/*************************************************************************/ /* rasterizer.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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_H #define RASTERIZER_H #include "servers/visual_server.h" #include "camera_matrix.h" #include "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_skybox(RID p_env,RID p_skybox)=0; virtual void environment_set_skybox_scale(RID p_env,float p_scale)=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_skybox_contribution=0.0)=0; 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_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale,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_accel,float p_fade,float p_depth_tolerance,bool p_smooth,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,const Color &p_color,bool p_blur)=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; struct InstanceBase : RID_Data { VS::InstanceType base_type; RID base; RID skeleton; RID material_override; Transform transform; int depth_layer; uint32_t layer_mask; //RID sampled_light; Vector materials; Vector light_instances; Vector reflection_probe_instances; Vector gi_probe_instances; Vector blend_values; //BakedLightData *baked_light; VS::ShadowCastingSetting cast_shadows; //Transform *baked_light_octree_xform; //int baked_lightmap_id; bool mirror :8; bool depth_scale :8; bool billboard :8; bool billboard_y :8; bool receive_shadows : 8; bool visible : 8; float depth; //used for sorting SelfList dependency_item; InstanceBase *baked_light; //baked light to use SelfList baked_light_item; virtual void base_removed()=0; virtual void base_changed()=0; virtual void base_material_changed()=0; InstanceBase() : dependency_item(this), baked_light_item(this) { base_type=VS::INSTANCE_NONE; cast_shadows=VS::SHADOW_CASTING_SETTING_ON; receive_shadows=true; depth_scale=false; billboard=false; billboard_y=false; visible=true; depth_layer=0; layer_mask=1; baked_light=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)=0; virtual void light_instance_mark_visible(RID p_light_instance)=0; 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 bool free(RID p_rid)=0; virtual ~RasterizerScene() {} }; class RasterizerStorage { public: /* TEXTURE API */ virtual RID texture_create()=0; 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)=0; virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT)=0; virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const=0; virtual void texture_set_flags(RID p_texture,uint32_t p_flags)=0; virtual uint32_t texture_get_flags(RID p_texture) const=0; virtual Image::Format texture_get_format(RID p_texture) const=0; virtual uint32_t texture_get_width(RID p_texture) const=0; virtual uint32_t texture_get_height(RID p_texture) const=0; virtual void texture_set_size_override(RID p_texture,int p_width, int p_height)=0; 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_shrink_all_x2_on_set_data(bool p_enable)=0; virtual void texture_debug_usage(List *r_info)=0; virtual RID texture_create_radiance_cubemap(RID p_source,int p_resolution=-1) const=0; virtual void textures_keep_original(bool p_enable)=0; /* SKYBOX API */ virtual RID skybox_create()=0; virtual void skybox_set_texture(RID p_skybox,RID p_cube_map,int p_radiance_size)=0; /* SHADER API */ virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_SPATIAL)=0; virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0; virtual VS::ShaderMode shader_get_mode(RID p_shader) const=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 *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_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 void material_set_line_width(RID p_material, float p_width)=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& p_array,int p_vertex_count,const PoolVector& p_index_array,int p_index_count,const Rect3& p_aabb,const Vector >& p_blend_shapes=Vector >(),const Vector& p_bone_aabbs=Vector())=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_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 mesh_surface_get_array(RID p_mesh, int p_surface) const=0; virtual PoolVector 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 Rect3 mesh_surface_get_aabb(RID p_mesh, int p_surface) const=0; virtual Vector > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const=0; virtual Vector 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 Rect3& p_aabb)=0; virtual Rect3 mesh_get_custom_aabb(RID p_mesh) const=0; virtual Rect3 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)=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 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 void