/*************************************************************************/ /* rasterizer.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_H #define RASTERIZER_H #include "core/math/camera_matrix.h" #include "servers/visual_server.h" #include "core/pair.h" #include "core/self_list.h" class RasterizerScene { public: /* SHADOW ATLAS API */ virtual RID shadow_atlas_create() = 0; virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0; virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0; virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0; virtual void directional_shadow_atlas_set_size(int p_size) = 0; virtual int get_directional_light_shadow_size(RID p_light_intance) = 0; virtual void set_directional_shadow_count(int p_count) = 0; /* SKY API */ virtual RID sky_create() = 0; virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0; virtual void sky_set_mode(RID p_sky, VS::SkyMode p_samples) = 0; virtual void sky_set_texture(RID p_sky, RID p_panorama) = 0; /* ENVIRONMENT API */ virtual RID environment_create() = 0; virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; virtual void environment_set_ambient_light(RID p_env, const Color &p_color, VS::EnvironmentAmbientSource p_ambient = VS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, VS::EnvironmentReflectionSource p_reflection_source = VS::ENV_REFLECTION_SOURCE_BG) = 0; // FIXME: Disabled during Vulkan refactoring, should be ported. #if 0 virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0; #endif virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0; virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0; virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0; virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0; virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0; virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0; virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0; virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0; virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0; virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0; virtual bool is_environment(RID p_env) const = 0; virtual VS::EnvironmentBG environment_get_background(RID p_env) const = 0; virtual int environment_get_canvas_max_layer(RID p_env) const = 0; struct InstanceBase; struct InstanceDependency { void instance_notify_changed(bool p_aabb, bool p_dependencies); void instance_notify_deleted(RID p_deleted); ~InstanceDependency(); private: friend class InstanceBase; Map instances; }; struct InstanceBase { VS::InstanceType base_type; RID base; RID skeleton; RID material_override; RID instance_data; Transform transform; int depth_layer; uint32_t layer_mask; uint32_t instance_version; //RID sampled_light; Vector materials; Vector light_instances; Vector reflection_probe_instances; Vector gi_probe_instances; Vector blend_values; VS::ShadowCastingSetting cast_shadows; //fit in 32 bits bool mirror : 8; bool receive_shadows : 8; bool visible : 8; bool baked_light : 2; //this flag is only to know if it actually did use baked light bool dynamic_gi : 2; //this flag is only to know if it actually did use baked light bool redraw_if_visible : 4; float depth; //used for sorting SelfList dependency_item; InstanceBase *lightmap_capture; RID lightmap; Vector lightmap_capture_data; //in a array (12 values) to avoid wasting space if unused. Alpha is unused, but needed to send to shader AABB aabb; AABB transformed_aabb; virtual void dependency_deleted(RID p_dependency) = 0; virtual void dependency_changed(bool p_aabb, bool p_dependencies) = 0; Set dependencies; void instance_increase_version() { instance_version++; } void update_dependency(InstanceDependency *p_dependency) { dependencies.insert(p_dependency); p_dependency->instances[this] = instance_version; } void clean_up_dependencies() { List::Element *> > to_clean_up; for (Set::Element *E = dependencies.front(); E; E = E->next()) { InstanceDependency *dep = E->get(); Map::Element *F = dep->instances.find(this); ERR_CONTINUE(!F); if (F->get() != instance_version) { Pair::Element *> p; p.first = dep; p.second = F; to_clean_up.push_back(p); } } while (to_clean_up.size()) { to_clean_up.front()->get().first->instances.erase(to_clean_up.front()->get().second); to_clean_up.pop_front(); } } void clear_dependencies() { for (Set::Element *E = dependencies.front(); E; E = E->next()) { InstanceDependency *dep = E->get(); dep->instances.erase(this); } dependencies.clear(); } InstanceBase() : dependency_item(this) { base_type = VS::INSTANCE_NONE; cast_shadows = VS::SHADOW_CASTING_SETTING_ON; receive_shadows = true; visible = true; depth_layer = 0; layer_mask = 1; instance_version = 0; baked_light = false; dynamic_gi = false; redraw_if_visible = false; lightmap_capture = NULL; } virtual ~InstanceBase() { clear_dependencies(); } }; virtual RID light_instance_create(RID p_light) = 0; virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0; virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0; virtual