/*************************************************************************/ /* rasterizer_gles1.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_GLES1_H #define RASTERIZER_GLES1_H #include "servers/visual/rasterizer.h" #ifdef GLES1_ENABLED #include "image.h" #include "rid.h" #include "servers/visual_server.h" #include "list.h" #include "map.h" #include "camera_matrix.h" #include "sort.h" #include "platform_config.h" #ifndef GLES1_INCLUDE_H #include #else #include GLES1_INCLUDE_H #endif #include "servers/visual/particle_system_sw.h" /** @author Juan Linietsky */ class RasterizerGLES1 : public Rasterizer { enum { MAX_SCENE_LIGHTS=2048, LIGHT_SPOT_BIT=0x80, DEFAULT_SKINNED_BUFFER_SIZE = 1024 * 1024, // 10k vertices MAX_HW_LIGHTS = 1, }; uint8_t *skinned_buffer; int skinned_buffer_size; bool pvr_supported; bool s3tc_supported; bool etc_supported; bool npo2_textures_available; bool pack_arrays; bool use_reload_hooks; Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed); struct Texture { uint32_t flags; int width,height; int alloc_width, alloc_height; Image::Format format; GLenum target; GLenum gl_format_cache; int gl_components_cache; int data_size; //original data size, useful for retrieving back bool format_has_alpha; bool compressed; bool disallow_mipmaps; int total_data_size; Image image[6]; bool active; GLuint tex_id; ObjectID reloader; StringName reloader_func; Texture() { flags=width=height=0; tex_id=0; data_size=0; format=Image::FORMAT_GRAYSCALE; gl_components_cache=0; format_has_alpha=false; active=false; disallow_mipmaps=false; // gen_mipmap=true; compressed=false; total_data_size=0; } ~Texture() { if (tex_id!=0) { glDeleteTextures(1,&tex_id); } } }; mutable RID_Owner texture_owner; struct Shader { String vertex_code; String fragment_code; String light_code; VS::ShaderMode mode; Map params; int fragment_line; int vertex_line; int light_line; bool valid; bool has_alpha; bool use_world_transform; }; mutable RID_Owner shader_owner; struct Material { bool fixed_flags[VS::FIXED_MATERIAL_FLAG_MAX]; bool flags[VS::MATERIAL_FLAG_MAX]; Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX]; RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX]; VS::MaterialDepthDrawMode depth_draw_mode; Transform uv_transform; VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX]; VS::MaterialBlendMode blend_mode; float line_width; float point_size; bool has_alpha; RID shader; // shader material uint64_t last_pass; Map shader_params; Material() { for(int i=0;i material_owner; void _material_check_alpha(Material *p_material); struct Geometry { enum Type { GEOMETRY_INVALID, GEOMETRY_SURFACE, GEOMETRY_POLY, GEOMETRY_PARTICLES, GEOMETRY_MULTISURFACE, }; Type type; RID material; bool has_alpha; bool material_owned; Geometry() { has_alpha=false; material_owned = false; } virtual ~Geometry() {}; }; struct GeometryOwner { virtual ~GeometryOwner() {} }; class Mesh; struct Surface : public Geometry { struct ArrayData { uint32_t ofs,size,datatype,count; bool normalize; bool bind; ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;} }; Mesh *mesh; Array data; Array morph_data; 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; bool packed; struct MorphTarget { uint32_t configured_format; uint8_t *array; }; MorphTarget* morph_targets_local; int morph_target_count; AABB aabb; int array_len; int index_array_len; int max_bone; float vertex_scale; float uv_scale; float uv2_scale; VS::PrimitiveType primitive; uint32_t format; uint32_t configured_format; int stride; int local_stride; uint32_t morph_format; bool active; Point2 uv_min; Point2 uv_max; Surface() { array_len=0; local_stride=0; morph_format=0; type=GEOMETRY_SURFACE; primitive=VS::PRIMITIVE_POINTS; index_array_len=0; vertex_scale=1.0; uv_scale=1.0; uv2_scale=1.0; format=0; stride=0; morph_targets_local=0; morph_target_count=0; array_local = index_array_local = 0; vertex_id = index_id = 0; active=false; packed=false; } ~Surface() { } }; struct Mesh { bool active; Vector surfaces; int morph_target_count; VS::MorphTargetMode morph_target_mode; AABB custom_aabb; mutable uint64_t last_pass; Mesh() { morph_target_mode=VS::MORPH_MODE_NORMALIZED; morph_target_count=0; last_pass=0; active=false; } }; mutable RID_Owner mesh_owner; Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main); struct MultiMesh; struct MultiMeshSurface : public Geometry { Surface *surface; MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; } }; struct MultiMesh : public GeometryOwner { struct Element { float matrix[16]; uint8_t color[4]; }; AABB aabb; RID mesh; int visible; //IDirect3DVertexBuffer9* instance_buffer; Vector elements; Vector cache_surfaces; mutable uint64_t last_pass; MultiMesh() { last_pass=0; visible = -1; } }; mutable RID_Owner multimesh_owner; struct Immediate { RID material; int empty; }; mutable RID_Owner immediate_owner; struct Particles : public Geometry { ParticleSystemSW data; // software particle system Particles() { type=GEOMETRY_PARTICLES; } }; mutable RID_Owner particles_owner; struct ParticlesInstance : public GeometryOwner { RID particles; ParticleSystemProcessSW