multimesh_set_visible_instances(RID p_multimesh,int p_visible)=0; virtual int multimesh_get_visible_instances(RID p_multimesh) const=0; virtual Rect3 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 Rect3 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; /* Light API */ virtual RID light_create(VS::LightType p_type)=0; 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_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 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 Rect3 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 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_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 Rect3 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; /* ROOM API */ virtual RID room_create()=0; virtual void room_add_bounds(RID p_room, const PoolVector& p_convex_polygon,float p_height,const Transform& p_transform)=0; virtual void room_clear_bounds(RID p_room)=0; /* PORTAL API */ // portals are only (x/y) points, forming a convex shape, which its clockwise // order points outside. (z is 0)=0; virtual RID portal_create()=0; virtual void portal_set_shape(RID p_portal, const Vector& p_shape)=0; virtual void portal_set_enabled(RID p_portal, bool p_enabled)=0; virtual void portal_set_disable_distance(RID p_portal, float p_distance)=0; virtual void portal_set_disabled_color(RID p_portal, const Color& p_color)=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 Rect3& p_bounds)=0; virtual Rect3 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& p_data)=0; virtual PoolVector 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_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; /* PARTICLES */ virtual RID particles_create()=0; virtual void particles_set_emitting(RID p_particles,bool p_emitting)=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_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 Rect3& p_aabb)=0; virtual void particles_set_gravity(RID p_particles,const Vector3& p_gravity)=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_emission_shape(RID p_particles,VS::ParticlesEmissionShape p_shape)=0; virtual void particles_set_emission_sphere_radius(RID p_particles,float p_radius)=0; virtual void particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents)=0; virtual void particles_set_emission_points(RID p_particles,const PoolVector& p_points)=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_material(RID p_particles,int p_pass, RID p_material)=0; virtual void particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh)=0; virtual Rect3 particles_get_current_aabb(RID p_particles)=0; /* RENDER TARGET */ enum RenderTargetFlags { RENDER_TARGET_VFLIP, RENDER_TARGET_TRANSPARENT, RENDER_TARGET_NO_3D, RENDER_TARGET_NO_SAMPLING, RENDER_TARGET_HDR, RENDER_TARGET_FLAG_MAX }; virtual RID render_target_create()=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_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value)=0; virtual bool render_target_renedered_in_frame(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& p_lines)=0; virtual VS::InstanceType get_base_type(RID p_rid) const=0; virtual bool free(RID p_rid)=0; static RasterizerStorage*base_signleton; 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 }; struct Light : public RID_Data { 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; 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=256; shadow_gradient_length=0; shadow_filter=VS::CANVAS_LIGHT_FILTER_NONE; } }; 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 : public RID_Data { struct Command { enum Type { TYPE_LINE, TYPE_RECT, TYPE_NINEPATCH, TYPE_PRIMITIVE, TYPE_POLYGON, TYPE_MESH, TYPE_MULTIMESH, 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 CommandRect : public Command { Rect2 rect; RID texture; Color modulate; Rect2 source; uint8_t flags; CommandRect() { flags=0; type = TYPE_RECT; } }; struct CommandNinePatch : public Command { Rect2 rect; Rect2 source; RID texture; 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 points; Vector uvs; Vector colors; RID texture; float width; CommandPrimitive() { type = TYPE_PRIMITIVE; width=1;} }; struct CommandPolygon : public Command { Vector indices; Vector points; Vector uvs; Vector colors; RID texture; int count; CommandPolygon() { type = TYPE_POLYGON; count = 0; } }; struct CommandMesh : public Command { RID mesh; RID skeleton; CommandMesh() { type = TYPE_MESH; } }; struct CommandMultiMesh : public Command { RID multimesh; RID skeleton; CommandMultiMesh() { type = TYPE_MULTIMESH; } }; 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; //VS::MaterialBlendMode blend_mode; int light_mask; Vector