/*************************************************************************/ /* rasterizer_storage_rd.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_STORAGE_RD_H #define RASTERIZER_STORAGE_RD_H #include "core/rid_owner.h" #include "servers/visual/rasterizer.h" #include "servers/visual/rasterizer_rd/rasterizer_effects_rd.h" #include "servers/visual/rasterizer_rd/shader_compiler_rd.h" #include "servers/visual/rasterizer_rd/shaders/giprobe_sdf.glsl.gen.h" #include "servers/visual/rendering_device.h" class RasterizerStorageRD : public RasterizerStorage { public: enum ShaderType { SHADER_TYPE_2D, SHADER_TYPE_3D, SHADER_TYPE_PARTICLES, SHADER_TYPE_MAX }; struct ShaderData { virtual void set_code(const String &p_Code) = 0; virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0; virtual void get_param_list(List *p_param_list) const = 0; virtual bool is_param_texture(const StringName &p_param) const = 0; virtual bool is_animated() const = 0; virtual bool casts_shadows() const = 0; virtual Variant get_default_parameter(const StringName &p_parameter) const = 0; virtual ~ShaderData() {} }; typedef ShaderData *(*ShaderDataRequestFunction)(); struct MaterialData { void update_uniform_buffer(const Map &p_uniforms, const uint32_t *p_uniform_offsets, const Map &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color); void update_textures(const Map &p_parameters, const Map &p_default_textures, const Vector &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); virtual void set_render_priority(int p_priority) = 0; virtual void set_next_pass(RID p_pass) = 0; virtual void update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0; virtual ~MaterialData() {} }; typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); enum DefaultRDTexture { DEFAULT_RD_TEXTURE_WHITE, DEFAULT_RD_TEXTURE_BLACK, DEFAULT_RD_TEXTURE_NORMAL, DEFAULT_RD_TEXTURE_ANISO, DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER, DEFAULT_RD_TEXTURE_CUBEMAP_BLACK, DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK, DEFAULT_RD_TEXTURE_3D_WHITE, DEFAULT_RD_TEXTURE_MAX }; enum DefaultRDBuffer { DEFAULT_RD_BUFFER_VERTEX, DEFAULT_RD_BUFFER_NORMAL, DEFAULT_RD_BUFFER_TANGENT, DEFAULT_RD_BUFFER_COLOR, DEFAULT_RD_BUFFER_TEX_UV, DEFAULT_RD_BUFFER_TEX_UV2, DEFAULT_RD_BUFFER_BONES, DEFAULT_RD_BUFFER_WEIGHTS, DEFAULT_RD_BUFFER_MAX, }; private: /* TEXTURE API */ struct Texture { enum Type { TYPE_2D, TYPE_LAYERED, TYPE_3D }; Type type; RenderingDevice::TextureType rd_type; RID rd_texture; RID rd_texture_srgb; RenderingDevice::DataFormat rd_format; RenderingDevice::DataFormat rd_format_srgb; RD::TextureView rd_view; Image::Format format; Image::Format validated_format; int width; int height; int depth; int layers; int mipmaps; int height_2d; int width_2d; bool is_render_target; bool is_proxy; Ref image_cache_2d; String path; RID proxy_to; Vector proxies; VS::TextureDetectCallback detect_3d_callback = nullptr; void *detect_3d_callback_ud = nullptr; VS::TextureDetectCallback detect_normal_callback = nullptr; void *detect_normal_callback_ud = nullptr; VS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr; void *detect_roughness_callback_ud = nullptr; }; struct TextureToRDFormat { RD::DataFormat format; RD::DataFormat format_srgb; RD::TextureSwizzle swizzle_r; RD::TextureSwizzle swizzle_g; RD::TextureSwizzle swizzle_b; RD::TextureSwizzle swizzle_a; TextureToRDFormat() { format = RD::DATA_FORMAT_MAX; format_srgb = RD::DATA_FORMAT_MAX; swizzle_r = RD::TEXTURE_SWIZZLE_R; swizzle_g = RD::TEXTURE_SWIZZLE_G; swizzle_b = RD::TEXTURE_SWIZZLE_B; swizzle_a = RD::TEXTURE_SWIZZLE_A; } }; //textures can be created from threads, so this RID_Owner is thread safe mutable RID_Owner texture_owner; Ref _validate_texture_format(const Ref &p_image, TextureToRDFormat &r_format); RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX]; RID default_rd_samplers[VS::CANVAS_ITEM_TEXTURE_FILTER_MAX][VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; /* SHADER */ struct Material; struct Shader { ShaderData *data; String code; ShaderType type; Map default_texture_parameter; Set owners; }; ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX]; mutable RID_Owner shader_owner; /* Material */ struct Material { RID self; MaterialData *data; Shader *shader; //shortcut to shader data and type ShaderType shader_type; bool update_requested; bool uniform_dirty; bool texture_dirty; Material *update_next; Map params; int32_t priority; RID next_pass; RasterizerScene::InstanceDependency instance_dependency; }; MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX]; mutable RID_Owner material_owner; Material *material_update_list; void _material_queue_update(Material *material, bool p_uniform, bool p_texture); void _update_queued_materials(); /* Mesh */ struct Mesh { struct Surface { VS::PrimitiveType primitive; uint32_t format = 0; RID vertex_buffer; uint32_t vertex_count = 0; // A different pipeline needs to be allocated // depending on the inputs available in the // material. // There are never that many geometry/material // combinations, so a simple array is the most // cache-efficient structure. struct Version { uint32_t input_mask; RD::VertexFormatID vertex_format; RID vertex_array; }; SpinLock version_lock; //needed to access versions Version *versions = nullptr; //allocated on demand uint32_t version_count = 0; RID index_buffer; RID index_array; uint32_t index_count = 0; struct LOD { float edge_length; RID index_buffer; RID index_array; }; LOD *lods = nullptr; uint32_t lod_count = 0; AABB aabb; Vector bone_aabbs; Vector blend_shapes; RID blend_shape_base_buffer; //source buffer goes here when using blend shapes, and main one is uncompressed RID material; uint32_t render_index = 0; uint64_t render_pass = 0; uint32_t multimesh_render_index = 0; uint64_t multimesh_render_pass = 0; }; uint32_t blend_shape_count = 0; VS::BlendShapeMode blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED; Surface **surfaces = nullptr; uint32_t surface_count = 0; Vector bone_aabbs; AABB aabb; AABB custom_aabb; Vector material_cache; RasterizerScene::InstanceDependency instance_dependency; }; mutable RID_Owner mesh_owner; void _mesh_surface_generate_version_for_input_mask(Mesh::Surface *s, uint32_t p_input_mask); RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX]; /* MultiMesh */ struct MultiMesh { RID mesh; int instances = 0; VS::MultimeshTransformFormat xform_format = VS::MULTIMESH_TRANSFORM_3D; bool uses_colors = false; bool uses_custom_data = false; int visible_instances = -1; AABB aabb; bool aabb_dirty = false; bool buffer_set = false; uint32_t stride_cache = 0; uint32_t color_offset_cache = 0; uint32_t custom_data_offset_cache = 0; PoolVector data_cache; //used if individual setting is used bool *data_cache_dirty_regions = nullptr; uint32_t data_cache_used_dirty_regions = 0; RID buffer; //storage buffer RID uniform_set_3d; bool dirty = false; MultiMesh *dirty_list = nullptr; RasterizerScene::InstanceDependency instance_dependency; }; mutable RID_Owner multimesh_owner; MultiMesh *multimesh_dirty_list = nullptr; _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const; _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb); _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb); _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances); void _update_dirty_multimeshes(); /* Skeleton */ struct Skeleton { bool use_2d = false; int size = 0; Vector data; RID buffer; bool dirty = false; Skeleton *dirty_list = nullptr; Transform2D base_transform_2d; RID uniform_set_3d; RasterizerScene::InstanceDependency instance_dependency; }; mutable RID_Owner skeleton_owner; _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton); Skeleton *skeleton_dirty_list = nullptr; void _update_dirty_skeletons(); /* LIGHT */ struct Light { VS::LightType type; float param[VS::LIGHT_PARAM_MAX]; Color color = Color(1, 1, 1, 1); Color shadow_color; RID projector; bool shadow = false; bool negative = false; bool reverse_cull = false; bool use_gi = true; uint32_t cull_mask = 0xFFFFFFFF; VS::LightOmniShadowMode omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; VS::LightDirectionalShadowMode directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; VS::LightDirectionalShadowDepthRangeMode directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; bool directional_blend_splits = false; uint64_t version = 0; RasterizerScene::InstanceDependency instance_dependency; }; mutable RID_Owner light_owner; /* REFLECTION PROBE */ struct ReflectionProbe { VS::ReflectionProbeUpdateMode update_mode = VS::REFLECTION_PROBE_UPDATE_ONCE; int resolution = 256; float intensity = 1.0; Color interior_ambient; float interior_ambient_energy = 1.0; float interior_ambient_probe_contrib = 0.0; float max_distance = 0; Vector3 extents = Vector3(1, 1, 1); Vector3 origin_offset; bool interior = false; bool box_projection = false; bool enable_shadows = false; uint32_t cull_mask = (1 << 20) - 1; RasterizerScene::InstanceDependency instance_dependency; }; mutable RID_Owner reflection_probe_owner; /* GI PROBE */ struct GIProbe { RID octree_buffer; RID data_buffer; RID sdf_texture; uint32_t octree_buffer_size = 0; uint32_t data_buffer_size = 0; PoolVector level_counts; int cell_count = 0; Transform to_cell_xform; AABB bounds; Vector3i octree_size; float dynamic_range = 4.0; float energy = 1.0; float ao = 0.0; float ao_size = 0.5; float bias = 1.4; float normal_bias = 0.0; float propagation = 0.7; bool interior = false; bool use_two_bounces = false; float anisotropy_strength = 0.5; uint32_t version = 1; uint32_t data_version = 1; RasterizerScene::InstanceDependency instance_dependency; }; GiprobeSdfShaderRD giprobe_sdf_shader; RID giprobe_sdf_shader_version; RID giprobe_sdf_shader_version_shader; RID giprobe_sdf_shader_pipeline; mutable RID_Owner gi_probe_owner; /* RENDER TARGET */ struct RenderTarget { Size2i size; RID framebuffer; RID color; //used for retrieving from CPU RD::DataFormat color_format; RD::DataFormat color_format_srgb; Image::Format image_format; bool flags[RENDER_TARGET_FLAG_MAX]; RID backbuffer; //used for effects RID backbuffer_fb; struct BackbufferMipmap { RID mipmap; RID mipmap_fb; RID mipmap_copy; RID mipmap_copy_fb; }; Vector backbuffer_mipmaps; RID backbuffer_uniform_set; //texture generated for this owner (nor RD). RID texture; bool was_used; //clear request bool clear_requested; Color clear_color; }; RID_Owner render_target_owner; void _clear_render_target(RenderTarget *rt); void _update_render_target(RenderTarget *rt); void _create_render_target_backbuffer(RenderTarget *rt); /* EFFECTS */ RasterizerEffectsRD effects; public: /* TEXTURE API */ virtual RID texture_2d_create(const Ref &p_image); virtual RID texture_2d_layered_create(const Vector > &p_layers, VS::TextureLayeredType p_layered_type); virtual RID texture_3d_create(const Vector > &p_slices); //all slices, then all the mipmaps, must be coherent virtual RID texture_proxy_create(RID p_base); virtual void _texture_2d_update(RID p_texture, const Ref &p_image, int p_layer, bool p_immediate); virtual void texture_2d_update_immediate(RID p_texture, const Ref &p_image, int p_layer = 0); //mostly used for video and streaming virtual void texture_2d_update(RID p_texture, const Ref &p_image, int p_layer = 0); virtual void texture_3d_update(RID p_texture, const Ref &p_image, int p_depth, int p_mipmap); virtual void texture_proxy_update(RID p_texture, RID p_proxy_to); //these two APIs can be used together or in combination with the others. virtual RID texture_2d_placeholder_create(); virtual RID texture_2d_layered_placeholder_create(); virtual RID texture_3d_placeholder_create(); virtual Ref texture_2d_get(RID p_texture) const; virtual Ref texture_2d_layer_get(RID p_texture, int p_layer) const; virtual Ref texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const; virtual void texture_replace(RID p_texture, RID p_by_texture); virtual void texture_set_size_override(RID p_texture, int p_width, int p_height); virtual void texture_set_path(RID p_texture, const String &p_path); virtual String texture_get_path(RID p_texture) const; virtual void texture_set_detect_3d_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_normal_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_roughness_callback(RID p_texture, VS::TextureDetectRoughnessCallback p_callback, void *p_userdata); virtual void texture_debug_usage(List *r_info); virtual void texture_set_proxy(RID p_proxy, RID p_base); virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable); virtual Size2 texture_size_with_proxy(RID p_proxy); //internal usage _FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) { if (p_texture.is_null()) { return RID(); } Texture *tex = texture_owner.getornull(p_texture); if (!tex) { return RID(); } return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture; } _FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) { if (p_texture.is_null()) { return Size2i(); } Texture *tex = texture_owner.getornull(p_texture); if (!tex) { return Size2i(); } return Size2i(tex->width_2d, tex->height_2d); } _FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) { return default_rd_textures[p_texture]; } _FORCE_INLINE_ RID sampler_rd_get_default(VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat) { return default_rd_samplers[p_filter][p_repeat]; } /* SHADER API */ RID shader_create(); void shader_set_code(RID p_shader, const String &p_code); String shader_get_code(RID p_shader) const; void shader_get_param_list(RID p_shader, List *p_param_list) const; void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture); RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const; Variant shader_get_param_default(RID p_shader, const StringName &p_param) const; void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function); /* COMMON MATERIAL API */ RID material_create(); void material_set_shader(RID p_material, RID p_shader); void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value); Variant