particles_process; Transform transform; ParticlesInstance() { } }; mutable RID_Owner particles_instance_owner; ParticleSystemDrawInfoSW particle_draw_info; struct Skeleton { Vector bones; }; mutable RID_Owner 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; vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05; 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 Environment { VS::EnvironmentBG bg_mode; Variant bg_param[VS::ENV_BG_PARAM_MAX]; bool fx_enabled[VS::ENV_FX_MAX]; Variant fx_param[VS::ENV_FX_PARAM_MAX]; Environment() { bg_mode=VS::ENV_BG_DEFAULT_COLOR; bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0); bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID(); bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID(); bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0; for(int i=0;i environment_owner; struct SampledLight { int w,h; }; mutable RID_Owner sampled_light_owner; struct ShadowBuffer; struct LightInstance { struct SplitInfo { CameraMatrix camera; Transform transform; float near; float far; }; RID light; Light *base; Transform transform; CameraMatrix projection; Transform custom_transform; CameraMatrix custom_projection; Vector3 light_vector; Vector3 spot_vector; float linear_att; uint64_t shadow_pass; uint64_t last_pass; uint16_t sort_key; Vector shadow_buffers; void clear_shadow_buffers() { for (int i=0;iowner != this ); sb->owner=NULL; } shadow_buffers.clear(); } LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; } }; mutable RID_Owner light_owner; mutable RID_Owner light_instance_owner; LightInstance *light_instances[MAX_SCENE_LIGHTS]; LightInstance *directional_lights[4]; // LightInstance *directional_light_instances[MAX_SCENE_LIGHTS]; int light_instance_count; int directional_light_count; int last_light_id; struct RenderList { enum { MAX_ELEMENTS=4096, MAX_LIGHTS=4 }; struct Element { float depth; const InstanceData *instance; const Skeleton *skeleton; union { uint16_t lights[MAX_HW_LIGHTS]; uint64_t light_key; }; const Geometry *geometry; const Material *material; const GeometryOwner *owner; uint16_t light_count; bool mirror; }; 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 sorter; sorter.sort(elements,element_count); } struct SortMat { _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { // TODO move to a single uint64 (one comparison) if (A->material == B->material) { return A->light_key < B->light_key; } else { return (A->material < B->material); } } }; void sort_mat() { SortArray sorter; sorter.sort(elements,element_count); } struct SortMatLight { _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { if (A->material->flags[VS::MATERIAL_FLAG_UNSHADED] == B->material->flags[VS::MATERIAL_FLAG_UNSHADED]) { if (A->material == B->material) { if (A->geometry == B->geometry) { return A->light_keylight_key; } else return (A->geometry < B->geometry); } else { return (A->material < B->material); } } else { return (int(A->material->flags[VS::MATERIAL_FLAG_UNSHADED]) < int(B->material->flags[VS::MATERIAL_FLAG_UNSHADED])); } } }; void sort_mat_light() { SortArray sorter; sorter.sort(elements,element_count); } _FORCE_INLINE_ Element* add_element() { if (element_count>MAX_ELEMENTS) return NULL; elements[element_count]=&_elements[element_count]; return elements[element_count++]; } RenderList() { element_count = 0; for (int i=0;i 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; Color last_color; Plane camera_plane; bool keep_copies; bool depth_write; bool depth_test; int blend_mode; bool lighting; _FORCE_INLINE_ void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner); void _render_list_forward(RenderList *p_render_list,bool p_reverse_cull=false); void _setup_light(LightInstance* p_instance, int p_idx); void _setup_lights(const uint16_t * p_lights,int p_light_count); _FORCE_INLINE_ void _setup_shader_params(const Material *p_material); void _setup_fixed_material(const Geometry *p_geometry,const Material *p_material); void _setup_material(const Geometry *p_geometry,const Material *p_material); Error _setup_geometry(const Geometry *p_geometry, const Material* p_material,const Skeleton *p_skeleton, const float *p_morphs); void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner); /***********/ /* SHADOWS */ /***********/ struct ShadowBuffer { int size; GLuint fbo; GLuint depth; LightInstance *owner; void init(int p_size); ShadowBuffer() { size=0; depth=0; owner=NULL; } }; Vector near_shadow_buffers; Vector far_shadow_buffers; LightInstance *shadow; int shadow_pass; void _init_shadow_buffers(); float shadow_near_far_split_size_ratio; bool _allocate_shadow_buffers(LightInstance *p_instance, Vector& p_buffers); void _debug_draw_shadow(ShadowBuffer *p_buffer, const Rect2& p_rect); void _debug_draw_shadows_type(Vector& p_shadows,Point2& ofs); void _debug_shadows(); void reset_state(); /***********/ /* FBOs */ /***********/ struct FrameBuffer { GLuint fbo; GLuint color; GLuint depth; int width,height; bool buff16; bool active; struct Blur { GLuint fbo; GLuint color; } blur[2]; } framebuffer; void _update_framebuffer(); void _process_glow_and_bloom(); /*********/ /* FRAME */ /*********/ struct _Rinfo { int texture_mem; int vertex_count; int object_count; int mat_change_count; int shader_change_count; } _rinfo; GLuint white_tex; RID canvas_tex; float canvas_opacity; VS::MaterialBlendMode canvas_blend; _FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture); int _setup_geometry_vinfo; bool cull_front; _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false); Size2 window_size; VS::ViewportRect viewport; double last_time; double time_delta; uint64_t frame; uint64_t scene_pass; //void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1); //void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false ); //void _draw_quad(const Rect2& p_rect); 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_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT); virtual Image texture_get_data(RID p_texture,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; virtual void texture_set_size_override(RID p_texture,int p_width, int p_height); virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const; /* SHADER API */ virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL); virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode); virtual VS::ShaderMode shader_get_mode(RID p_shader) const; virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0); virtual String shader_get_fragment_code(RID p_shader) const; virtual String shader_get_vertex_code(RID p_shader) const; virtual String shader_get_light_code(RID p_shader) const; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const; virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture); virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const; /* COMMON MATERIAL API */ virtual RID material_create(); virtual void material_set_shader(RID p_shader_material, RID p_shader); virtual RID material_get_shader(RID p_shader_material) 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_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_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode); virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) 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 fixed_material_create(); virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled); virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const; virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value); virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const; virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture); virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const; virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode); virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const; virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform); virtual Transform fixed_material_get_uv_transform(RID p_material) const; virtual void fixed_material_set_point_size(RID p_material,float p_size); virtual float fixed_material_get_point_size(RID p_material) const; /* MESH API */ virtual RID mesh_create(); virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false); virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const; virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const; virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount); virtual int mesh_get_morph_target_count(RID p_mesh) const; virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode); virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) 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_remove_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,RID p_skeleton=RID()) const; virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb); virtual AABB mesh_get_custom_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; virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible); virtual int multimesh_get_visible_instances(RID p_multimesh) const; /* IMMEDIATE API */ virtual RID immediate_create(); virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID()); virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex); virtual void immediate_normal(RID p_immediate,const Vector3& p_normal); virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent); virtual void immediate_color(RID p_immediate,const Color& p_color); virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv); virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv); virtual void immediate_end(RID p_immediate); virtual void immediate_clear(RID p_immediate); virtual AABB immediate_get_aabb(RID p_immediate) const; virtual void immediate_set_material(RID p_immediate,RID p_material); virtual RID immediate_get_material(RID p_immediate) 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_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity); virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const; virtual void particles_set_emission_points(RID p_particles, const DVector& p_points); virtual DVector particles_get_emission_points(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; virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable); virtual bool particles_has_height_from_velocity(RID p_particles) const; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); virtual