commands; mutable bool custom_rect; mutable bool rect_dirty; mutable Rect2 rect; RID material; 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) 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;itype) { case Item::Command::TYPE_LINE: { const Item::CommandLine* line = static_cast< const Item::CommandLine*>(c); r.pos=line->from; r.expand_to(line->to); } 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.pos=primitive->points[0]; for(int i=1;ipoints.size();i++) { r.expand_to(primitive->points[i]); } } 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.pos=pp[0]; for(int i=1;i(c); Rect3 aabb = RasterizerStorage::base_signleton->mesh_get_aabb(mesh->mesh,mesh->skeleton); r=Rect2(aabb.pos.x,aabb.pos.y,aabb.size.x,aabb.size.y); } break; case Item::Command::TYPE_MULTIMESH: { const Item::CommandMultiMesh* multimesh = static_cast< const Item::CommandMultiMesh*>(c); Rect3 aabb = RasterizerStorage::base_signleton->multimesh_get_aabb(multimesh->multimesh); r=Rect2(aabb.pos.x,aabb.pos.y,aabb.size.x,aabb.size.y); } break; case Item::Command::TYPE_CIRCLE: { const Item::CommandCircle* circle = static_cast< const Item::CommandCircle*>(c); r.pos=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(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 */ #include "servers/visual_server.h" #include "camera_matrix.h" #include "map.h" #include "self_list.h" class Rasterizer { protected: typedef void (*ItemDrawViewportFunc)(VisualServer*owner,void*ud,const Rect2& p_rect); RID create_default_material(); RID create_overdraw_debug_material(); /* Fixed Material Shader API */ union FixedSpatialMaterialShaderKey { struct { uint16_t texcoord_mask; uint8_t texture_mask; uint8_t light_shader:2; bool use_alpha:1; bool use_color_array:1; bool use_pointsize:1; bool discard_alpha:1; bool use_xy_normalmap:1; bool valid:1; }; uint32_t key; _FORCE_INLINE_ bool operator<(const FixedSpatialMaterialShaderKey& p_key) const { return key fixed_material_shaders; RID _create_shader(const FixedSpatialMaterialShaderKey& p_key); void _free_shader(const FixedSpatialMaterialShaderKey& p_key); struct FixedSpatialMaterial { RID self; bool use_alpha; bool use_color_array; bool discard_alpha; bool use_pointsize; bool use_xy_normalmap; float point_size; Transform uv_xform; VS::FixedSpatialMaterialLightShader light_shader; RID texture[VS::FIXED_MATERIAL_PARAM_MAX]; Variant param[VS::FIXED_MATERIAL_PARAM_MAX]; VS::FixedSpatialMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX]; SelfList dirty_list; FixedSpatialMaterialShaderKey current_key; _FORCE_INLINE_ FixedSpatialMaterialShaderKey get_key() const { FixedSpatialMaterialShaderKey k; k.key=0; k.use_alpha=use_alpha; k.use_color_array=use_color_array; k.use_pointsize=use_pointsize; k.use_xy_normalmap=use_xy_normalmap; k.discard_alpha=discard_alpha; k.light_shader=light_shader; k.valid=true; for(int i=0;i fixed_materials; SelfList::List fixed_material_dirty_list; protected: void _update_fixed_materials(); void _free_fixed_material(const RID& p_material); public: enum ShadowFilterTechnique { SHADOW_FILTER_NONE, SHADOW_FILTER_PCF5, SHADOW_FILTER_PCF13, SHADOW_FILTER_ESM, SHADOW_FILTER_VSM, }; /* TEXTURE API */ virtual RID texture_create()=0; RID texture_create_from_image(const Image& p_image,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); // helper 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)=0; virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT)=0; virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const=0; virtual void texture_set_flags(RID p_texture,uint32_t p_flags)=0; virtual uint32_t texture_get_flags(RID p_texture) const=0; virtual Image::Format texture_get_format(RID p_texture) const=0; virtual uint32_t texture_get_width(RID p_texture) const=0; virtual uint32_t texture_get_height(RID p_texture) const=0; virtual bool texture_has_alpha(RID p_texture) const=0; virtual void texture_set_size_override(RID p_texture,int p_width, int p_height)=0; virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const=0; 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_debug_usage(List *r_info)=0; virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable)=0; /* SHADER API */ virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL)=0; virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0; virtual VS::ShaderMode shader_get_mode(RID p_shader) const=0; 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)=0; virtual String shader_get_fragment_code(RID p_shader) const=0; virtual String shader_get_vertex_code(RID p_shader) const=0; virtual String shader_get_light_code(RID p_shader) const=0; virtual void shader_get_param_list(RID