rasterizer_dummy.h 27 KB

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  1. /*************************************************************************/
  2. /* rasterizer_dummy.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifndef RASTERIZER_DUMMY_H
  30. #define RASTERIZER_DUMMY_H
  31. #include "servers/visual/rasterizer.h"
  32. #include "image.h"
  33. #include "rid.h"
  34. #include "servers/visual_server.h"
  35. #include "list.h"
  36. #include "map.h"
  37. #include "camera_matrix.h"
  38. #include "sort.h"
  39. #include "servers/visual/particle_system_sw.h"
  40. /**
  41. @author Juan Linietsky <reduzio@gmail.com>
  42. */
  43. class RasterizerDummy : public Rasterizer {
  44. struct Texture {
  45. uint32_t flags;
  46. int width,height;
  47. Image::Format format;
  48. Image image[6];
  49. Texture() {
  50. flags=width=height=0;
  51. format=Image::FORMAT_GRAYSCALE;
  52. }
  53. ~Texture() {
  54. }
  55. };
  56. mutable RID_Owner<Texture> texture_owner;
  57. struct Shader {
  58. String vertex_code;
  59. String fragment_code;
  60. String light_code;
  61. VS::ShaderMode mode;
  62. Map<StringName,Variant> params;
  63. int fragment_line;
  64. int vertex_line;
  65. int light_line;
  66. bool valid;
  67. bool has_alpha;
  68. bool use_world_transform;
  69. };
  70. mutable RID_Owner<Shader> shader_owner;
  71. struct Material {
  72. bool flags[VS::MATERIAL_FLAG_MAX];
  73. VS::MaterialDepthDrawMode depth_draw_mode;
  74. VS::MaterialBlendMode blend_mode;
  75. float line_width;
  76. float point_size;
  77. RID shader; // shader material
  78. Map<StringName,Variant> shader_params;
  79. Material() {
  80. for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
  81. flags[i]=false;
  82. flags[VS::MATERIAL_FLAG_VISIBLE]=true;
  83. depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
  84. line_width=1;
  85. blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
  86. point_size = 1.0;
  87. }
  88. };
  89. mutable RID_Owner<Material> material_owner;
  90. void _material_check_alpha(Material *p_material);
  91. struct Geometry {
  92. enum Type {
  93. GEOMETRY_INVALID,
  94. GEOMETRY_SURFACE,
  95. GEOMETRY_POLY,
  96. GEOMETRY_PARTICLES,
  97. GEOMETRY_MULTISURFACE,
  98. };
  99. Type type;
  100. RID material;
  101. bool has_alpha;
  102. bool material_owned;
  103. Geometry() { has_alpha=false; material_owned = false; }
  104. virtual ~Geometry() {};
  105. };
  106. struct GeometryOwner {
  107. virtual ~GeometryOwner() {}
  108. };
  109. class Mesh;
  110. struct Surface : public Geometry {
  111. Array data;
  112. Array morph_data;
  113. bool packed;
  114. bool alpha_sort;
  115. int morph_target_count;
  116. AABB aabb;
  117. VS::PrimitiveType primitive;
  118. uint32_t format;
  119. uint32_t morph_format;
  120. RID material;
  121. bool material_owned;
  122. Surface() {
  123. packed=false;
  124. morph_target_count=0;
  125. material_owned=false;
  126. format=0;
  127. morph_format=0;
  128. primitive=VS::PRIMITIVE_POINTS;
  129. }
  130. ~Surface() {
  131. }
  132. };
  133. struct Mesh {
  134. bool active;
  135. Vector<Surface*> surfaces;
  136. int morph_target_count;
  137. VS::MorphTargetMode morph_target_mode;
  138. AABB custom_aabb;
  139. mutable uint64_t last_pass;
  140. Mesh() {
  141. morph_target_mode=VS::MORPH_MODE_NORMALIZED;
  142. morph_target_count=0;
  143. last_pass=0;
  144. active=false;
  145. }
  146. };
  147. mutable RID_Owner<Mesh> mesh_owner;
  148. struct MultiMesh;
  149. struct MultiMeshSurface : public Geometry {
  150. Surface *surface;
  151. MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; }
  152. };
  153. struct MultiMesh : public GeometryOwner {
  154. struct Element {
  155. Transform xform;
  156. Color color;
  157. };
  158. AABB aabb;
  159. RID mesh;
  160. int visible;
  161. //IDirect3DVertexBuffer9* instance_buffer;
  162. Vector<Element> elements;
  163. MultiMesh() {
  164. visible=-1;
  165. }
  166. };
  167. mutable RID_Owner<MultiMesh> multimesh_owner;
  168. struct Immediate {
  169. RID material;
  170. int empty;
  171. };
  172. mutable RID_Owner<Immediate> immediate_owner;
  173. struct Particles : public Geometry {
  174. ParticleSystemSW data; // software particle system
  175. Particles() {
  176. type=GEOMETRY_PARTICLES;
  177. }
  178. };
  179. mutable RID_Owner<Particles> particles_owner;
  180. struct ParticlesInstance : public GeometryOwner {
  181. RID particles;
  182. ParticleSystemProcessSW particles_process;
  183. Transform transform;
  184. ParticlesInstance() { }
  185. };
  186. mutable RID_Owner<ParticlesInstance> particles_instance_owner;
  187. ParticleSystemDrawInfoSW particle_draw_info;
  188. struct Skeleton {
  189. Vector<Transform> bones;
  190. };
  191. mutable RID_Owner<Skeleton> skeleton_owner;
  192. struct Light {
  193. VS::LightType type;
  194. float vars[VS::LIGHT_PARAM_MAX];
  195. Color colors[3];
  196. bool shadow_enabled;
  197. RID projector;
  198. bool volumetric_enabled;
  199. Color volumetric_color;
  200. Light() {
  201. vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1;
