/*************************************************************************/ /* rasterizer.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_H #define RASTERIZER_H /** @author Juan Linietsky */ #include "servers/visual_server.h" #include "camera_matrix.h" #include "map.h" #include "self_list.h" class Rasterizer { protected: RID create_default_material(); RID create_overdraw_debug_material(); /* Fixed Material Shader API */ union FixedMaterialShaderKey { 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 FixedMaterialShaderKey& p_key) const { return key fixed_material_shaders; RID _create_shader(const FixedMaterialShaderKey& p_key); void _free_shader(const FixedMaterialShaderKey& p_key); struct FixedMaterial { 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::FixedMaterialLightShader light_shader; RID texture[VS::FIXED_MATERIAL_PARAM_MAX]; Variant param[VS::FIXED_MATERIAL_PARAM_MAX]; VS::FixedMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX]; SelfList dirty_list; FixedMaterialShaderKey current_key; _FORCE_INLINE_ FixedMaterialShaderKey get_key() const { FixedMaterialShaderKey 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; /* 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; /* 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::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_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader); virtual VS::FixedMaterialLightShader 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 DVector& p_points)=0; virtual DVector 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)=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; }; struct InstanceData { Transform transform; RID skeleton; RID material_override; RID sampled_light; Vector light_instances; Vector morph_values; BakedLightData *baked_light; Transform *baked_light_octree_xform; int baked_lightmap_id; bool mirror :8; bool depth_scale :8; bool billboard :8; bool billboard_y :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 }; virtual void canvas_begin()=0; virtual void canvas_disable_blending()=0; virtual void canvas_set_opacity(float p_opacity)=0; virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode)=0; virtual void canvas_begin_rect(const Matrix32& p_transform)=0;; virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect)=0; virtual void canvas_end_rect()=0; virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width)=0; virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate)=0; 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))=0; virtual void canvas_draw_primitive(const Vector& 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; /* 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 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 int get_render_info(VS::RenderInfo p_info)=0; Rasterizer(); virtual ~Rasterizer() {} }; #endif