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- /*************************************************/
- /* rasterizer_gles2.h */
- /*************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /*************************************************/
- /* Source code within this file is: */
- /* (c) 2007-2010 Juan Linietsky, Ariel Manzur */
- /* All Rights Reserved. */
- /*************************************************/
- #ifndef RASTERIZER_FLASH_H
- #define RASTERIZER_FLASH_H
- #include "servers/visual/rasterizer.h"
- #include "servers/visual/shader_language.h"
- #include "image.h"
- #include "rid.h"
- #include "servers/visual_server.h"
- #include "list.h"
- #include "map.h"
- #include "camera_matrix.h"
- #include "sort.h"
- #include "self_list.h"
- #include "platform_config.h"
- #include "servers/visual/particle_system_sw.h"
- /**
- @author Juan Linietsky <reduzio@gmail.com>
- */
- class RasterizerFlash : public Rasterizer {
- enum {
- MAX_SCENE_LIGHTS=2048,
- LIGHT_SPOT_BIT=0x80,
- DEFAULT_SKINNED_BUFFER_SIZE = 1024 * 1024, // 10k vertices
- MAX_HW_LIGHTS = 1,
- };
- uint8_t *skinned_buffer;
- int skinned_buffer_size;
- bool pvr_supported;
- bool s3tc_supported;
- bool etc_supported;
- bool npo2_textures_available;
- struct Texture {
- uint32_t flags;
- int width,height;
- int alloc_width, alloc_height;
- Image::Format format;
- int mipmaps;
- int data_size; //original data size, useful for retrieving back
- bool has_alpha;
- bool format_has_alpha;
- bool compressed;
- bool disallow_mipmaps;
- int total_data_size;
- Image image[6];
- bool active;
- bool gen_mipmap;
- Texture() {
- flags=width=height=0;
- data_size=0;
- format=Image::FORMAT_GRAYSCALE;
- format_has_alpha=false;
- has_alpha=false;
- active=false;
- disallow_mipmaps=false;
- gen_mipmap=true;
- compressed=false;
- total_data_size=0;
- }
- ~Texture() {
- }
- };
- mutable RID_Owner<Texture> texture_owner;
- struct Shader {
- String vertex_code;
- String fragment_code;
- int vertex_line;
- int fragment_line;
- VS::ShaderMode mode;
- uint32_t custom_code_id;
- uint32_t version;
- bool valid;
- bool has_alpha;
- Map<StringName,ShaderLanguage::Uniform> uniforms;
- SelfList<Shader> dirty_list;
- Shader() : dirty_list(this) {
- valid=false;
- custom_code_id=0;
- has_alpha=false;
- version=1;
- vertex_line=0;
- fragment_line=0;
- }
- };
- mutable RID_Owner<Shader> shader_owner;
- mutable SelfList<Shader>::List _shader_dirty_list;
- _FORCE_INLINE_ void _shader_make_dirty(Shader* p_shader);
- void _update_shader( Shader* p_shader) const;
- struct Material {
- bool flags[VS::MATERIAL_FLAG_MAX];
- bool hints[VS::MATERIAL_HINT_MAX];
- VS::MaterialShadeModel shade_model;
- VS::MaterialBlendMode blend_mode;
- float line_width;
- bool has_alpha;
- mutable uint32_t shader_version;
- RID shader; // shader material
- Shader *shader_cache;
- struct UniformData {
- bool istexture;
- Variant value;
- int index;
- };
- mutable Map<StringName,UniformData> shader_params;
- uint64_t last_pass;
- Material() {
- for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
- flags[i]=false;
- flags[VS::MATERIAL_FLAG_VISIBLE]=true;
- for(int i=0;i<VS::MATERIAL_HINT_MAX;i++)
- hints[i]=false;
- line_width=1;
- has_alpha=false;
- blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
- last_pass = 0;
- shader_version=0;
- shader_cache=NULL;
- }
- };
- _FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const;
- mutable RID_Owner<Material> material_owner;
- struct Geometry {
- enum Type {
- GEOMETRY_INVALID,
- GEOMETRY_SURFACE,
- GEOMETRY_POLY,
- GEOMETRY_PARTICLES,
- GEOMETRY_MULTISURFACE,
- };
- Type type;
- RID material;
- bool has_alpha;
- bool material_owned;
- Geometry() { has_alpha=false; material_owned = false; }
- virtual ~Geometry() {};
- };
- struct GeometryOwner {
- virtual ~GeometryOwner() {}
- };
- class Mesh;
- struct Surface : public Geometry {
- struct ArrayData {
- uint32_t ofs,size,datatype,count;
- bool normalize;
- bool bind;
- ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;}
- };
- Mesh *mesh;
- Array data;
- Array morph_data;
- ArrayData array[VS::ARRAY_MAX];
- // no support for the above, array in localmem.