  202. vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45;
  203. vars[VS::LIGHT_PARAM_ATTENUATION]=1.0;
  204. vars[VS::LIGHT_PARAM_ENERGY]=1.0;
  205. vars[VS::LIGHT_PARAM_RADIUS]=1.0;
  206. vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05;
  207. colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
  208. colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
  209. shadow_enabled=false;
  210. volumetric_enabled=false;
  211. }
  212. };
  213. struct Environment {
  214. VS::EnvironmentBG bg_mode;
  215. Variant bg_param[VS::ENV_BG_PARAM_MAX];
  216. bool fx_enabled[VS::ENV_FX_MAX];
  217. Variant fx_param[VS::ENV_FX_PARAM_MAX];
  218. Environment() {
  219. bg_mode=VS::ENV_BG_DEFAULT_COLOR;
  220. bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0);
  221. bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID();
  222. bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID();
  223. bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0;
  224. for(int i=0;i<VS::ENV_FX_MAX;i++)
  225. fx_enabled[i]=false;
  226. fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]=1;
  227. fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]=0.0;
  228. fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]=0.5;
  229. fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1;
  230. fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0;
  231. fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0;
  232. fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4;
  233. fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=1.0;
  234. fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95;
  235. fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2;
  236. fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4;
  237. fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]=8.0;
  238. fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]=0.5;
  239. fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]=100.0;
  240. fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]=1.0;
  241. fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]=Color(0,0,0);
  242. fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]=Color(0,0,0);
  243. fx_param[VS::ENV_FX_PARAM_FOG_BG]=true;
  244. fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0;
  245. fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0;
  246. fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0;
  247. }
  248. };
  249. mutable RID_Owner<Environment> environment_owner;
  250. struct SampledLight {
  251. int w,h;
  252. };
  253. mutable RID_Owner<SampledLight> sampled_light_owner;
  254. struct ShadowBuffer;
  255. struct LightInstance {
  256. struct SplitInfo {
  257. CameraMatrix camera;
  258. Transform transform;
  259. float near;
  260. float far;
  261. };
  262. RID light;
  263. Light *base;
  264. Transform transform;
  265. CameraMatrix projection;
  266. Transform custom_transform;
  267. CameraMatrix custom_projection;
  268. Vector3 light_vector;
  269. Vector3 spot_vector;
  270. float linear_att;
  271. LightInstance() { linear_att=1.0; }
  272. };
  273. mutable RID_Owner<Light> light_owner;
  274. mutable RID_Owner<LightInstance> light_instance_owner;
  275. RID default_material;
  276. public:
  277. /* TEXTURE API */
  278. virtual RID texture_create();
  279. 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);
  280. virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT);
  281. virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const;
  282. virtual void texture_set_flags(RID p_texture,uint32_t p_flags);
  283. virtual uint32_t texture_get_flags(RID p_texture) const;
  284. virtual Image::Format texture_get_format(RID p_texture) const;
  285. virtual uint32_t texture_get_width(RID p_texture) const;
  286. virtual uint32_t texture_get_height(RID p_texture) const;
  287. virtual bool texture_has_alpha(RID p_texture) const;
  288. virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
  289. virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
  290. /* SHADER API */
  291. virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL);
  292. virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode);
  293. virtual VS::ShaderMode shader_get_mode(RID p_shader) const;
  294. virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
  295. virtual String shader_get_fragment_code(RID p_shader) const;
  296. virtual String shader_get_vertex_code(RID p_shader) const;
  297. virtual String shader_get_light_code(RID p_shader) const;
  298. virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
  299. virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
  300. virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
  301. virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name);
  302. /* COMMON MATERIAL API */
  303. virtual RID material_create();
  304. virtual void material_set_shader(RID p_shader_material, RID p_shader);
  305. virtual RID material_get_shader(RID p_shader_material) const;
  306. virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
  307. virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
