID p_material) = 0; + virtual bool material_casts_shadows(RID p_material) = 0; + + virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0; + virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0; + + /* MESH API */ + + virtual RID mesh_create() = 0; + + virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) = 0; + + virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount) = 0; + virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0; + + virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) = 0; + virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0; + + virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0; + + virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0; + virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0; + + virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0; + virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0; + + virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const = 0; + virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const = 0; + + virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0; + virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0; + + virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const = 0; + virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const = 0; + virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const = 0; + + virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0; + virtual int mesh_get_surface_count(RID p_mesh) const = 0; + + virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0; + virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0; + + virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const = 0; + + virtual void mesh_clear(RID p_mesh) = 0; + + /* MULTIMESH API */ + + virtual RID multimesh_create() = 0; + + virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE) = 0; + virtual int multimesh_get_instance_count(RID p_multimesh) const = 0; + + virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0; + virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0; + virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0; + virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0; + virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0; + + virtual RID multimesh_get_mesh(RID p_multimesh) const = 0; + + virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0; + virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0; + virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0; + virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0; + + virtual void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array) = 0; + + virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0; + virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0; + + virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0; + + /* IMMEDIATE API */ + + virtual RID immediate_create() = 0; + virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) = 0; + virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0; + virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0; + virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0; + virtual void immediate_color(RID p_immediate, const Color &p_color) = 0; + virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0; + virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0; + virtual void immediate_end(RID p_immediate) = 0; + virtual void immediate_clear(RID p_immediate) = 0; + virtual void immediate_set_material(RID p_immediate, RID p_material) = 0; + virtual RID immediate_get_material(RID p_immediate) const = 0; + virtual AABB immediate_get_aabb(RID p_immediate) const = 0; + + /* SKELETON API */ + + virtual RID skeleton_create() = 0; + virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0; + virtual int skeleton_get_bone_count(RID p_skeleton) const = 0; + virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0; + virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0; + virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0; + virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0; + virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0; + + /* Light API */ + + virtual RID light_create(VS::LightType p_type) = 0; + + RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); } + RID omni_light_create() { return light_create(VS::LIGHT_OMNI); } + RID spot_light_create() { return light_create(VS::LIGHT_SPOT); } + + virtual void light_set_color(RID p_light, const Color &p_color) = 0; + virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value) = 0; + virtual void light_set_shadow(RID p_light, bool p_enabled) = 0; + virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0; + virtual void light_set_projector(RID p_light, RID p_texture) = 0; + virtual void light_set_negative(RID p_light, bool p_enable) = 0; + virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0; + virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0; + virtual void light_set_use_gi(RID p_light, bool p_enable) = 0; + + virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 0; + virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) = 0; + + virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) = 0; + virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0; + virtual bool light_directional_get_blend_splits(RID p_light) const = 0; + virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0; + virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0; + + virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0; + virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0; + + virtual bool light_has_shadow(RID p_light) const = 0; + + virtual VS::LightType light_get_type(RID p_light) const = 0; + virtual AABB light_get_aabb(RID p_light) const = 0; + virtual float light_get_param(RID p_light, VS::LightParam p_param) = 0; + virtual Color light_get_color(RID p_light) = 0; + virtual bool light_get_use_gi(RID p_light) = 0; + virtual uint64_t light_get_version(RID p_light) const = 0; + + /* PROBE API */ + + virtual RID reflection_probe_create() = 0; + + virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) = 0; + virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0; + virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0; + virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) = 0; + virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) = 0; + virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) = 0; + virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0; + virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0; + virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0; + virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0; + virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0; + virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0; + virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0; + + virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0; + virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0; + virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0; + virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0; + virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0; + virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0; + virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0; + + virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0; + virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0; + + virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0; + virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0; + + /* GI PROBE API */ + + virtual RID gi_probe_create() = 0; + + virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) = 0; + virtual AABB gi_probe_get_bounds(RID p_probe) const = 0; + + virtual void gi_probe_set_cell_size(RID p_probe, float p_range) = 0; + virtual float gi_probe_get_cell_size(RID p_probe) const = 0; + + virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) = 0; + virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const = 0; + + virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) = 0; + virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const = 0; + + virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range) = 0; + virtual int gi_probe_get_dynamic_range(RID p_probe) const = 0; + + virtual void gi_probe_set_energy(RID p_probe, float p_range) = 0; + virtual float gi_probe_get_energy(RID p_probe) const = 0; + + virtual void gi_probe_set_bias(RID p_probe, float p_range) = 0; + virtual float gi_probe_get_bias(RID p_probe) const = 0; + + virtual void gi_probe_set_normal_bias(RID p_probe, float p_range) = 0; + virtual float gi_probe_get_normal_bias(RID p_probe) const = 0; + + virtual void gi_probe_set_propagation(RID p_probe, float p_range) = 0; + virtual float gi_probe_get_propagation(RID p_probe) const = 0; + + virtual void gi_probe_set_interior(RID p_probe, bool p_enable) = 0; + virtual bool gi_probe_is_interior(RID p_probe) const = 0; + + virtual void gi_probe_set_compress(RID p_probe, bool p_enable) = 0; + virtual bool gi_probe_is_compressed(RID p_probe) const = 0; + + virtual uint32_t gi_probe_get_version(RID p_probe) = 0; + + enum GIProbeCompression { + GI_PROBE_UNCOMPRESSED, + GI_PROBE_S3TC, + GI_PROBE_ETC2 + }; + + virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const = 0; + virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) = 0; + virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) = 0; + + /* LIGHTMAP CAPTURE */ + + struct LightmapCaptureOctree { + + enum { + CHILD_EMPTY = 0xFFFFFFFF + }; + + uint16_t light[6][3]; //anisotropic light + float alpha; + uint32_t children[8]; + }; + + virtual RID lightmap_capture_create() = 0; + virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) = 0; + virtual AABB lightmap_capture_get_bounds(RID p_capture) const = 0; + virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) = 0; + virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const = 0; + virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) = 0; + virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const = 0; + virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) = 0; + virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const = 0; + virtual void lightmap_capture_set_energy(RID p_capture, float p_energy) = 0; + virtual float lightmap_capture_get_energy(RID p_capture) const = 0; + virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const = 0; + + /* PARTICLES */ + + virtual RID particles_create() = 0; + + virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0; + virtual bool particles_get_emitting(RID p_particles) = 0; + + virtual void particles_set_amount(RID p_particles, int p_amount) = 0; + virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0; + virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0; + virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0; + virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0; + virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0; + virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0; + virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0; + virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0; + virtual void particles_set_process_material(RID p_particles, RID p_material) = 0; + virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0; + virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0; + virtual void particles_restart(RID p_particles) = 0; + + virtual bool particles_is_inactive(RID p_particles) const = 0; + + virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) = 0; + + virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0; + virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0; + + virtual void particles_request_process(RID p_particles) = 0; + virtual AABB particles_get_current_aabb(RID p_particles) = 0; + virtual AABB particles_get_aabb(RID p_particles) const = 0; + + virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0; + + virtual int particles_get_draw_passes(RID p_particles) const = 0; + virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0; + + /* RENDER TARGET */ + + enum RenderTargetFlags { + RENDER_TARGET_VFLIP, + RENDER_TARGET_TRANSPARENT, + RENDER_TARGET_NO_3D_EFFECTS, + RENDER_TARGET_NO_3D, + RENDER_TARGET_NO_SAMPLING, + RENDER_TARGET_HDR, + RENDER_TARGET_KEEP_3D_LINEAR, + RENDER_TARGET_DIRECT_TO_SCREEN, + RENDER_TARGET_FLAG_MAX + }; + + virtual RID render_target_create() = 0; + virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 0; + virtual void render_target_set_size(RID p_render_target, int p_width, int p_height) = 0; + virtual RID render_target_get_texture(RID p_render_target) const = 0; + virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) = 0; + virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0; + virtual bool render_target_was_used(RID p_render_target) = 0; + virtual void render_target_clear_used(RID p_render_target) = 0; + virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) = 0; + + /* CANVAS SHADOW */ + + virtual RID canvas_light_shadow_buffer_create(int p_width) = 0; + + /* LIGHT SHADOW MAPPING */ + + virtual RID canvas_light_occluder_create() = 0; + virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) = 0; + + virtual VS::InstanceType get_base_type(RID p_rid) const = 0; + virtual bool free(RID p_rid) = 0; + + virtual bool has_os_feature(const String &p_feature) const = 0; + + virtual void update_dirty_resources() = 0; + + virtual void set_debug_generate_wireframes(bool p_generate) = 0; + + virtual void render_info_begin_capture() = 0; + virtual void render_info_end_capture() = 0; + virtual int get_captured_render_info(VS::RenderInfo p_info) = 0; + + virtual int get_render_info(VS::RenderInfo p_info) = 0; + virtual String get_video_adapter_name() const = 0; + virtual String get_video_adapter_vendor() const = 0; + + static RasterizerStorage *base_singleton; + RasterizerStorage(); + virtual ~RasterizerStorage() {} +}; + +class RasterizerCanvas { +public: + enum CanvasRectFlags { + + CANVAS_RECT_REGION = 1, + CANVAS_RECT_TILE = 2, + CANVAS_RECT_FLIP_H = 4, + CANVAS_RECT_FLIP_V = 8, + CANVAS_RECT_TRANSPOSE = 16, + CANVAS_RECT_CLIP_UV = 32 + }; + + struct Light { + + bool enabled; + Color color; + Transform2D xform; + float height; + float energy; + float scale; + int z_min; + int z_max; + int layer_min; + int layer_max; + int item_mask; + int item_shadow_mask; + VS::CanvasLightMode mode; + RID texture; + Vector2 texture_offset; + RID canvas; + RID shadow_buffer; + int shadow_buffer_size; + float shadow_gradient_length; + VS::CanvasLightShadowFilter shadow_filter; + Color shadow_color; + float shadow_smooth; + + void *texture_cache; // implementation dependent + Rect2 rect_cache; + Transform2D xform_cache; + float radius_cache; //used for shadow far plane + CameraMatrix shadow_matrix_cache; + + Transform2D light_shader_xform; + Vector2 light_shader_pos; + + Light *shadows_next_ptr; + Light *filter_next_ptr; + Light *next_ptr; + Light *mask_next_ptr; + + RID light_internal; + + Light() { + enabled = true; + color = Color(1, 1, 1); + shadow_color = Color(0, 0, 