void light_instance_mark_visible(RID p_light_instance) = 0; virtual bool light_instances_can_render_shadow_cube() const { return true; } virtual RID reflection_atlas_create() = 0; virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) = 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(RID p_gi_probe) = 0; virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) = 0; virtual bool gi_probe_needs_update(RID p_probe) const = 0; virtual void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector &p_light_instances, int p_dynamic_object_count, InstanceBase **p_dynamic_objects) = 0; virtual void render_scene(RID p_render_buffers, 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_gi_probe_cull_result, int p_gi_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 render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0; virtual void set_scene_pass(uint64_t p_pass) = 0; virtual void set_time(double p_time) = 0; virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) = 0; virtual RID render_buffers_create() = 0; virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0; virtual bool free(RID p_rid) = 0; virtual void update() = 0; virtual ~RasterizerScene() {} }; class RasterizerStorage { Color default_clear_color; public: /* TEXTURE API */ virtual RID texture_2d_create(const Ref &p_image) = 0; virtual RID texture_2d_layered_create(const Vector > &p_layers, VS::TextureLayeredType p_layered_type) = 0; virtual RID texture_3d_create(const Vector > &p_slices) = 0; //all slices, then all the mipmaps, must be coherent virtual RID texture_proxy_create(RID p_base) = 0; //all slices, then all the mipmaps, must be coherent virtual void texture_2d_update_immediate(RID p_texture, const Ref &p_image, int p_layer = 0) = 0; //mostly used for video and streaming virtual void texture_2d_update(RID p_texture, const Ref &p_image, int p_layer = 0) = 0; virtual void texture_3d_update(RID p_texture, const Ref &p_image, int p_depth, int p_mipmap) = 0; virtual void texture_proxy_update(RID p_proxy, RID p_base) = 0; //these two APIs can be used together or in combination with the others. virtual RID texture_2d_placeholder_create() = 0; virtual RID texture_2d_layered_placeholder_create() = 0; virtual RID texture_3d_placeholder_create() = 0; virtual Ref texture_2d_get(RID p_texture) const = 0; virtual Ref texture_2d_layer_get(RID p_texture, int p_layer) const = 0; virtual Ref texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const = 0; virtual void texture_replace(RID p_texture, RID p_by_texture) = 0; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0; // FIXME: Disabled during Vulkan refactoring, should be ported. #if 0 virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0; #endif virtual void texture_set_path(RID p_texture, const String &p_path) = 0; virtual String texture_get_path(RID p_texture) const = 0; virtual void texture_set_detect_3d_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void texture_set_detect_normal_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void texture_set_detect_roughness_callback(RID p_texture, VS::TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0; virtual void texture_debug_usage(List *r_info) = 0; virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0; virtual Size2 texture_size_with_proxy(RID p_proxy) = 0; /* SHADER API */ virtual RID shader_create() = 0; virtual void shader_set_code(RID p_shader, const String &p_code) = 0; virtual String shader_get_code(RID p_shader) const = 0; virtual void shader_get_param_list(RID p_shader, List *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_param_default(RID p_material, const StringName &p_param) const = 0; /* COMMON MATERIAL API */ virtual RID material_create() = 0; virtual void material_set_render_priority(RID p_material, int priority) = 0; virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0; virtual 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_next_pass(RID p_material, RID p_next_material) = 0; virtual bool material_is_animated(RID p_material) = 0; virtual bool material_casts_shadows(RID p_material) = 0; virtual void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0; /* MESH API */ virtual RID mesh_create() = 0; /// Returns stride virtual void mesh_add_surface(RID p_mesh, const VS::SurfaceData &p_surface) = 0; virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0; virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) = 0; virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0; virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector &p_data) = 0; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0; virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0; virtual VS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const = 0; virtual int mesh_get_surface_count(RID p_mesh) const = 0; virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0; virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0; virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) = 