  308. virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled);
  309. virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const;
  310. virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
  311. virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
  312. virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
  313. virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
  314. virtual void material_set_line_width(RID p_material,float p_line_width);
  315. virtual float material_get_line_width(RID p_material) const;
  316. /* MESH API */
  317. virtual RID mesh_create();
  318. virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false);
  319. virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
  320. virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
  321. virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat);
  322. virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
  323. virtual int mesh_get_morph_target_count(RID p_mesh) const;
  324. virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode);
  325. virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
  326. virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
  327. virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
  328. virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
  329. virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
  330. virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
  331. virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
  332. virtual void mesh_remove_surface(RID p_mesh,int p_index);
  333. virtual int mesh_get_surface_count(RID p_mesh) const;
  334. virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) const;
  335. virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
  336. virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
  337. /* MULTIMESH API */
  338. virtual RID multimesh_create();
  339. virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
  340. virtual int multimesh_get_instance_count(RID p_multimesh) const;
  341. virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
  342. virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
  343. virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
  344. virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
  345. virtual RID multimesh_get_mesh(RID p_multimesh) const;
  346. virtual AABB multimesh_get_aabb(RID p_multimesh) const;;
  347. virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
  348. virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
  349. virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
  350. virtual int multimesh_get_visible_instances(RID p_multimesh) const;
  351. /* IMMEDIATE API */
  352. virtual RID immediate_create();
  353. virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID());
  354. virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
  355. virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
  356. virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
  357. virtual void immediate_color(RID p_immediate,const Color& p_color);
  358. virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
  359. virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
  360. virtual void immediate_end(RID p_immediate);
  361. virtual void immediate_clear(RID p_immediate);
  362. virtual void immediate_set_material(RID p_immediate,RID p_material);
  363. virtual RID immediate_get_material(RID p_immediate) const;
  364. virtual AABB immediate_get_aabb(RID p_mesh) const;
  365. /* PARTICLES API */
  366. virtual RID particles_create();
  367. virtual void particles_set_amount(RID p_particles, int p_amount);
  368. virtual int particles_get_amount(RID p_particles) const;
  369. virtual void particles_set_emitting(RID p_particles, bool p_emitting);
  370. virtual bool particles_is_emitting(RID p_particles) const;
  371. virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
  372. virtual AABB particles_get_visibility_aabb(RID p_particles) const;
  373. virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
  374. virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
  375. virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
  376. virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
  377. virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
  378. virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
  379. virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
  380. virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
  381. virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value);
  382. virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const;
  383. virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness);
  384. virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const;
  385. virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
  386. virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
  387. virtual void particles_set_color_phases(RID p_particles, int p_phases);
  388. virtual int particles_get_color_phases(RID p_particles) const;
  389. virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