p_shader, List *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; virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name)=0; /* COMMON MATERIAL API */ virtual RID material_create()=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 void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled)=0; virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const=0; virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode)=0; virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0; virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)=0; virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const=0; virtual void material_set_line_width(RID p_material,float p_line_width)=0; virtual float material_get_line_width(RID p_material) const=0; /* FIXED MATERIAL */ virtual RID fixed_material_create(); virtual void fixed_material_set_flag(RID p_material, VS::FixedSpatialMaterialFlags p_flag, bool p_enabled); virtual bool fixed_material_get_flag(RID p_material, VS::FixedSpatialMaterialFlags p_flag) const; virtual void fixed_material_set_parameter(RID p_material, VS::FixedSpatialMaterialParam p_parameter, const Variant& p_value); virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const; virtual void fixed_material_set_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter, RID p_texture); virtual RID fixed_material_get_texture(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const; virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter, VS::FixedSpatialMaterialTexCoordMode p_mode); virtual VS::FixedSpatialMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedSpatialMaterialParam p_parameter) const; virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform); virtual Transform fixed_material_get_uv_transform(RID p_material) const; virtual void fixed_material_set_light_shader(RID p_material,VS::FixedSpatialMaterialLightShader p_shader); virtual VS::FixedSpatialMaterialLightShader fixed_material_get_light_shader(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()=0; 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)=0; virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const=0; virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const=0; virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat)=0; virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0; virtual int mesh_get_morph_target_count(RID p_mesh) const=0; virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode)=0; virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const=0; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false)=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 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 void mesh_remove_surface(RID p_mesh,int p_index)=0; virtual int mesh_get_surface_count(RID p_mesh) const=0; virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) 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; /* MULTIMESH API */ virtual RID multimesh_create()=0; virtual void multimesh_set_instance_count(RID p_multimesh,int p_count)=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_set_aabb(RID p_multimesh,const AABB& p_aabb)=0; virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform)=0; virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color)=0; virtual RID multimesh_get_mesh(RID p_multimesh) const=0; virtual AABB multimesh_get_aabb(RID p_multimesh) const=0; virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0; virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const=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; /* BAKED LIGHT */ /* 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 AABB immediate_get_aabb(RID p_immediate) const=0; virtual void immediate_set_material(RID p_immediate,RID p_material)=0; virtual RID immediate_get_material(RID p_immediate) const=0; /* PARTICLES API */ virtual RID particles_create()=0; virtual void particles_set_amount(RID p_particles, int p_amount)=0; virtual int particles_get_amount(RID p_particles) const=0; virtual void particles_set_emitting(RID p_particles, bool p_emitting)=0; virtual bool particles_is_emitting(RID p_particles) const=0; virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility)=0; virtual AABB particles_get_visibility_aabb(RID p_particles) const=0; virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents)=0; virtual Vector3 particles_get_emission_half_extents(RID p_particles) const=0; virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity)=0; virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const=0; virtual void particles_set_emission_points(RID p_particles, const PoolVector& p_points)=0; virtual