material_get_param(RID p_material, const StringName &p_param) const; void material_set_next_pass(RID p_material, RID p_next_material); void material_set_render_priority(RID p_material, int priority); bool material_is_animated(RID p_material); bool material_casts_shadows(RID p_material); void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance); void material_force_update_textures(RID p_material, ShaderType p_shader_type); void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function); _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) { Material *material = material_owner.getornull(p_material); if (!material || material->shader_type != p_shader_type) { return NULL; } else { return material->data; } } /* MESH API */ virtual RID mesh_create(); /// Return stride virtual void mesh_add_surface(RID p_mesh, const VS::SurfaceData &p_surface); virtual int mesh_get_blend_shape_count(RID p_mesh) const; virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode); virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const; virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector &p_data); virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material); virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; virtual VS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const; virtual int mesh_get_surface_count(RID p_mesh) const; virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb); virtual AABB mesh_get_custom_aabb(RID p_mesh) const; virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()); virtual void mesh_clear(RID p_mesh); _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) { Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh, NULL); r_surface_count = mesh->surface_count; if (r_surface_count == 0) { return NULL; } if (mesh->material_cache.empty()) { mesh->material_cache.resize(mesh->surface_count); for (uint32_t i = 0; i < r_surface_count; i++) { mesh->material_cache.write[i] = mesh->surfaces[i]->material; } } return mesh->material_cache.ptr(); } _FORCE_INLINE_ VS::PrimitiveType mesh_surface_get_primitive(RID p_mesh, uint32_t p_surface_index) { Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_MAX); ERR_FAIL_INDEX_V(p_surface_index, mesh->surface_count, VS::PRIMITIVE_MAX); return mesh->surfaces[p_surface_index]->primitive; } _FORCE_INLINE_ void mesh_surface_get_arrays_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) { Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); ERR_FAIL_INDEX(p_surface_index, mesh->surface_count); Mesh::Surface *s = mesh->surfaces[p_surface_index]; r_index_array_rd = s->index_array; s->version_lock.lock(); //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way for (uint32_t i = 0; i < s->version_count; i++) { if (s->versions[i].input_mask != p_input_mask) { continue; } //we have this version, hooray r_vertex_format = s->versions[i].vertex_format; r_vertex_array_rd = s->versions[i].vertex_array; s->version_lock.unlock(); return; } uint32_t version = s->version_count; //gets added at the end _mesh_surface_generate_version_for_input_mask(s, p_input_mask); r_vertex_format = s->versions[version].vertex_format; r_vertex_array_rd = s->versions[version].vertex_array; s->version_lock.unlock(); } _FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) { ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID()); return mesh_default_rd_buffers[p_buffer]; } _FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) { Mesh *mesh = mesh_owner.getornull(p_mesh); Mesh::Surface *s = mesh->surfaces[p_surface_index]; if (s->render_pass != p_render_pass) { (*r_index)++; s->render_pass = p_render_pass; s->render_index = *r_index; } return s->render_index; } _FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) { Mesh *mesh = mesh_owner.getornull(p_mesh); Mesh::Surface *s = mesh->surfaces[p_surface_index]; if (s->multimesh_render_pass != p_render_pass) { (*r_index)++; s->multimesh_render_pass = p_render_pass; s->multimesh_render_index = *r_index; } return s->multimesh_render_index; } /* MULTIMESH API */ RID multimesh_create(); 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); int multimesh_get_instance_count(RID p_multimesh) const; void multimesh_set_mesh(RID p_multimesh, RID p_mesh); void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform); void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform); void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color); void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color); RID multimesh_get_mesh(RID p_multimesh) const; Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const; Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const; Color