- uint8_t *array_local;
- uint8_t *index_array_local;
- bool packed;
- struct MorphTarget {
- uint32_t configured_format;
- uint8_t *array;
- };
- MorphTarget* morph_targets_local;
- int morph_target_count;
- AABB aabb;
- int array_len;
- int index_array_len;
- int max_bone;
- float vertex_scale;
- float uv_scale;
- float uv2_scale;
- VS::PrimitiveType primitive;
- uint32_t format;
- uint32_t configured_format;
- int stride;
- int local_stride;
- uint32_t morph_format;
- bool active;
- Point2 uv_min;
- Point2 uv_max;
- Surface() {
- array_len=0;
- local_stride=0;
- morph_format=0;
- type=GEOMETRY_SURFACE;
- primitive=VS::PRIMITIVE_POINTS;
- index_array_len=0;
- vertex_scale=1.0;
- uv_scale=1.0;
- uv2_scale=1.0;
- format=0;
- stride=0;
- morph_targets_local=0;
- morph_target_count=0;
- array_local = index_array_local = 0;
- active=false;
- packed=false;
- }
- ~Surface() {
- }
- };
- struct Mesh {
- bool active;
- Vector<Surface*> surfaces;
- int morph_target_count;
- VS::MorphTargetMode morph_target_mode;
- mutable uint64_t last_pass;
- Mesh() {
- morph_target_mode=VS::MORPH_MODE_NORMALIZED;
- morph_target_count=0;
- last_pass=0;
- active=false;
- }
- };
- mutable RID_Owner<Mesh> mesh_owner;
- Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main);
- struct MultiMesh;
- struct MultiMeshSurface : public Geometry {
- Surface *surface;
- MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; }
- };
- struct MultiMesh : public GeometryOwner {
- struct Element {
- float matrix[16];
- uint8_t color[4];
- };
- AABB aabb;
- RID mesh;
- int visible;
- //IDirect3DVertexBuffer9* instance_buffer;
- Vector<Element> elements;
- Vector<MultiMeshSurface> cache_surfaces;
- mutable uint64_t last_pass;
- MultiMesh() {
- last_pass=0;
- visible = -1;
- }
- };
- mutable RID_Owner<MultiMesh> multimesh_owner;
- struct Particles : public Geometry {
- ParticleSystemSW data; // software particle system
- Particles() {
- type=GEOMETRY_PARTICLES;
- }
- };
- mutable RID_Owner<Particles> particles_owner;
- struct ParticlesInstance : public GeometryOwner {
- RID particles;
- ParticleSystemProcessSW particles_process;
- Transform transform;
- ParticlesInstance() { }
- };
- mutable RID_Owner<ParticlesInstance> particles_instance_owner;
- ParticleSystemDrawInfoSW particle_draw_info;
- struct Skeleton {
- Vector<Transform> bones;
- };
- mutable RID_Owner<Skeleton> skeleton_owner;
- struct Light {
- VS::LightType type;
- float vars[VS::LIGHT_PARAM_MAX];
- Color colors[3];
- bool shadow_enabled;
- RID projector;
- bool volumetric_enabled;
- Color volumetric_color;
- Light() {
- vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1;
- vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
- vars[VS::LIGHT_PARAM_ATTENUATION]=1.0;
- vars[VS::LIGHT_PARAM_ENERGY]=1.0;
- vars[VS::LIGHT_PARAM_RADIUS]=1.0;
- colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
- colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
- colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
- shadow_enabled=false;
- volumetric_enabled=false;
- }
- };
- struct Environment {
- VS::EnvironmentBG bg_mode;
- Variant bg_param[VS::ENV_BG_PARAM_MAX];
- bool fx_enabled[VS::ENV_FX_MAX];
- Variant fx_param[VS::ENV_FX_PARAM_MAX];
- Environment() {
- bg_mode=VS::ENV_BG_DEFAULT_COLOR;
- bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0);
- bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID();
- bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID();
- bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0;
- for(int i=0;i<VS::ENV_FX_MAX;i++)
- fx_enabled[i]=false;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]=1;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]=0.0;
- fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]=0.5;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
- fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
- fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
- fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0;
- fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
- fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
- fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
- fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]=8.0;
- fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]=0.5;
- fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]=100.0;
- fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]=1.0;
- fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]=Color(0,0,0);
- fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]=Color(0,0,0);
- fx_param[VS::ENV_FX_PARAM_FOG_BG]=true;
- fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
- fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
- fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;
- fx_param[VS::ENV_FX_PARAM_SRGB_CONVERT]=1.0;
- }
- };
- mutable RID_Owner<Environment> environment_owner;
- struct ShadowBuffer;
- struct LightInstance {
- struct SplitInfo {