0, 0); + height = 0; + z_min = -1024; + z_max = 1024; + layer_min = 0; + layer_max = 0; + item_mask = 1; + scale = 1.0; + energy = 1.0; + item_shadow_mask = -1; + mode = VS::CANVAS_LIGHT_MODE_ADD; + texture_cache = NULL; + next_ptr = NULL; + mask_next_ptr = NULL; + filter_next_ptr = NULL; + shadow_buffer_size = 2048; + shadow_gradient_length = 0; + shadow_filter = VS::CANVAS_LIGHT_FILTER_NONE; + shadow_smooth = 0.0; + } + }; + + virtual RID light_internal_create() = 0; + virtual void light_internal_update(RID p_rid, Light *p_light) = 0; + virtual void light_internal_free(RID p_rid) = 0; + + struct Item { + + struct Command { + + enum Type { + + TYPE_LINE, + TYPE_POLYLINE, + TYPE_RECT, + TYPE_NINEPATCH, + TYPE_PRIMITIVE, + TYPE_POLYGON, + TYPE_MESH, + TYPE_MULTIMESH, + TYPE_PARTICLES, + TYPE_CIRCLE, + TYPE_TRANSFORM, + TYPE_CLIP_IGNORE, + }; + + Type type; + virtual ~Command() {} + }; + + struct CommandLine : public Command { + + Point2 from, to; + Color color; + float width; + bool antialiased; + CommandLine() { type = TYPE_LINE; } + }; + struct CommandPolyLine : public Command { + + bool antialiased; + bool multiline; + Vector<Point2> triangles; + Vector<Color> triangle_colors; + Vector<Point2> lines; + Vector<Color> line_colors; + CommandPolyLine() { + type = TYPE_POLYLINE; + antialiased = false; + multiline = false; + } + }; + + struct CommandRect : public Command { + + Rect2 rect; + RID texture; + RID normal_map; + Color modulate; + Rect2 source; + uint8_t flags; + + CommandRect() { + flags = 0; + type = TYPE_RECT; + } + }; + + struct CommandNinePatch : public Command { + + Rect2 rect; + Rect2 source; + RID texture; + RID normal_map; + float margin[4]; + bool draw_center; + Color color; + VS::NinePatchAxisMode axis_x; + VS::NinePatchAxisMode axis_y; + CommandNinePatch() { + draw_center = true; + type = TYPE_NINEPATCH; + } + }; + + struct CommandPrimitive : public Command { + + Vector<Point2> points; + Vector<Point2> uvs; + Vector<Color> colors; + RID texture; + RID normal_map; + float width; + + CommandPrimitive() { + type = TYPE_PRIMITIVE; + width = 1; + } + }; + + struct CommandPolygon : public Command { + + Vector<int> indices; + Vector<Point2> points; + Vector<Point2> uvs; + Vector<Color> colors; + Vector<int> bones; + Vector<float> weights; + RID texture; + RID normal_map; + int count; + bool antialiased; + bool antialiasing_use_indices; + + CommandPolygon() { + type = TYPE_POLYGON; + count = 0; + } + }; + + struct CommandMesh : public Command { + + RID mesh; + RID texture; + RID normal_map; + Transform2D transform; + Color modulate; + CommandMesh() { type = TYPE_MESH; } + }; + + struct CommandMultiMesh : public Command { + + RID multimesh; + RID texture; + RID normal_map; + CommandMultiMesh() { type = TYPE_MULTIMESH; } + }; + + struct CommandParticles : public Command { + + RID particles; + RID texture; + RID normal_map; + CommandParticles() { type = TYPE_PARTICLES; } + }; + + struct CommandCircle : public Command { + + Point2 pos; + float radius; + Color color; + CommandCircle() { type = TYPE_CIRCLE; } + }; + + struct CommandTransform : public Command { + + Transform2D xform; + CommandTransform() { type = TYPE_TRANSFORM; } + }; + + struct CommandClipIgnore : public Command { + + bool ignore; + CommandClipIgnore() { + type = TYPE_CLIP_IGNORE; + ignore = false; + } + }; + + struct ViewportRender { + VisualServer *owner; + void *udata; + Rect2 rect; + }; + + Transform2D xform; + bool clip; + bool visible; + bool behind; + bool update_when_visible; + //VS::MaterialBlendMode blend_mode; + int light_mask; + Vector<Command *> commands; + mutable bool custom_rect; + mutable bool rect_dirty; + mutable Rect2 rect; + RID material; + RID skeleton; + + Item *next; + + struct CopyBackBuffer { + Rect2 rect; + Rect2 screen_rect; + bool full; + }; + CopyBackBuffer *copy_back_buffer; + + Color final_modulate; + Transform2D final_transform; + Rect2 final_clip_rect; + Item *final_clip_owner; + Item *material_owner; + ViewportRender *vp_render; + bool distance_field; + bool light_masked; + + Rect2 global_rect_cache; + + const Rect2 &get_rect() const { + if (custom_rect || (!rect_dirty && !update_when_visible)) + return rect; + + //must update rect + int s = commands.size(); + if (s == 0) { + + rect = Rect2(); + rect_dirty = false; + return rect; + } + + Transform2D xf; + bool found_xform = false; + bool first = true; + + const Item::Command *const *cmd = &commands[0]; + + for (int i = 0; i < s; i++) { + + const Item::Command *c = cmd[i]; + Rect2 r; + + switch (c->type) { + case Item::Command::TYPE_LINE: { + + const Item::CommandLine *line = static_cast<const Item::CommandLine *>(c); + r.position = line->from; + r.expand_to(line->to); + } break; + case Item::Command::TYPE_POLYLINE: { + + const Item::CommandPolyLine *pline = static_cast<const Item::CommandPolyLine *>(c); + if (pline->triangles.size()) { + for (int j = 0; j < pline->triangles.size(); j++) { + + if (j == 0) { + r.position = pline->triangles[j]; + } else { + r.expand_to(pline->triangles[j]); + } + } + } else { + + for (int j = 0; j < pline->lines.size(); j++) { + + if (j == 0) { + r.position = pline->lines[j]; + } else { + r.expand_to(pline->lines[j]); + } + } + } + + } break; + case Item::Command::TYPE_RECT: { + + const Item::CommandRect *crect = static_cast<const Item::CommandRect *>(c); + r = crect->rect; + + } break; + case Item::Command::TYPE_NINEPATCH: { + + const Item::CommandNinePatch *style = static_cast<const Item::CommandNinePatch *>(c); + r = style->rect; + } break; + case Item::Command::TYPE_PRIMITIVE: { + + const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c); + r.position = primitive->points[0]; + for (int j = 1; j < primitive->points.size(); j++) { + r.expand_to(primitive->points[j]); + } + } break; + case Item::Command::TYPE_POLYGON: { + + const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c); + int l = polygon->points.size(); + const Point2 *pp = &polygon->points[0]; + r.position = pp[0]; + for (int j = 1; j < l; j++) { + r.expand_to(pp[j]); + } + } break; + case Item::Command::TYPE_MESH: { + + const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c); + AABB aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID()); + + r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); + + } break; + case Item::Command::TYPE_MULTIMESH: { + + const Item::CommandMultiMesh *multimesh = static_cast<const Item::CommandMultiMesh *>(c); + AABB aabb = RasterizerStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh); + + r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); + + } break; + case Item::Command::TYPE_PARTICLES: { + + const Item::CommandParticles *particles_cmd = static_cast<const Item::CommandParticles *>(c); + if (particles_cmd->particles.is_valid()) { + AABB aabb = RasterizerStorage::base_singleton->particles_get_aabb(particles_cmd->particles); + r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); + } + + } break; + case Item::Command::TYPE_CIRCLE: { + + const Item::CommandCircle *circle = static_cast<const Item::CommandCircle *>(c); + r.position = Point2(-circle->radius, -circle->radius) + circle->pos; + r.size = Point2(circle->radius * 2.0, circle->radius * 2.0); + } break; + case Item::Command::TYPE_TRANSFORM: { + + const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c); + xf = transform->xform; + found_xform = true; + continue; + } break; + + case Item::Command::TYPE_CLIP_IGNORE: { + + } break; + } + + if (found_xform) { + r = xf.xform(r); + found_xform = false; + } + + if (first) { + rect = r; + first = false; + } else + rect = rect.merge(r); + } + + rect_dirty = false; + return rect; + } + + void clear() { + for (int i = 0; i < commands.size(); i++) + memdelete(commands[i]); + commands.clear(); + clip = false; + rect_dirty = true; + final_clip_owner = NULL; + material_owner = NULL; + light_masked = false; + } + Item() { + light_mask = 1; + vp_render = NULL; + next = NULL; + final_clip_owner = NULL; + clip = false; + final_modulate = Color(1, 1, 1, 1); + visible = true; + rect_dirty = true; + custom_rect = false; + behind = false; + material_owner = NULL; + copy_back_buffer = NULL; + distance_field = false; + light_masked = false; + update_when_visible = false; + } + virtual ~Item() { + clear(); + if (copy_back_buffer) memdelete(copy_back_buffer); + } + }; + + virtual void canvas_begin() = 0; + virtual void canvas_end() = 0; + + virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) = 0; + virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0; + + struct LightOccluderInstance { + + bool enabled; + RID canvas; + RID polygon; + RID polygon_buffer; + Rect2 aabb_cache; + Transform2D xform; + Transform2D xform_cache; + int light_mask; + VS::CanvasOccluderPolygonCullMode cull_cache; + + LightOccluderInstance *next; + + LightOccluderInstance() { + enabled = true; + next = NULL; + light_mask = 1; + cull_cache = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; + } + }; + + virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) = 0; + + virtual void reset_canvas() = 0; + + virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0; + + virtual ~RasterizerCanvas() {} +}; + +class Rasterizer { +protected: + static Rasterizer *(*_create_func)(); + +public: + static Rasterizer *create(); + + virtual RasterizerStorage *get_storage() = 0; + virtual RasterizerCanvas *get_canvas() = 0; + virtual RasterizerScene *get_scene() = 0; + + virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0; + + virtual void initialize() = 0; + virtual void begin_frame(double frame_step) = 0; + virtual void set_current_render_target(RID p_render_target) = 0; + virtual void restore_render_target(bool p_3d) = 0; + virtual void clear_render_target(const Color &p_color) = 0; + virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) = 0; + virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) = 0; + virtual void end_frame(bool p_swap_buffers) = 0; + virtual void finalize() = 0; + + virtual bool is_low_end() const = 0; + + virtual ~Rasterizer() {} +}; + +#endif // RASTERIZER_H |