PoolVector particles_get_emission_points(RID p_particles) const=0; virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal)=0; virtual Vector3 particles_get_gravity_normal(RID p_particles) const=0; virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value)=0; virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const=0; virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness)=0; virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const=0; virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos)=0; virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const=0; virtual void particles_set_color_phases(RID p_particles, int p_phases)=0; virtual int particles_get_color_phases(RID p_particles) const=0; virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color)=0; virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const=0; virtual void particles_set_attractors(RID p_particles, int p_attractors)=0; virtual int particles_get_attractors(RID p_particles) const=0; virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos)=0; virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const=0; virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force)=0; virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const=0; virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false)=0; virtual RID particles_get_material(RID p_particles) const=0; virtual AABB particles_get_aabb(RID p_particles) const=0; virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable)=0; virtual bool particles_has_height_from_velocity(RID p_particles) const=0; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable)=0; virtual bool particles_is_using_local_coordinates(RID p_particles) const=0; /* SKELETON API */ virtual RID skeleton_create()=0; virtual void skeleton_resize(RID p_skeleton,int p_bones)=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)=0; /* LIGHT API */ virtual RID light_create(VS::LightType p_type)=0; virtual VS::LightType light_get_type(RID p_light) const=0; virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color)=0; virtual Color light_get_color(RID p_light,VS::LightColor p_type) const=0; virtual void light_set_shadow(RID p_light,bool p_enabled)=0; virtual bool light_has_shadow(RID p_light) const=0; virtual void light_set_volumetric(RID p_light,bool p_enabled)=0; virtual bool light_is_volumetric(RID p_light) const=0; virtual void light_set_projector(RID p_light,RID p_texture)=0; virtual RID light_get_projector(RID p_light) const=0; virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value)=0; virtual float light_get_var(RID p_light, VS::LightParam p_var) const=0; virtual void light_set_operator(RID p_light,VS::LightOp p_op)=0; virtual VS::LightOp light_get_operator(RID p_light) const=0; virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0; virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const=0; virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0; virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const=0; virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value)=0; virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const=0; virtual AABB light_get_aabb(RID p_poly) const=0; virtual RID light_instance_create(RID p_light)=0; virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform)=0; enum ShadowType { SHADOW_NONE, SHADOW_SIMPLE, SHADOW_ORTHOGONAL, SHADOW_DUAL_PARABOLOID, SHADOW_CUBE, SHADOW_PSSM, //parallel split shadow map SHADOW_PSM //perspective shadow map }; enum ShadowPass { PASS_DUAL_PARABOLOID_FRONT=0, PASS_DUAL_PARABOLOID_BACK=1, PASS_CUBE_FRONT=0, PASS_CUBE_BACK=1, PASS_CUBE_TOP=2, PASS_CUBE_BOTTOM=3, PASS_CUBE_LEFT=4, PASS_CUBE_RIGHT=5, }; virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const=0; virtual int light_instance_get_shadow_passes(RID p_light_instance) const=0; 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)=0; virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const=0; virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const=0; /* SHADOWS */ virtual void shadow_clear_near()=0; virtual bool shadow_allocate_near(RID p_light)=0; //true on successful alloc virtual bool shadow_allocate_far(RID p_light)=0; //true on successful alloc /* PARTICLES INSTANCE */ virtual RID particles_instance_create(RID p_particles)=0; virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform)=0; /* RENDER API */ /* all calls (inside begin/end shadow) are always warranted to be in the following order: */ /* VIEWPORT API */ virtual RID viewport_data_create()=0; virtual RID render_target_create()=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 bool render_target_renedered_in_frame(RID