- CameraMatrix camera;
- Transform transform;
- float near;
- float far;
- };
- RID light;
- Light *base;
- Transform transform;
- CameraMatrix projection;
- Transform custom_transform;
- CameraMatrix custom_projection;
- Vector3 light_vector;
- Vector3 spot_vector;
- float linear_att;
- uint64_t shadow_pass;
- uint64_t last_pass;
- uint16_t sort_key;
- Vector<ShadowBuffer*> shadow_buffers;
- void clear_shadow_buffers() {
- for (int i=0;i<shadow_buffers.size();i++) {
- ShadowBuffer *sb=shadow_buffers[i];
- ERR_CONTINUE( sb->owner != this );
- sb->owner=NULL;
- }
- shadow_buffers.clear();
- }
- LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; }
- };
- mutable RID_Owner<Light> light_owner;
- mutable RID_Owner<LightInstance> light_instance_owner;
- LightInstance *light_instances[MAX_SCENE_LIGHTS];
- LightInstance *directional_lights[4];
- int light_instance_count;
- int directional_light_count;
- int last_light_id;
- bool current_depth_test;
- bool current_depth_mask;
- bool fragment_lighting;
- struct RenderList {
- enum {
- MAX_ELEMENTS=4096,
- MAX_LIGHTS=4
- };
- struct Element {
- float depth;
- const InstanceData *instance;
- const Skeleton *skeleton;
- union {
- uint16_t lights[MAX_HW_LIGHTS];
- uint64_t light_key;
- };
- uint16_t light_count;
- const Geometry *geometry;
- const Geometry *geometry_cmp;
- const Material *material;
- const GeometryOwner *owner;
- bool *additive_ptr;
- uint8_t light_type;
- bool additive;
- bool mirror;
- };
- Element _elements[MAX_ELEMENTS];
- Element *elements[MAX_ELEMENTS];
- int element_count;
- void clear() {
- element_count=0;
- }
- struct SortZ {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
- return A->depth > B->depth;
- }
- };
- void sort_z() {
- SortArray<Element*,SortZ> sorter;
- sorter.sort(elements,element_count);
- }
- struct SortMat {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
- // TODO move to a single uint64 (one comparison)
- if (A->material->shader_cache == B->material->shader_cache) {
- if (A->material == B->material) {
- return A->light_key < B->light_key;
- } else {
- return (A->material < B->material);
- }
- } else {
- return B->material->shader_cache < B->material->shader_cache;
- }
- }
- };
- void sort_mat() {
- SortArray<Element*,SortMat> sorter;
- sorter.sort(elements,element_count);
- }
- struct SortMatLight {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
- if (A->geometry_cmp == B->geometry_cmp) {
- if (A->material == B->material) {
- return A->light_key<B->light_key;
- } else {
- return (A->material < B->material);
- }
- } else {
- return (A->geometry_cmp < B->geometry_cmp);
- }
- }
- };
- void sort_mat_light() {
- SortArray<Element*,SortMatLight> sorter;
- sorter.sort(elements,element_count);
- }
- struct SortMatLightType {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
- if (A->light_type == B->light_type) {
- if (A->geometry_cmp == B->geometry_cmp) {
- return (A->material < B->material);
- } else {
- return (A->geometry_cmp < B->geometry_cmp);
- }
- } else {
- return A->light_type < B->light_type;
- }
- }
- };
- void sort_mat_light_type() {
- SortArray<Element*,SortMatLightType> sorter;
- sorter.sort(elements,element_count);
- }
- _FORCE_INLINE_ Element* add_element() {
- if (element_count>MAX_ELEMENTS)
- return NULL;
- elements[element_count]=&_elements[element_count];
- return elements[element_count++];
- }
- RenderList() {
- element_count = 0;
- for (int i=0;i<MAX_ELEMENTS;i++)
- elements[i]=&_elements[i]; // assign elements
- }
- };
- RenderList opaque_render_list;
- RenderList alpha_render_list;
- RID default_material;
- struct FX {
- bool bgcolor_active;
- Color bgcolor;
- bool skybox_active;
- RID skybox_cubemap;
- bool antialias_active;
- float antialias_tolerance;
- bool glow_active;
- int glow_passes;
- float glow_attenuation;
- float glow_bloom;
- bool ssao_active;
- float ssao_attenuation;
- float ssao_radius;
- float ssao_max_distance;
- float ssao_range_max;
- float ssao_range_min;
- bool ssao_only;
- bool fog_active;
- float fog_near;
- float fog_far;
- float fog_attenuation;
- Color fog_color_near;
- Color fog_color_far;
- bool fog_bg;
- bool toon_active;
- float toon_treshold;
- float toon_soft;
- bool edge_active;
- Color edge_color;
- float edge_size;
- FX();
- };
- mutable RID_Owner<FX> fx_owner;
- FX *scene_fx;
- CameraMatrix camera_projection;
- Transform camera_transform;
- Transform camera_transform_inverse;
- float camera_z_near;
- float camera_z_far;
- Size2 camera_vp_size;
- Plane camera_plane;
- void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner);
- void _render_list_forward(RenderList *p_render_list,bool p_reverse_cull=false,bool p_fragment_light=false);
- //void _setup_light(LightInstance* p_instance, int p_idx);
- void _setup_lights(const uint16_t * p_lights,int p_light_count);
- _FORCE_INLINE_ void _setup_shader_params(const Material *p_material);
- bool _setup_material(const Geometry *p_geometry,const Material *p_material,bool p_vertexlit,bool p_no_const_light);