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, bool p_use_colors = false, bool p_use_custom_data = false) = 0; virtual int multimesh_get_instance_count(RID p_multimesh) const = 0; virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0; virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0; virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0; virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0; virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0; virtual RID multimesh_get_mesh(RID p_multimesh) const = 0; virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0; virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0; virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0; virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0; virtual void multimesh_set_buffer(RID p_multimesh, const PoolVector &p_buffer) = 0; virtual PoolVector multimesh_get_buffer(RID p_multimesh) 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 AABB multimesh_get_aabb(RID p_multimesh) const = 0; /* IMMEDIATE API */ virtual RID immediate_create() = 0; virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) = 0; virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0; virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0; virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0; virtual void immediate_color(RID p_immediate, const Color &p_color) = 0; virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0; virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0; virtual void immediate_end(RID p_immediate) = 0; virtual void immediate_clear(RID p_immediate) = 0; virtual void immediate_set_material(RID p_immediate, RID p_material) = 0; virtual RID immediate_get_material(RID p_immediate) const = 0; virtual AABB immediate_get_aabb(RID p_immediate) const = 0; /* SKELETON API */ virtual RID skeleton_create() = 0; virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0; virtual int skeleton_get_bone_count(RID p_skeleton) const = 0; virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0; virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0; virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0; virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0; virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0; /* Light API */ virtual RID light_create(VS::LightType p_type) = 0; RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); } RID omni_light_create() { return light_create(VS::LIGHT_OMNI); } RID spot_light_create() { return light_create(VS::LIGHT_SPOT); } virtual void light_set_color(RID p_light, const Color &p_color) = 0; virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value) = 0; virtual void light_set_shadow(RID p_light, bool p_enabled) = 0; virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0; virtual void light_set_projector(RID p_light, RID p_texture) = 0; virtual void light_set_negative(RID p_light, bool p_enable) = 0; virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0; virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0; virtual void light_set_use_gi(RID p_light, bool p_enable) = 0; virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 0; virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) = 0; virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0; virtual bool light_directional_get_blend_splits(RID p_light) const = 0; virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0; virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0; virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0; virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0; virtual bool light_has_shadow(RID p_light) const = 0; virtual VS::LightType light_get_type(RID p_light) const = 0; virtual AABB light_get_aabb(RID p_light) const = 0; virtual float light_get_param(RID p_light, VS::LightParam p_param) = 0; virtual Color light_get_color(RID p_light) = 0; virtual bool light_get_use_gi(RID p_light) = 0; virtual uint64_t light_get_version(RID p_light) const = 0; /* PROBE API */ virtual RID reflection_probe_create() = 0; virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) = 0; virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0; virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0; virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) = 0; virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) = 0; virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) = 0; virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0; virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0; virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0; virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0; virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0; virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0; virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0; virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0; virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0; virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0; virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0; virtual