p_render_target)=0; virtual void begin_frame()=0; virtual void set_viewport(const VS::ViewportRect& p_viewport)=0; virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false)=0; virtual void clear_viewport(const Color& p_color)=0; virtual void capture_viewport(Image* r_capture)=0; virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug)=0; virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass )=0; virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint)=0; virtual void add_light( RID p_light_instance )=0; ///< all "add_light" calls happen before add_geometry calls typedef Map ParamOverrideMap; struct BakedLightData { VS::BakedLightMode mode; RID octree_texture; RID light_texture; float color_multiplier; //used for both lightmaps and octree Transform octree_transform; Map lightmaps; //cache float octree_lattice_size; float octree_lattice_divide; float texture_multiplier; float lightmap_multiplier; int octree_steps; Vector2 octree_tex_pixel_size; Vector2 light_tex_pixel_size; bool realtime_color_enabled; Color realtime_color; float realtime_energy; }; struct InstanceData { Transform transform; RID skeleton; RID material_override; RID sampled_light; Vector materials; Vector light_instances; Vector morph_values; BakedLightData *baked_light; VS::ShadowCastingSetting cast_shadows; Transform *baked_light_octree_xform; int baked_lightmap_id; bool mirror :8; bool depth_scale :8; bool billboard :8; bool billboard_y :8; bool receive_shadows : 8; }; virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data)=0; virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data)=0; virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data)=0; virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data)=0; virtual void end_scene()=0; virtual void end_shadow_map()=0; virtual void end_frame()=0; virtual void flush_frame(); //not necesary in most cases /* CANVAS API */ enum CanvasRectFlags { CANVAS_RECT_REGION=1, CANVAS_RECT_TILE=2, CANVAS_RECT_FLIP_H=4, CANVAS_RECT_FLIP_V=8, CANVAS_RECT_TRANSPOSE=16 }; struct Light { bool enabled; Color color; Matrix32 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::LightMode mode; RID texture; Vector2 texture_offset; RID canvas; RID shadow_buffer; int shadow_buffer_size; float shadow_esm_mult; Color shadow_color; void *texture_cache; // implementation dependent Rect2 rect_cache; Matrix32 xform_cache; float radius_cache; //used for shadow far plane CameraMatrix shadow_matrix_cache; Matrix32 light_shader_xform; Vector2 light_shader_pos; Light *shadows_next_ptr; Light *filter_next_ptr; Light *next_ptr; Light *mask_next_ptr; 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_esm_mult=80; } }; struct Item; struct ItemMaterial { RID shader; Map shader_param; uint32_t shader_version; Set owners; VS::ItemShadingMode shading_mode; ItemMaterial() {shading_mode=VS::CANVAS_ITEM_SHADING_NORMAL; shader_version=0; } }; struct Item { struct Command { enum Type { TYPE_LINE, TYPE_RECT, TYPE_STYLE, TYPE_PRIMITIVE, TYPE_POLYGON, TYPE_POLYGON_PTR, TYPE_CIRCLE, TYPE_TRANSFORM, TYPE_BLEND_MODE, 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 CommandRect : public Command { Rect2 rect; RID texture; Color modulate; Rect2 source; uint8_t flags; CommandRect() { flags=0; type = TYPE_RECT; } }; struct CommandStyle : public Command { Rect2 rect; Rect2 source; RID texture; float margin[4]; bool draw_center; Color color; CommandStyle() { draw_center=true; type = TYPE_STYLE; } }; struct CommandPrimitive : public Command { Vector points; Vector uvs; Vector colors; RID texture; float width; CommandPrimitive() { type = TYPE_PRIMITIVE; width=1;} }; struct CommandPolygon : public Command { Vector indices; Vector points; Vector uvs; Vector colors; RID texture; int count; CommandPolygon() { type = TYPE_POLYGON; count = 0; } }; struct CommandPolygonPtr : public Command { const int* indices; const Point2* points; const Point2* uvs; const Color* colors; RID texture; int count; CommandPolygonPtr() { type = TYPE_POLYGON_PTR; count = 0; } }; struct CommandCircle : public Command { Point2 pos; float radius; Color color; CommandCircle() { type = TYPE_CIRCLE; } }; struct CommandTransform : public Command { Matrix32 xform; CommandTransform() { type = TYPE_TRANSFORM; } }; struct CommandBlendMode : public Command { VS::MaterialBlendMode blend_mode; CommandBlendMode() { type = TYPE_BLEND_MODE; blend_mode = VS::MATERIAL_BLEND_MODE_MIX; } }; struct CommandClipIgnore : public Command { bool ignore; CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore=false; } }; struct ViewportRender { VisualServer*owner; void* udata; Rect2 rect; }; Matrix32 xform; bool