bool particles_is_using_local_coordinates(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 void light_set_operator(RID p_light,VS::LightOp p_op); virtual VS::LightOp light_get_operator(RID p_light) const; virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode); virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const; virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode); virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const; virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value); virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) 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 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 bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const; virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0); virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; } virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const; virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0); virtual void shadow_clear_near(); virtual bool shadow_allocate_near(RID p_light); virtual bool shadow_allocate_far(RID p_light); /* PARTICLES INSTANCE */ virtual RID particles_instance_create(RID p_particles); virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform); /* VIEWPORT */ virtual RID viewport_data_create(); virtual RID render_target_create(); virtual void render_target_set_size(RID p_render_target, int p_width, int p_height); virtual RID render_target_get_texture(RID p_render_target) const; virtual bool render_target_renedered_in_frame(RID p_render_target); /* 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_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false); virtual void clear_viewport(const Color& p_color); virtual void capture_viewport(Image* r_capture); virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug); 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 virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data); virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data); virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data) {} virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data); virtual void end_scene(); virtual void end_shadow_map(); virtual void end_frame(); /* CANVAS API */ virtual void canvas_begin(); virtual void canvas_disable_blending(); virtual void canvas_set_opacity(float p_opacity); virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode); virtual void canvas_begin_rect(const Matrix32& p_transform); virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect); virtual void canvas_end_rect(); 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, int p_flags, const Rect2& p_source,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,const Color& p_modulate=Color(1,1,1)); virtual void canvas_draw_primitive(const Vector& p_points, const Vector& p_colors,const Vector& p_uvs, RID p_texture,float p_width); virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor); virtual void canvas_set_transform(const Matrix32& p_transform); /* FX */ virtual RID fx_create(); virtual void fx_get_effects(RID p_fx,List *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 *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); /* ENVIRONMENT */ virtual RID environment_create(); virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg); virtual VS::EnvironmentBG environment_get_background(RID p_env) const; virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value); virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const; virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled); virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const; virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value); virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const; /* SAMPLED LIGHT */ virtual RID sampled_light_dp_create(int p_width,int p_height); virtual void sampled_light_dp_update(RID p_sampled_light,const Color *p_data,float p_multiplier); /*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_immediate(const RID& p_rid) const; virtual bool is_particles(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_environment(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); virtual void custom_shade_model_set_shader(int p_model, RID p_shader); virtual RID custom_shade_model_get_shader(int p_model) const; virtual void custom_shade_model_set_name(int p_model, const String& p_name); virtual String custom_shade_model_get_name(int p_model) const; virtual void custom_shade_model_set_param_info(int p_model, const List& p_info); virtual void custom_shade_model_get_param_info(int p_model, List* p_info) const; virtual void init(); virtual void finish(); virtual int get_render_info(VS::RenderInfo p_info); void reload_vram(); virtual bool needs_to_draw_next_frame() const; virtual bool has_feature(VS::Features p_feature) const; #ifdef TOOLS_ENABLED RasterizerGLES1(bool p_keep_copies=true,bool p_use_reload_hooks=false); #else RasterizerGLES1(bool p_keep_copies=false,bool p_use_reload_hooks=false); #endif virtual ~RasterizerGLES1(); }; #endif #endif