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- /*************************************************************************/
- /* rasterizer_iphone.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* http://www.godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifdef IPHONE_ENABLED
- #ifndef RASTERIZER_IPHONE_H
- #define RASTERIZER_IPHONE_H
- #include "servers/visual/rasterizer.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 <ES1/gl.h>
- /**
- @author Juan Linietsky <reduzio@gmail.com>
- */
- class RasterizerIPhone : public Rasterizer {
- enum {
- SKINNED_BUFFER_SIZE = 1024 * 128, // 10k vertices
- MAX_LIGHTS = 8,
- };
- uint8_t skinned_buffer[SKINNED_BUFFER_SIZE];
- struct Texture {
- uint32_t flags;
- int width,height;
- Image::Format format;
- GLenum target;
- GLenum gl_format_cache;
- int gl_components_cache;
- bool has_alpha;
- bool format_has_alpha;
- bool active;
- GLuint tex_id;
- bool mipmap_dirty;
- Texture() {
- flags=width=height=0;
- tex_id=0;
- format=Image::FORMAT_GRAYSCALE;
- gl_components_cache=0;
- format_has_alpha=false;
- has_alpha=false;
- active=false;
- mipmap_dirty=true;
- }
- ~Texture() {
- if (tex_id!=0) {
- glDeleteTextures(1,&tex_id);
- }
- }
- };
- mutable RID_Owner<Texture> texture_owner;
- struct Material {
- bool flags[VS::MATERIAL_FLAG_MAX];
- Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX];
- RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX];
- Transform uv_transform;
- VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
- VS::MaterialBlendMode detail_blend_mode;
- VS::FixedMaterialTexGenMode texgen_mode;
- Material() {
- flags[VS::MATERIAL_FLAG_VISIBLE]=true;
- flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]=false;
- flags[VS::MATERIAL_FLAG_INVERT_FACES]=false;
- flags[VS::MATERIAL_FLAG_UNSHADED]=false;
- flags[VS::MATERIAL_FLAG_WIREFRAME]=false;
- parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8);
- parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12;
- for (int i=0; i<VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) {
- texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
- };
- detail_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
- texgen_mode = VS::FIXED_MATERIAL_TEXGEN_SPHERE;
- }
- };
- mutable RID_Owner<Material> material_owner;
- struct Geometry {
- enum Type {
- GEOMETRY_INVALID,
- GEOMETRY_SURFACE,
- GEOMETRY_POLY,
- GEOMETRY_PARTICLES,
- GEOMETRY_BEAM,
- GEOMETRY_DETAILER,
- };
- Type type;
- RID material;
- bool has_alpha;
- bool material_owned;
- Vector3 scale;
- Vector3 uv_scale;
- Geometry() : scale(1, 1, 1) { has_alpha=false; material_owned = false; }
- virtual ~Geometry() {};
- };
- struct GeometryOwner {
- virtual ~GeometryOwner() {}
- };
- struct Surface : public Geometry {
- struct ArrayData {
- uint32_t ofs,size;
- bool configured;
- int components;
- ArrayData() { ofs=0; size=0; configured=false; }
- };
- ArrayData array[VS::ARRAY_MAX];
- // support for vertex array objects
- GLuint array_object_id;
- // support for vertex buffer object
- GLuint vertex_id; // 0 means, unconfigured
- GLuint index_id; // 0 means, unconfigured
- // no support for the above, array in localmem.