multimesh_instance_get_color(RID p_multimesh, int p_index) const; Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const; void multimesh_set_buffer(RID p_multimesh, const PoolVector &p_buffer); PoolVector multimesh_get_buffer(RID p_multimesh) const; void multimesh_set_visible_instances(RID p_multimesh, int p_visible); int multimesh_get_visible_instances(RID p_multimesh) const; AABB multimesh_get_aabb(RID p_multimesh) const; _FORCE_INLINE_ VS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); return multimesh->xform_format; } _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); return multimesh->uses_colors; } _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); return multimesh->uses_custom_data; } _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const { MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); if (multimesh->visible_instances >= 0) { return multimesh->visible_instances; } return multimesh->instances; } _FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const { MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); if (!multimesh->uniform_set_3d.is_valid()) { Vector uniforms; RD::Uniform u; u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; u.ids.push_back(multimesh->buffer); uniforms.push_back(u); multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); } return multimesh->uniform_set_3d; } /* IMMEDIATE API */ RID immediate_create() { return RID(); } void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) {} void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {} void immediate_normal(RID p_immediate, const Vector3 &p_normal) {} void immediate_tangent(RID p_immediate, const Plane &p_tangent) {} void immediate_color(RID p_immediate, const Color &p_color) {} void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {} void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {} void immediate_end(RID p_immediate) {} void immediate_clear(RID p_immediate) {} void immediate_set_material(RID p_immediate, RID p_material) {} RID immediate_get_material(RID p_immediate) const { return RID(); } AABB immediate_get_aabb(RID p_immediate) const { return AABB(); } /* SKELETON API */ RID skeleton_create(); void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false); void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform); void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform); int skeleton_get_bone_count(RID p_skeleton) const; void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform); Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const; void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform); Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const; _FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const { Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); ERR_FAIL_COND_V(!skeleton, RID()); ERR_FAIL_COND_V(skeleton->size == 0, RID()); if (skeleton->use_2d) { return RID(); } if (!skeleton->uniform_set_3d.is_valid()) { Vector uniforms; RD::Uniform u; u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; u.ids.push_back(skeleton->buffer); uniforms.push_back(u); skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); } return skeleton->uniform_set_3d; } /* Light API */ RID light_create(VS::LightType p_type); 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); } void light_set_color(RID p_light, const Color &p_color); void light_set_param(RID p_light, VS::LightParam p_param, float p_value); void light_set_shadow(RID p_light, bool p_enabled); void light_set_shadow_color(RID p_light, const Color &p_color); void light_set_projector(RID p_light, RID p_texture); void light_set_negative(RID p_light, bool p_enable); void light_set_cull_mask(RID p_light, uint32_t p_mask); void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled); void light_set_use_gi(RID p_light, bool p_enabled); void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode); void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode); void light_directional_set_blend_splits(RID p_light, bool p_enable); bool light_directional_get_blend_splits(RID p_light) const; void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode); VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const; VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); _FORCE_INLINE_ VS::LightType light_get_type(RID p_light) const { const Light *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL); return light->type; } AABB light_get_aabb(RID p_light) const; _FORCE_INLINE_ float light_get_param(RID p_light, VS::LightParam p_param) { const Light *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light, 0); return