- Error _setup_geometry(const Geometry *p_geometry, const Material* p_material,const Skeleton *p_skeleton, const float *p_morphs);
- void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner);
- /***********/
- /* SHADOWS */
- /***********/
- struct ShadowBuffer {
- int size;
- int fbo;
- int depth;
- LightInstance *owner;
- void init(int p_size);
- ShadowBuffer() { size=0; depth=0; owner=NULL; }
- };
- Vector<ShadowBuffer> near_shadow_buffers;
- Vector<ShadowBuffer> far_shadow_buffers;
- LightInstance *shadow;
- int shadow_pass;
- void _init_shadow_buffers();
- float shadow_near_far_split_size_ratio;
- /***********/
- /* FBOs */
- /***********/
- struct FrameBuffer {
- int fbo;
- int color;
- int depth;
- int width,height;
- bool buff16;
- bool active;
- struct Blur {
- int fbo;
- int color;
- } blur[2];
- } framebuffer;
- void _update_framebuffer();
- void _process_glow_and_bloom();
- /*********/
- /* FRAME */
- /*********/
- struct _Rinfo {
- int texture_mem;
- int vertex_count;
- int object_count;
- int mat_change_count;
- int shader_change_count;
- } _rinfo;
- int white_tex;
- RID canvas_tex;
- float canvas_opacity;
- _FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
- VS::MaterialBlendMode canvas_blend_mode;
- int _setup_geometry_vinfo;
- bool pack_arrays;
- bool keep_copies;
- bool cull_front;
- _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false);
- Size2 window_size;
- VS::ViewportRect viewport;
- double last_time;
- double time_delta;
- uint64_t frame;
- uint64_t scene_pass;
- void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1);
- _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs);
- void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false );
- void _draw_quad(const Rect2& p_rect);
- public:
- /* TEXTURE API */
- virtual RID texture_create();
- virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT,int p_mipmap_count=-1);
- virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
- virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
- virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
- virtual uint32_t texture_get_flags(RID p_texture) const;
- virtual Image::Format texture_get_format(RID p_texture) const;
- virtual uint32_t texture_get_width(RID p_texture) const;
- virtual uint32_t texture_get_height(RID p_texture) const;
- virtual bool texture_has_alpha(RID p_texture) const;
- virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
- virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const {};
- /* SHADER API */
- virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL);
- virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
- virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
- virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0);
- virtual String shader_get_fragment_code(RID p_shader) const;
- virtual String shader_get_vertex_code(RID p_shader) const;
- virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
- /* COMMON MATERIAL API */
- virtual RID material_create();
- virtual void material_set_shader(RID p_shader_material, RID p_shader);
- virtual RID material_get_shader(RID p_shader_material) const;
- virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
- virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
- virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
- virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
- virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled);
- virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const;
- virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model);
- virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const;
- virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
- virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
- virtual void material_set_line_width(RID p_material,float p_line_width);
- virtual float material_get_line_width(RID p_material) const;
- /* MESH API */
- virtual RID mesh_create();
- virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array());
- virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
- virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
- virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat);
- virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
- virtual int mesh_get_morph_target_count(RID p_mesh) const;
- virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
- virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
- virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
- virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
- virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
- virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
- virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
- virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
- virtual void mesh_remove_surface(RID p_mesh,int p_index);
- virtual int mesh_get_surface_count(RID p_mesh) const;