void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0; virtual void skeleton_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0; /* GI PROBE API */ virtual RID gi_probe_create() = 0; virtual void gi_probe_allocate(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const PoolVector &p_octree_cells, const PoolVector &p_data_cells, const PoolVector &p_distance_field, const PoolVector &p_level_counts) = 0; virtual AABB gi_probe_get_bounds(RID p_gi_probe) const = 0; virtual Vector3i gi_probe_get_octree_size(RID p_gi_probe) const = 0; virtual PoolVector gi_probe_get_octree_cells(RID p_gi_probe) const = 0; virtual PoolVector gi_probe_get_data_cells(RID p_gi_probe) const = 0; virtual PoolVector gi_probe_get_distance_field(RID p_gi_probe) const = 0; virtual PoolVector gi_probe_get_level_counts(RID p_gi_probe) const = 0; virtual Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const = 0; virtual void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range) = 0; virtual float gi_probe_get_dynamic_range(RID p_gi_probe) const = 0; virtual void gi_probe_set_propagation(RID p_gi_probe, float p_range) = 0; virtual float gi_probe_get_propagation(RID p_gi_probe) const = 0; virtual void gi_probe_set_energy(RID p_gi_probe, float p_energy) = 0; virtual float gi_probe_get_energy(RID p_gi_probe) const = 0; virtual void gi_probe_set_ao(RID p_gi_probe, float p_ao) = 0; virtual float gi_probe_get_ao(RID p_gi_probe) const = 0; virtual void gi_probe_set_ao_size(RID p_gi_probe, float p_strength) = 0; virtual float gi_probe_get_ao_size(RID p_gi_probe) const = 0; virtual void gi_probe_set_bias(RID p_gi_probe, float p_bias) = 0; virtual float gi_probe_get_bias(RID p_gi_probe) const = 0; virtual void gi_probe_set_normal_bias(RID p_gi_probe, float p_range) = 0; virtual float gi_probe_get_normal_bias(RID p_gi_probe) const = 0; virtual void gi_probe_set_interior(RID p_gi_probe, bool p_enable) = 0; virtual bool gi_probe_is_interior(RID p_gi_probe) const = 0; virtual void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable) = 0; virtual bool gi_probe_is_using_two_bounces(RID p_gi_probe) const = 0; virtual void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength) = 0; virtual float gi_probe_get_anisotropy_strength(RID p_gi_probe) const = 0; virtual uint32_t gi_probe_get_version(RID p_probe) = 0; /* LIGHTMAP CAPTURE */ struct LightmapCaptureOctree { enum { CHILD_EMPTY = 0xFFFFFFFF }; uint16_t light[6][3]; //anisotropic light float alpha; uint32_t children[8]; }; virtual RID lightmap_capture_create() = 0; virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) = 0; virtual AABB lightmap_capture_get_bounds(RID p_capture) const = 0; virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector &p_octree) = 0; virtual PoolVector lightmap_capture_get_octree(RID p_capture) const = 0; virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) = 0; virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const = 0; virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) = 0; virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const = 0; virtual void lightmap_capture_set_energy(RID p_capture, float p_energy) = 0; virtual float lightmap_capture_get_energy(RID p_capture) const = 0; virtual const PoolVector *lightmap_capture_get_octree_ptr(RID p_capture) const = 0; /* PARTICLES */ virtual RID particles_create() = 0; virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0; virtual bool particles_get_emitting(RID p_particles) = 0; virtual void particles_set_amount(RID p_particles, int p_amount) = 0; virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0; virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0; virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0; virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0; virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0; virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0; virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0; virtual void particles_set_process_material(RID p_particles, RID p_material) = 0; virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0; virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0; virtual void particles_restart(RID p_particles) = 0; virtual bool particles_is_inactive(RID p_particles) const = 0; virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) = 0; virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0; virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0; virtual void particles_request_process(RID p_particles) = 0; virtual AABB particles_get_current_aabb(RID p_particles) = 0; virtual AABB particles_get_aabb(RID p_particles) const = 0; virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0; virtual int particles_get_draw_passes(RID p_particles) const = 0; virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0; /* RENDER TARGET */ enum RenderTargetFlags { RENDER_TARGET_TRANSPARENT, RENDER_TARGET_DIRECT_TO_SCREEN, RENDER_TARGET_FLAG_MAX }; virtual RID render_target_create() = 0; virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 0; virtual void render_target_set_size(RID p_render_target, int p_width, int p_height) = 0; virtual RID render_target_get_texture(RID p_render_target) = 0; virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) = 0; virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0; virtual bool render_target_was_used(RID p_render_target) = 0; virtual void render_target_set_as_unused(RID p_render_target) = 0; virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) = 0; virtual bool render_target_is_clear_requested(RID p_render_target) = 0; virtual Color render_target_get_clear_request_color(RID p_render_target) = 0; virtual void render_target_disable_clear_request(RID p_render_target) = 0; virtual void render_target_do_clear_request(RID p_render_target) = 0; virtual VS::InstanceType get_base_type(RID p_rid) const = 0; virtual bool free(RID p_rid) = 0; virtual bool has_os_feature(const String &p_feature) const = 0; virtual void update_dirty_resources() = 0; virtual void set_debug_generate_wireframes(bool p_generate) = 0; virtual void render_info_begin_capture() = 0; virtual void render_info_end_capture() = 0; virtual int get_captured_render_info(VS::RenderInfo p_info) = 0; virtual int get_render_info(VS::RenderInfo p_info) = 0; virtual String get_video_adapter_name() const = 0; virtual String get_video_adapter_vendor() const = 0; static RasterizerStorage *base_singleton; void set_default_clear_color(const Color &p_color) { default_clear_color = p_color; } Color get_default_clear_color() const { return default_clear_color; } #define TIMESTAMP_BEGIN() \ { \ if (VSG::storage->capturing_timestamps) VSG::storage->capture_timestamps_begin(); \ } #define RENDER_TIMESTAMP(m_text) \ { \ if (VSG::storage->capturing_timestamps) VSG::storage->capture_timestamp(m_text); \ } bool capturing_timestamps = false; virtual void capture_timestamps_begin() = 0; virtual void capture_timestamp(const String &p_name) = 0; virtual uint32_t get_captured_timestamps_count() const = 0; virtual uint64_t get_captured_timestamps_frame() const = 0; virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const = 0; virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const = 0; virtual String get_captured_timestamp_name(uint32_t p_index) const = 0; RasterizerStorage(); virtual ~RasterizerStorage() {} }; class RasterizerCanvas { public: static RasterizerCanvas *singleton; enum CanvasRectFlags { CANVAS_RECT_REGION = 1, CANVAS_RECT_TILE = 2, CANVAS_RECT_FLIP_H = 4, CANVAS_RECT_FLIP_V = 8, CANVAS_RECT_TRANSPOSE = 16, CANVAS_RECT_CLIP_UV = 32 }; struct Light { bool enabled; Color color; Transform2D xform; float height; float energy; float scale; int z_min; int z_max; int layer_min; int layer_max; int item_mask; int item_shadow_mask; VS::CanvasLightMode mode; RID texture; Vector2 texture_offset; RID canvas; bool use_shadow; int shadow_buffer_size; VS::CanvasLightShadowFilter shadow_filter; Color shadow_color; float shadow_smooth; //void *texture_cache; // implementation dependent Rect2 rect_cache; Transform2D xform_cache; float radius_cache; //used for shadow far plane //CameraMatrix shadow_matrix_cache; Transform2D light_shader_xform; //Vector2 light_shader_pos; Light *shadows_next_ptr; Light *filter_next_ptr; Light *next_ptr; Light *mask_next_ptr; RID light_internal; uint64_t version; int32_t render_index_cache; Light() { version = 0; 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; use_shadow = false; shadow_buffer_size = 2048; shadow_filter = VS::CANVAS_LIGHT_FILTER_NONE; shadow_smooth = 0.0; render_index_cache = -1; } }; typedef uint64_t TextureBindingID; virtual TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat, RID p_multimesh) = 0; virtual void free_texture_binding(TextureBindingID p_binding) = 0; //easier wrap to avoid mistakes struct Item; struct TextureBinding { TextureBindingID binding_id; _FORCE_INLINE_ void create(VS::CanvasItemTextureFilter p_item_filter, VS::CanvasItemTextureRepeat p_item_repeat, RID p_texture, RID p_normalmap, RID p_specular, VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat, RID p_multimesh) { if (p_filter == VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) { p_filter = p_item_filter; } if (p_repeat == VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) { p_repeat = p_item_repeat; } if (p_texture != RID() || p_normalmap != RID() || p_specular != RID() || p_filter != VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT || p_repeat != VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT || p_multimesh.is_valid()) { ERR_FAIL_COND(binding_id != 0); binding_id = singleton->request_texture_binding(p_texture, p_normalmap, p_specular, p_filter, p_repeat, p_multimesh); } } _FORCE_INLINE_ TextureBinding() { binding_id = 0; } _FORCE_INLINE_ ~TextureBinding() { if (binding_id) singleton->free_texture_binding(binding_id); } }; typedef uint64_t PolygonID; virtual