light->param[p_param]; } _FORCE_INLINE_ Color light_get_color(RID p_light) { const Light *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light, Color()); return light->color; } _FORCE_INLINE_ Color light_get_shadow_color(RID p_light) { const Light *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light, Color()); return light->shadow_color; } _FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) { const Light *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light, 0); return light->cull_mask; } _FORCE_INLINE_ bool light_has_shadow(RID p_light) const { const Light *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL); return light->shadow; } _FORCE_INLINE_ bool light_is_negative(RID p_light) const { const Light *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL); return light->negative; } bool light_get_use_gi(RID p_light); uint64_t light_get_version(RID p_light) const; /* PROBE API */ RID reflection_probe_create(); void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode); void reflection_probe_set_intensity(RID p_probe, float p_intensity); void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient); void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy); void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib); void reflection_probe_set_max_distance(RID p_probe, float p_distance); void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents); void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset); void reflection_probe_set_as_interior(RID p_probe, bool p_enable); void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable); void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); void reflection_probe_set_resolution(RID p_probe, int p_resolution); AABB reflection_probe_get_aabb(RID p_probe) const; VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; uint32_t reflection_probe_get_cull_mask(RID p_probe) const; Vector3 reflection_probe_get_extents(RID p_probe) const; Vector3 reflection_probe_get_origin_offset(RID p_probe) const; float reflection_probe_get_origin_max_distance(RID p_probe) const; int reflection_probe_get_resolution(RID p_probe) const; bool reflection_probe_renders_shadows(RID p_probe) const; float reflection_probe_get_intensity(RID p_probe) const; bool reflection_probe_is_interior(RID p_probe) const; bool reflection_probe_is_box_projection(RID p_probe) const; Color reflection_probe_get_interior_ambient(RID p_probe) const; float reflection_probe_get_interior_ambient_energy(RID p_probe) const; float reflection_probe_get_interior_ambient_probe_contribution(RID p_probe) const; void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance); void skeleton_update_dependency(RID p_skeleton, RasterizerScene::InstanceBase *p_instance); /* GI PROBE API */ RID gi_probe_create(); 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); AABB gi_probe_get_bounds(RID p_gi_probe) const; Vector3i gi_probe_get_octree_size(RID p_gi_probe) const; PoolVector gi_probe_get_octree_cells(RID p_gi_probe) const; PoolVector gi_probe_get_data_cells(RID p_gi_probe) const; PoolVector gi_probe_get_distance_field(RID p_gi_probe) const; PoolVector gi_probe_get_level_counts(RID p_gi_probe) const; Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const; void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range); float gi_probe_get_dynamic_range(RID p_gi_probe) const; void gi_probe_set_propagation(RID p_gi_probe, float p_range); float gi_probe_get_propagation(RID p_gi_probe) const; void gi_probe_set_energy(RID p_gi_probe, float p_energy); float gi_probe_get_energy(RID p_gi_probe) const; void gi_probe_set_ao(RID p_gi_probe, float p_ao); float gi_probe_get_ao(RID p_gi_probe) const; void gi_probe_set_ao_size(RID p_gi_probe, float p_strength); float gi_probe_get_ao_size(RID p_gi_probe) const; void gi_probe_set_bias(RID p_gi_probe, float p_bias); float gi_probe_get_bias(RID p_gi_probe) const; void gi_probe_set_normal_bias(RID p_gi_probe, float p_range); float gi_probe_get_normal_bias(RID p_gi_probe) const; void gi_probe_set_interior(RID p_gi_probe, bool p_enable); bool gi_probe_is_interior(RID p_gi_probe) const; void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable); bool gi_probe_is_using_two_bounces(RID p_gi_probe) const; void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength); float gi_probe_get_anisotropy_strength(RID p_gi_probe) const; uint32_t gi_probe_get_version(RID p_probe); uint32_t gi_probe_get_data_version(RID p_probe); RID gi_probe_get_octree_buffer(RID p_gi_probe) const; RID gi_probe_get_data_buffer(RID p_gi_probe) const; RID gi_probe_get_sdf_texture(RID p_gi_probe); /* LIGHTMAP CAPTURE */ void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {} AABB lightmap_capture_get_bounds(RID p_capture) const { return AABB(); } void lightmap_capture_set_octree(RID p_capture, const PoolVector &p_octree) {} RID lightmap_capture_create() { return RID(); } PoolVector lightmap_capture_get_octree(RID p_capture) const { return PoolVector(); } void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {} Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const { return Transform(); } void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {} int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const { return 0; } void lightmap_capture_set_energy(RID p_capture, float p_energy) {} float lightmap_capture_get_energy(RID p_capture) const { return 0.0; } const PoolVector *lightmap_capture_get_octree_ptr(RID p_capture) const { return NULL; } /* PARTICLES */ RID particles_create() { return RID(); } void particles_set_emitting(RID p_particles, bool p_emitting) {} void particles_set_amount(RID p_particles, int p_amount) {} void particles_set_lifetime(RID p_particles, float p_lifetime) {} void particles_set_one_shot(RID p_particles, bool p_one_shot) {} void particles_set_pre_process_time(RID p_particles, float p_time) {} void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {} void particles_set_randomness_ratio(RID p_particles, float p_ratio) {} void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {} void particles_set_speed_scale(RID p_particles, float p_scale) {} void particles_set_use_local_coordinates(RID p_particles, bool p_enable) {} void particles_set_process_material(RID p_particles, RID p_material) {} void particles_set_fixed_fps(RID p_particles, int p_fps) {} void particles_set_fractional_delta(RID p_particles, bool p_enable) {} void particles_restart(RID p_particles) {} void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) {} void particles_set_draw_passes(RID p_particles, int p_count) {} void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {} void particles_request_process(RID p_particles) {} AABB particles_get_current_aabb(RID p_particles) { return AABB(); } AABB particles_get_aabb(RID p_particles) const { return AABB(); } void particles_set_emission_transform(RID p_particles, const Transform &p_transform) {} bool particles_get_emitting(RID p_particles) { return false; } int particles_get_draw_passes(RID p_particles) const { return 0; } RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); } virtual bool particles_is_inactive(RID p_particles) const { return false; } /* RENDER TARGET API */ RID render_target_create(); void render_target_set_position(RID p_render_target, int p_x, int p_y); void render_target_set_size(RID p_render_target, int p_width, int p_height); RID render_target_get_texture(RID p_render_target); void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id); void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value); bool render_target_was_used(RID p_render_target); void render_target_set_as_unused(RID p_render_target); void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region); RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader); virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color); virtual bool render_target_is_clear_requested(RID p_render_target); virtual Color render_target_get_clear_request_color(RID p_render_target); virtual void render_target_disable_clear_request(RID p_render_target); virtual void render_target_do_clear_request(RID p_render_target); Size2 render_target_get_size(RID p_render_target); RID render_target_get_rd_framebuffer(RID p_render_target); VS::InstanceType get_base_type(RID p_rid) const; bool free(RID p_rid); bool has_os_feature(const String &p_feature) const; void update_dirty_resources(); void set_debug_generate_wireframes(bool p_generate) {} void render_info_begin_capture() {} void render_info_end_capture() {} int get_captured_render_info(VS::RenderInfo p_info) { return 0; } int get_render_info(VS::RenderInfo p_info) { return 0; } String get_video_adapter_name() const { return String(); } String get_video_adapter_vendor() const { return String(); } virtual void capture_timestamps_begin(); virtual void capture_timestamp(const String &p_name); virtual uint32_t get_captured_timestamps_count() const; virtual uint64_t get_captured_timestamps_frame() const; virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const; virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const; virtual String get_captured_timestamp_name(uint32_t p_index) const; static RasterizerStorage *base_singleton; RasterizerEffectsRD *get_effects(); RasterizerStorageRD(); ~RasterizerStorageRD(); }; #endif // RASTERIZER_STORAGE_RD_H