- uint8_t *array_local;
- uint8_t *index_array_local;
- AABB aabb;
- int array_len;
- int index_array_len;
- VS::PrimitiveType primitive;
- uint32_t format;
- int stride;
- bool active;
- Point2 uv_min;
- Point2 uv_max;
- bool has_alpha_cache;
- Surface() {
- array_len=0;
- type=GEOMETRY_SURFACE;
- primitive=VS::PRIMITIVE_POINTS;
- index_array_len=VS::NO_INDEX_ARRAY;
- format=0;
- stride=0;
- array_local = index_array_local = 0;
- vertex_id = index_id = 0;
- active=false;
- }
- ~Surface() {
- }
- };
- struct Mesh {
- bool active;
- Vector<Surface*> surfaces;
- mutable uint64_t last_pass;
- Mesh() {
- last_pass=0;
- active=false;
- }
- };
- mutable RID_Owner<Mesh> mesh_owner;
- struct Poly : public Geometry {
- struct Primitive {
- Vector<Vector3> vertices;
- Vector<Vector3> normals;
- Vector<Vector3> uvs;
- Vector<Color> colors;
- };
- AABB aabb;
- List<Primitive> primitives;
- Poly() {
- type=GEOMETRY_POLY;
- }
- };
- mutable RID_Owner<Poly> poly_owner;
- 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 ShadowBuffer;
- struct LightInstance {
- struct SplitInfo {
- CameraMatrix camera;
- Transform transform;
- float near;
- float far;
- };
- RID light;
- Light *base;
- uint64_t last_pass;
- Transform transform;
- CameraMatrix projection;
- Vector<SplitInfo> splits;
- Vector3 light_vector;
- Vector3 spot_vector;
- float linear_att;
- uint64_t hash_aux;
- };
- mutable RID_Owner<Light> light_owner;
- mutable RID_Owner<LightInstance> light_instance_owner;
- LightInstance *light_instances[MAX_LIGHTS];
- int light_instance_count;
- struct RenderList {
- enum {
- MAX_ELEMENTS=4096,
- MAX_LIGHTS=4
- };
- struct Element {
- float depth;
- const Skeleton *skeleton;
- Transform transform;
- LightInstance* lights[MAX_LIGHTS];
- int light_count;
- const Geometry *geometry;
- const Material *material;
- uint64_t light_hash;
- GeometryOwner *owner;
- const ParamOverrideMap* material_overrides;
- };
- 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 SortSkel {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
- if (A->geometry < B->geometry)
- return true;
- else if (A->geometry > B->geometry)
- return false;
- else return (!A->skeleton && B->skeleton);
- }
- };
- void sort_skel() {
- SortArray<Element*,SortSkel> sorter;
- sorter.sort(elements,element_count);
- }
- struct SortMat {
- _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
- if (A->geometry == B->geometry) {
- if (A->material == B->material) {
- return (A->material_overrides < B->material_overrides);
- } else {
- return (A->material < B->material);
- }
- } else {
- return (A->geometry < B->geometry);
- }
- }
- };
- 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 == B->geometry) {
- if (A->material == B->material) {
- if (A->light_hash == B->light_hash)
- return (A->material_overrides < B->material_overrides);
- else
- return A->light_hash<B->light_hash;
- } else {
- return (A->material < B->material);
- }
- } else {
- return (A->geometry < B->geometry);
- }
- }
- };
- void sort_mat_light() {
- SortArray<Element*,SortMatLight> sorter;
- sorter.sort(elements,element_count);
- }
- struct LISort {
- _FORCE_INLINE_ bool operator ()(const LightInstance *A, const LightInstance *B) const {
- return (A->hash_aux < B->hash_aux);
- }
- };
- _FORCE_INLINE_ void add_element( const Geometry *p_geometry, const Material* p_material,const Transform& p_transform, LightInstance **p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides, const Skeleton *p_skeleton, float p_depth, GeometryOwner *p_owner=NULL) {
- ERR_FAIL_COND( element_count >= MAX_ELEMENTS );
- Element *e = elements[element_count++];
- e->geometry=p_geometry;
- e->material=p_material;
- e->transform=p_transform;
- e->skeleton=p_skeleton;
- e->light_hash=0;
- e->light_count=p_light_count;
- e->owner=p_owner;
- e->material_overrides=p_material_overrides;
- if (e->light_count>0) {
- SortArray<LightInstance*,LISort> light_sort;
- light_sort.sort(p_light_instances,p_light_count);
- //@TODO OPTIOMIZE
- for (int i=0;i<p_light_count;i++) {
- e->lights[i]=p_light_instances[i];
- if (i==0)
- e->light_hash=hash_djb2_one_64( make_uint64_t(e->lights[i]) );
- else
- e->light_hash=hash_djb2_one_64( make_uint64_t(e->lights[i]),e->light_hash);
- }
- }
- }
- RenderList() {
- 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_distance;
- 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 Transform& p_world, uint32_t p_vertex_format, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides,const Skeleton* p_skeleton,GeometryOwner *p_owner);
- void _render_list_forward(RenderList *p_render_list);
- void _setup_light(LightInstance* p_instance, int p_idx);
- void _setup_lights(LightInstance **p_lights,int p_light_count);
- void _setup_material(const Geometry *p_geometry,const Material *p_material);
- void _setup_geometry(const Geometry *p_geometry, const Material* p_material);
- void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton);
- /*********/
- /* FRAME */
- /*********/
- Size2 window_size;
- VS::ViewportRect viewport;
- Transform canvas_transform;
- double last_time;
- double time_delta;
- uint64_t frame;
- 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);
- virtual void texture_blit_rect(RID p_texture,int p_x,int p_y, const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
- virtual Image texture_get_rect(RID p_texture,int p_x,int p_y,int p_width, int p_height,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;
- /* SHADER API */
- virtual RID shader_create();
- virtual void shader_node_add(RID p_shader,VS::ShaderNodeType p_type,int p_id);
- virtual void shader_node_remove(RID p_shader,int p_id);
- virtual void shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type);
- virtual void shader_node_set_param(RID p_shader, int p_id, const Variant& p_value);