- virtual AABB mesh_get_aabb(RID p_mesh) const;
- /* MULTIMESH API */
- virtual RID multimesh_create();
- virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
- virtual int multimesh_get_instance_count(RID p_multimesh) const;
- virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
- virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
- virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
- virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
- virtual RID multimesh_get_mesh(RID p_multimesh) const;
- virtual AABB multimesh_get_aabb(RID p_multimesh) const;;
- virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
- virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
- virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
- virtual int multimesh_get_visible_instances(RID p_multimesh) const;
- /* PARTICLES API */
- virtual RID particles_create();
- virtual void particles_set_amount(RID p_particles, int p_amount);
- virtual int particles_get_amount(RID p_particles) const;
- virtual void particles_set_emitting(RID p_particles, bool p_emitting);
- virtual bool particles_is_emitting(RID p_particles) const;
- virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
- virtual AABB particles_get_visibility_aabb(RID p_particles) const;
- virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
- virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
- virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
- virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
- virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
- virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
- virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
- virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
- virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value);
- virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const;
- virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness);
- virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const;
- virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
- virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
- virtual void particles_set_color_phases(RID p_particles, int p_phases);
- virtual int particles_get_color_phases(RID p_particles) const;
- virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
- virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
- virtual void particles_set_attractors(RID p_particles, int p_attractors);
- virtual int particles_get_attractors(RID p_particles) const;
- virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
- virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
- virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
- virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
- virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
- virtual RID particles_get_material(RID p_particles) const;
- virtual AABB particles_get_aabb(RID p_particles) const;
- virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
- virtual bool particles_has_height_from_velocity(RID p_particles) const;
- virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
- virtual bool particles_is_using_local_coordinates(RID p_particles) const;
- /* SKELETON API */
- virtual RID skeleton_create();
- virtual void skeleton_resize(RID p_skeleton,int p_bones);
- virtual int skeleton_get_bone_count(RID p_skeleton) const;
- virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
- virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
- /* LIGHT API */
- virtual RID light_create(VS::LightType p_type);
- virtual VS::LightType light_get_type(RID p_light) const;
- virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color);
- virtual Color light_get_color(RID p_light,VS::LightColor p_type) const;
- virtual void light_set_shadow(RID p_light,bool p_enabled);
- virtual bool light_has_shadow(RID p_light) const;
- virtual void light_set_volumetric(RID p_light,bool p_enabled);
- virtual bool light_is_volumetric(RID p_light) const;
- virtual void light_set_projector(RID p_light,RID p_texture);
- virtual RID light_get_projector(RID p_light) const;
- virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value);
- virtual float light_get_var(RID p_light, VS::LightParam p_var) const;
- virtual void light_set_operator(RID p_light,VS::LightOp p_op);
- virtual VS::LightOp light_get_operator(RID p_light) const;
- virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode);
- virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
- virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
- virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
- virtual void light_directional_set_shadow_max_distance(RID p_light,float p_distance);
- virtual float light_directional_get_shadow_max_distance(RID p_light) const;
- virtual void light_directional_set_pssm_split_weight(RID p_light,float p_weight);
- virtual float light_directional_get_pssm_split_weight(RID p_light) const;
- virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value);
- virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const;
- virtual AABB light_get_aabb(RID p_poly) const;
- virtual RID light_instance_create(RID p_light);
- virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
- virtual void light_instance_set_active_hint(RID p_light_instance);
- virtual bool light_instance_has_shadow(RID p_light_instance) const;
- virtual bool light_instance_assign_shadow(RID p_light_instance);
- virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const;
- virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
- virtual void light_instance_set_custom_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);
- virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; }
- virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const { return SHADOW_NONE; };
- 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) {};
- /* SHADOWS */
- virtual void shadow_clear_near() { };
- virtual bool shadow_allocate_near(RID p_light) { return false; }; //true on successful alloc
- virtual bool shadow_allocate_far(RID p_light) { return false; }; //true on successful alloc
- /* PARTICLES INSTANCE */
- virtual RID particles_instance_create(RID p_particles);
- virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform);
- /* RENDER API */
- /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
- virtual void begin_frame();
- virtual void set_viewport(const VS::ViewportRect& p_viewport);
- virtual void clear_viewport(const Color& p_color);
- virtual void begin_scene(bool p_copy_bg,RID p_fx=RID(),VS::ScenarioDebugMode p_debug=VS::SCENARIO_DEBUG_DISABLED);
- virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass );
- virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection);
- virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls
- typedef Map<StringName,Variant> ParamOverrideMap;
- virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data);
- virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data);
- virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data);
- virtual void end_scene();
- virtual void end_shadow_map();
- virtual void end_frame();
- /* CANVAS API */
- virtual void canvas_begin();
- virtual void canvas_set_opacity(float p_opacity);
- virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
- virtual void canvas_begin_rect(const Matrix32& p_transform);
- virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect);
- virtual void canvas_end_rect();
- virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width);
- virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate);
- virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
- virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width);
- 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);
- virtual void canvas_set_transform(const Matrix32& p_transform);
- /* ENVIRONMENT */
- virtual RID environment_create();
- virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
- virtual VS::EnvironmentBG environment_get_background(RID p_env) const;
- virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value);
- virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const;
- virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled);
- virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const;
- virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value);
- virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const;
- /* FX */
- virtual RID fx_create();
- virtual void fx_get_effects(RID p_fx,List<String> *p_effects) const;
- virtual void fx_set_active(RID p_fx,const String& p_effect, bool p_active);
- virtual bool fx_is_active(RID p_fx,const String& p_effect) const;
- virtual void fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const;
- virtual Variant fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const;
- virtual void fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue);
- /*MISC*/
- virtual bool is_texture(const RID& p_rid) const;
- virtual bool is_material(const RID& p_rid) const;
- virtual bool is_mesh(const RID& p_rid) const;
- virtual bool is_multimesh(const RID& p_rid) const;
- virtual bool is_particles(const RID &p_beam) const;
- virtual bool is_light(const RID& p_rid) const;
- virtual bool is_light_instance(const RID& p_rid) const;
- virtual bool is_particles_instance(const RID& p_rid) const;
- virtual bool is_skeleton(const RID& p_rid) const;
- virtual bool is_environment(const RID& p_rid) const;
- virtual bool is_fx(const RID& p_rid) const;
- virtual bool is_shader(const RID& p_rid) const;
- virtual void free(const RID& p_rid);
- virtual void init();
- virtual void finish();
- virtual int get_render_info(VS::RenderInfo p_info);
- virtual void flush_frame(); //not necesary in most cases
- RasterizerFlash(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true);
- virtual ~RasterizerFlash();
- };
- #endif
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