PolygonID request_polygon(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()) = 0; virtual void free_polygon(PolygonID p_polygon) = 0; //also easier to wrap to avoid mistakes struct Polygon { PolygonID polygon_id; Rect2 rect_cache; _FORCE_INLINE_ void create(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()) { ERR_FAIL_COND(polygon_id != 0); { uint32_t pc = p_points.size(); const Vector2 *v2 = p_points.ptr(); rect_cache.position = *v2; for (uint32_t i = 1; i < pc; i++) { rect_cache.expand_to(v2[i]); } } polygon_id = singleton->request_polygon(p_indices, p_points, p_colors, p_uvs, p_bones, p_weights); } _FORCE_INLINE_ Polygon() { polygon_id = 0; } _FORCE_INLINE_ ~Polygon() { if (polygon_id) singleton->free_polygon(polygon_id); } }; //item struct Item { //commands are allocated in blocks of 4k to improve performance //and cache coherence. //blocks always grow but never shrink. struct CommandBlock { enum { MAX_SIZE = 4096 }; uint32_t usage; uint8_t *memory; }; struct Command { enum Type { TYPE_RECT, TYPE_NINEPATCH, TYPE_POLYGON, TYPE_PRIMITIVE, TYPE_MESH, TYPE_MULTIMESH, TYPE_PARTICLES, TYPE_TRANSFORM, TYPE_CLIP_IGNORE, }; Command *next; Type type; virtual ~Command() {} }; struct CommandRect : public Command { Rect2 rect; Color modulate; Rect2 source; uint8_t flags; Color specular_shininess; TextureBinding texture_binding; CommandRect() { flags = 0; type = TYPE_RECT; } }; struct CommandNinePatch : public Command { Rect2 rect; Rect2 source; float margin[4]; bool draw_center; Color color; VS::NinePatchAxisMode axis_x; VS::NinePatchAxisMode axis_y; Color specular_shininess; TextureBinding texture_binding; CommandNinePatch() { draw_center = true; type = TYPE_NINEPATCH; } }; struct CommandPolygon : public Command { VS::PrimitiveType primitive; Polygon polygon; Color specular_shininess; TextureBinding texture_binding; CommandPolygon() { type = TYPE_POLYGON; } }; struct CommandPrimitive : public Command { uint32_t point_count; Vector2 points[4]; Vector2 uvs[4]; Color colors[4]; Color specular_shininess; TextureBinding texture_binding; CommandPrimitive() { type = TYPE_PRIMITIVE; } }; struct CommandMesh : public Command { RID mesh; Transform2D transform; Color modulate; Color specular_shininess; TextureBinding texture_binding; CommandMesh() { type = TYPE_MESH; } }; struct CommandMultiMesh : public Command { RID multimesh; Color specular_shininess; TextureBinding texture_binding; CommandMultiMesh() { type = TYPE_MULTIMESH; } }; struct CommandParticles : public Command { RID particles; Color specular_shininess; TextureBinding texture_binding; CommandParticles() { type = TYPE_PARTICLES; } }; struct CommandTransform : public Command { Transform2D xform; CommandTransform() { type = TYPE_TRANSFORM; } }; struct CommandClipIgnore : public Command { bool ignore; CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore = false; } }; struct ViewportRender { VisualServer *owner; void *udata; Rect2 rect; }; Transform2D xform; bool clip; bool visible; bool behind; bool update_when_visible; //VS::MaterialBlendMode blend_mode; int light_mask; int z_final; mutable bool custom_rect; mutable bool rect_dirty; mutable Rect2 rect; RID material; RID skeleton; Item *next; struct CopyBackBuffer { Rect2 rect; Rect2 screen_rect; bool full; }; CopyBackBuffer *copy_back_buffer; Color final_modulate; Transform2D final_transform; Rect2 final_clip_rect; Item *final_clip_owner; Item *material_owner; ViewportRender *vp_render; bool distance_field; bool light_masked; Rect2 global_rect_cache; const Rect2 &get_rect() const { if (custom_rect || (!rect_dirty && !update_when_visible)) return rect; //must update rect if (commands == NULL) { rect = Rect2(); rect_dirty = false; return rect; } Transform2D xf; bool found_xform = false; bool first = true; const Item::Command *c = commands; while (c) { Rect2 r; switch (c->type) { case Item::Command::TYPE_RECT: { const Item::CommandRect *crect = static_cast(c); r = crect->rect; } break; case Item::Command::TYPE_NINEPATCH: { const Item::CommandNinePatch *style = static_cast(c); r = style->rect; } break; case Item::Command::TYPE_POLYGON: { const Item::CommandPolygon *polygon = static_cast(c); r = polygon->polygon.rect_cache; } break; case Item::Command::TYPE_PRIMITIVE: { const Item::CommandPrimitive *primitive = static_cast(c); for (uint32_t j = 0; j < primitive->point_count; j++) { if (j == 0) { r.position = primitive->points[0]; } else { r.expand_to(primitive->points[j]); } } } break; case Item::Command::TYPE_MESH: { const Item::CommandMesh *mesh = static_cast(c); AABB aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID()); r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); } break; case Item::Command::TYPE_MULTIMESH: { const Item::CommandMultiMesh *multimesh = static_cast(c); AABB aabb = RasterizerStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh); r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); } break; case Item::Command::TYPE_PARTICLES: { const Item::CommandParticles *particles_cmd = static_cast(c); if (particles_cmd->particles.is_valid()) { AABB aabb = RasterizerStorage::base_singleton->particles_get_aabb(particles_cmd->particles); r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); } } break; case Item::Command::TYPE_TRANSFORM: { const Item::CommandTransform *transform = static_cast(c); xf = transform->xform; found_xform = true; } //passthrough default: { c = c->next; continue; } } if (found_xform) { r = xf.xform(r); found_xform = false; } if (first) { rect = r; first = false; } else { rect = rect.merge(r); } c = c->next; } rect_dirty = false; return rect; } Command *commands; Command *last_command; Vector blocks; uint32_t current_block; template T *alloc_command() { T *command; if (commands == NULL) { // As the most common use case of canvas items is to // use only one command, the first is done with it's // own allocation. The rest of them use blocks. command = memnew(T); command->next = NULL; commands = command; last_command = command; } else { //Subsequent commands go into a block. while (true) { if (unlikely(current_block == (uint32_t)blocks.size())) { // If we need more blocks, we allocate them // (they won't be freed until this CanvasItem is // deleted, though). CommandBlock cb; cb.memory = (uint8_t *)memalloc(CommandBlock::MAX_SIZE); cb.usage = 0; blocks.push_back(cb); } CommandBlock *c = &blocks.write[current_block]; size_t space_left = CommandBlock::MAX_SIZE - c->usage; if (space_left < sizeof(T)) { current_block++; continue; } //allocate block and add to the linked list void *memory = c->memory + c->usage; command = memnew_placement(memory, T); command->next = NULL; last_command->next = command; last_command = command; c->usage += sizeof(T); break; } } rect_dirty = true; return command; } struct CustomData { virtual ~CustomData() {} }; mutable CustomData *custom_data; //implementation dependent void clear() { Command *c = commands; while (c) { Command *n = c->next; if (c == commands) { memdelete(commands); } else { c->~Command(); } c = n; } { uint32_t cbc = MIN((current_block + 1), (uint32_t)blocks.size()); CommandBlock *blockptr = blocks.ptrw(); for (uint32_t i = 0; i < cbc; i++) { blockptr[i].usage = 0; } } last_command = NULL; commands = NULL; current_block = 0; clip = false; rect_dirty = true; final_clip_owner = NULL; material_owner = NULL; light_masked = false; } Item() { commands = NULL; last_command = NULL; current_block = 0; light_mask = 1; vp_render = NULL; next = NULL; final_clip_owner = NULL; clip = false; final_modulate = Color(1, 1, 1, 1); visible = true; rect_dirty = true; custom_rect = false; behind = false; material_owner = NULL; copy_back_buffer = NULL; distance_field = false; light_masked = false; update_when_visible = false; z_final = 0; custom_data = NULL; } virtual ~Item() { clear(); for (int i = 0; i < blocks.size(); i++) { memfree(blocks[i].memory); } if (copy_back_buffer) memdelete(copy_back_buffer); if (custom_data) { memdelete(custom_data); } } }; virtual void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform) = 0; virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0; struct LightOccluderInstance { bool enabled; RID canvas; RID polygon; RID occluder; Rect2 aabb_cache; Transform2D xform; Transform2D xform_cache; int light_mask; VS::CanvasOccluderPolygonCullMode cull_cache; LightOccluderInstance *next; LightOccluderInstance() { enabled = true; next = NULL; light_mask = 1; cull_cache = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; } }; virtual RID light_create() = 0; virtual void light_set_texture(RID p_rid, RID p_texture) = 0; virtual void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution) = 0; virtual void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) = 0; virtual RID occluder_polygon_create() = 0; virtual void occluder_polygon_set_shape_as_lines(RID p_occluder, const PoolVector &p_lines) = 0; virtual void occluder_polygon_set_cull_mode(RID p_occluder, VS::CanvasOccluderPolygonCullMode p_mode) = 0; virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0; virtual bool free(RID p_rid) = 0; virtual void update() = 0; RasterizerCanvas() { singleton = this; } virtual ~RasterizerCanvas() {} }; class Rasterizer { protected: static Rasterizer *(*_create_func)(); public: static Rasterizer *create(); virtual RasterizerStorage *get_storage() = 0; virtual RasterizerCanvas *get_canvas() = 0; virtual RasterizerScene *get_scene() = 0; virtual void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0; virtual void initialize() = 0; virtual void begin_frame(double frame_step) = 0; struct BlitToScreen { RID render_target; Rect2i rect; //lens distorted parameters for VR should go here }; virtual void prepare_for_blitting_render_targets() = 0; virtual void blit_render_targets_to_screen(int p_screen, const BlitToScreen *p_render_targets, int p_amount) = 0; virtual void end_frame(bool p_swap_buffers) = 0; virtual void finalize() = 0; virtual bool is_low_end() const = 0; virtual ~Rasterizer() {} }; #endif // RASTERIZER_H