/*************************************************************************/ /* 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 /** @author Juan Linietsky */ 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_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_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 surfaces; mutable uint64_t last_pass; Mesh() { last_pass = 0; active = false; } }; mutable RID_Owner mesh_owner; struct Poly : public Geometry { struct Primitive { Vector vertices; Vector normals; Vector uvs; Vector colors; }; AABB aabb; List primitives; Poly() { type = GEOMETRY_POLY; } }; mutable RID_Owner poly_owner; 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; 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 splits; Vector3 light_vector; Vector3 spot_vector; float linear_att; uint64_t hash_aux; }; mutable RID_Owner light_owner; mutable RID_Owner 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 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 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 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 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 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_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 *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 *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 *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 &p_points, const Vector &p_normals, const Vector &p_colors, const Vector &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 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 &p_points, const Vector &p_colors, const Vector &p_uvs, RID p_texture); /* 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); /*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