- virtual void shader_get_node_list(RID p_shader,List<int> *p_node_list) const;
- virtual VS::ShaderNodeType shader_node_get_type(RID p_shader,int p_id) const;
- virtual Variant shader_node_get_param(RID p_shader,int p_id) const;
- virtual void shader_connect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
- virtual bool shader_is_connected(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const;
- virtual void shader_disconnect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot);
- virtual void shader_get_connections(RID p_shader,List<VS::ShaderConnection> *p_connections) const;
- virtual void shader_clear(RID p_shader);
- /* COMMON MATERIAL API */
- 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_get_param_list(RID p_material, List<String> *p_param_list) 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_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;
- /* FIXED MATERIAL */
- virtual RID material_create();
- virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value);
- virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const;
- virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
- virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;
- virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
- virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
- virtual void fixed_material_set_texgen_mode(RID p_material,VS::FixedMaterialTexGenMode p_mode);
- virtual VS::FixedMaterialTexGenMode fixed_material_get_texgen_mode(RID p_material) const;
- virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
- virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;
- virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
- virtual Transform fixed_material_get_uv_transform(RID p_material) const;
- /* SHADER MATERIAL */
- virtual RID shader_material_create() const;
- virtual void shader_material_set_vertex_shader(RID p_material,RID p_shader,bool p_owned=false);
- virtual RID shader_material_get_vertex_shader(RID p_material) const;
- virtual void shader_material_set_fragment_shader(RID p_material,RID p_shader,bool p_owned=false);
- virtual RID shader_material_get_fragment_shader(RID p_material) const;
- /* MESH API */
- virtual RID mesh_create();
- virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,uint32_t p_format,int p_array_len,int p_index_array_len=VS::NO_INDEX_ARRAY);
- virtual Error mesh_surface_set_array(RID p_mesh, int p_surface,VS::ArrayType p_type,const Variant& p_array) ;
- virtual Variant mesh_surface_get_array(RID p_mesh, int p_surface,VS::ArrayType p_type) 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_erase_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;
- /* POLY API */
- virtual RID poly_create();
- virtual void poly_set_material(RID p_poly, RID p_material,bool p_owned=false);
- virtual void poly_add_primitive(RID p_poly, const Vector<Vector3>& p_points,const Vector<Vector3>& p_normals,const Vector<Color>& p_colors,const Vector<Vector3>& p_uvs);
- virtual void poly_clear(RID p_poly);
- virtual AABB poly_get_aabb(RID p_poly) 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_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;
- /* BEAM API */
- virtual RID beam_create();
- virtual void beam_set_point_count(RID p_beam, int p_count);
- virtual int beam_get_point_count(RID p_beam) const;
- virtual void beam_clear(RID p_beam);
- virtual void beam_set_point(RID p_beam,int p_point,Vector3& p_pos);
- virtual Vector3 beam_get_point(RID p_beam,int p_point) const;
- virtual void beam_set_primitive(RID p_beam,VS::BeamPrimitive p_primitive);
- virtual VS::BeamPrimitive beam_get_primitive(RID p_beam) const;
- virtual void beam_set_material(RID p_beam, RID p_material);
- virtual RID beam_get_material(RID p_beam) const;
- virtual AABB beam_get_aabb(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 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_pssm_split_info(RID p_light_instance, int p_split, float p_near,float p_far, const CameraMatrix& p_camera, const Transform& p_transform);
- /* 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 begin_scene(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( RID p_mesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL, RID p_skeleton=RID());
- virtual void add_multimesh( RID p_multimesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
- virtual void add_poly( RID p_poly, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
- virtual void add_beam( RID p_beam, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
- virtual void add_particles( RID p_particle_instance, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides = NULL);
- virtual void end_scene();
- virtual void end_shadow_map();
- virtual void end_frame();
- /* CANVAS API */
- virtual void canvas_begin();
- virtual void canvas_set_transparency(float p_transparency);
- virtual void canvas_set_rect(const Rect2& p_rect, bool p_clip);;
- 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, bool p_region, const Rect2& p_source,bool p_tile,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);
- virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture);
- /* 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_poly(const RID& p_rid) const;
- virtual bool is_particles(const RID &p_beam) const;
- virtual bool is_beam(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_fx(const RID& p_rid) const;
- virtual bool is_shader(const RID& p_rid) const;
- virtual void free(const RID& p_rid) const;
- virtual void init();
- virtual void finish();
- virtual int get_render_info(VS::RenderInfo p_info);
- RasterizerIPhone();
- virtual ~RasterizerIPhone();
- };
- #endif
- #endif
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