clip; bool visible; bool ontop; VS::MaterialBlendMode blend_mode; int light_mask; Vector commands; mutable bool custom_rect; mutable bool rect_dirty; mutable Rect2 rect; Item*next; ItemMaterial* material; struct CopyBackBuffer { Rect2 rect; Rect2 screen_rect; bool full; }; CopyBackBuffer *copy_back_buffer; float final_opacity; Matrix32 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) return rect; //must update rect int s=commands.size(); if (s==0) { rect=Rect2(); rect_dirty=false; return rect; } Matrix32 xf; bool found_xform=false; bool first=true; const Item::Command * const *cmd = &commands[0]; for (int i=0;itype) { case Item::Command::TYPE_LINE: { const Item::CommandLine* line = static_cast< const Item::CommandLine*>(c); r.pos=line->from; r.expand_to(line->to); } break; case Item::Command::TYPE_RECT: { const Item::CommandRect* crect = static_cast< const Item::CommandRect*>(c); r=crect->rect; } break; case Item::Command::TYPE_STYLE: { const Item::CommandStyle* style = static_cast< const Item::CommandStyle*>(c); r=style->rect; } break; case Item::Command::TYPE_PRIMITIVE: { const Item::CommandPrimitive* primitive = static_cast< const Item::CommandPrimitive*>(c); r.pos=primitive->points[0]; for(int i=1;ipoints.size();i++) { r.expand_to(primitive->points[i]); } } 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.pos=pp[0]; for(int i=1;i(c); int l = polygon->count; if (polygon->indices != NULL) { r.pos=polygon->points[polygon->indices[0]]; for (int i=1; ipoints[polygon->indices[i]]); } } else { r.pos=polygon->points[0]; for (int i=1; ipoints[i]); } } } break; case Item::Command::TYPE_CIRCLE: { const Item::CommandCircle* circle = static_cast< const Item::CommandCircle*>(c); r.pos=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(c); xf=transform->xform; found_xform=true; continue; } break; case Item::Command::TYPE_BLEND_MODE: { } 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& p_points, const Vector& p_colors,const Vector& p_uvs, RID p_texture,float p_width)=0; 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)=0; virtual void canvas_set_transform(const Matrix32& p_transform)=0; virtual void canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light)=0; virtual void canvas_debug_viewport_shadows(Light* p_lights_with_shadow)=0; /* LIGHT SHADOW MAPPING */ virtual RID canvas_light_occluder_create()=0; virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector& p_lines)=0; virtual RID canvas_light_shadow_buffer_create(int p_width)=0; struct LightOccluderInstance { bool enabled; RID canvas; RID polygon; RID polygon_buffer; Rect2 aabb_cache; Matrix32 xform; Matrix32 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 Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache)=0; /* ENVIRONMENT */ virtual RID environment_create()=0; virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg)=0; virtual VS::EnvironmentBG environment_get_background(RID p_env) const=0; virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value)=0; virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const=0; virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled)=0; virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const=0; virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value)=0; virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const=0; /* SAMPLED LIGHT */ virtual RID sampled_light_dp_create(int p_width,int p_height)=0; virtual void sampled_light_dp_update(RID p_sampled_light,const Color *p_data,float p_multiplier)=0; /*MISC*/ virtual bool is_texture(const RID& p_rid) const=0; virtual bool is_material(const RID& p_rid) const=0; virtual bool is_mesh(const RID& p_rid) const=0; virtual bool is_multimesh(const RID& p_rid) const=0; virtual bool is_immediate(const RID& p_rid) const=0; virtual bool is_particles(const RID &p_beam) const=0; virtual bool is_light(const RID& p_rid) const=0; virtual bool is_light_instance(const RID& p_rid) const=0; virtual bool is_particles_instance(const RID& p_rid) const=0; virtual bool is_skeleton(const RID& p_rid) const=0; virtual bool is_environment(const RID& p_rid) const=0; virtual bool is_shader(const RID& p_rid) const=0; virtual bool is_canvas_light_occluder(const RID& p_rid) const=0; virtual void free(const RID& p_rid)=0; virtual void init()=0; virtual void finish()=0; virtual bool needs_to_draw_next_frame() const=0; virtual void reload_vram() {} virtual bool has_feature(VS::Features p_feature) const=0; virtual void restore_framebuffer()=0; virtual int get_render_info(VS::RenderInfo p_info)=0; virtual void set_force_16_bits_fbo(bool p_force) {} Rasterizer(); virtual ~Rasterizer() {} }; #endif #endif