  390. virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
  391. virtual void particles_set_attractors(RID p_particles, int p_attractors);
  392. virtual int particles_get_attractors(RID p_particles) const;
  393. virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
  394. virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
  395. virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
  396. virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
  397. virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
  398. virtual RID particles_get_material(RID p_particles) const;
  399. virtual AABB particles_get_aabb(RID p_particles) const;
  400. virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
  401. virtual bool particles_has_height_from_velocity(RID p_particles) const;
  402. virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
  403. virtual bool particles_is_using_local_coordinates(RID p_particles) const;
  404. /* SKELETON API */
  405. virtual RID skeleton_create();
  406. virtual void skeleton_resize(RID p_skeleton,int p_bones);
  407. virtual int skeleton_get_bone_count(RID p_skeleton) const;
  408. virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
  409. virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
  410. /* LIGHT API */
  411. virtual RID light_create(VS::LightType p_type);
  412. virtual VS::LightType light_get_type(RID p_light) const;
  413. virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color);
  414. virtual Color light_get_color(RID p_light,VS::LightColor p_type) const;
  415. virtual void light_set_shadow(RID p_light,bool p_enabled);
  416. virtual bool light_has_shadow(RID p_light) const;
  417. virtual void light_set_volumetric(RID p_light,bool p_enabled);
  418. virtual bool light_is_volumetric(RID p_light) const;
  419. virtual void light_set_projector(RID p_light,RID p_texture);
  420. virtual RID light_get_projector(RID p_light) const;
  421. virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value);
  422. virtual float light_get_var(RID p_light, VS::LightParam p_var) const;
  423. virtual void light_set_operator(RID p_light,VS::LightOp p_op);
  424. virtual VS::LightOp light_get_operator(RID p_light) const;
  425. virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode);
  426. virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
  427. virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
  428. virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
  429. virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value);
  430. virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const;
  431. virtual AABB light_get_aabb(RID p_poly) const;
  432. virtual RID light_instance_create(RID p_light);
  433. virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
  434. virtual bool light_instance_has_shadow(RID p_light_instance) const;
  435. virtual bool light_instance_assign_shadow(RID p_light_instance);
  436. virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const;
  437. virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
  438. virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const;
  439. 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);
  440. virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; }
  441. virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const;
  442. 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);
  443. virtual void shadow_clear_near();
  444. virtual bool shadow_allocate_near(RID p_light);
  445. virtual bool shadow_allocate_far(RID p_light);
  446. /* PARTICLES INSTANCE */
  447. virtual RID particles_instance_create(RID p_particles);
  448. virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform);
  449. /* VIEWPORT */
  450. virtual RID viewport_data_create();
  451. virtual RID render_target_create();
  452. virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
  453. virtual RID render_target_get_texture(RID p_render_target) const;
  454. virtual bool render_target_renedered_in_frame(RID p_render_target);
  455. /* RENDER API */
  456. /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
  457. virtual void begin_frame();
  458. virtual void set_viewport(const VS::ViewportRect& p_viewport);
  459. virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false);
  460. virtual void clear_viewport(const Color& p_color);
  461. virtual void capture_viewport(Image* r_capture);
  462. virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug);
  463. virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass );
  464. virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection);
  465. virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls
  466. virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data);
  467. virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data);
  468. virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data) {}
  469. virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data);
  470. virtual void end_scene();
  471. virtual void end_shadow_map();
  472. virtual void end_frame();
  473. /* CANVAS API */
  474. virtual void begin_canvas_bg();
  475. virtual void canvas_begin();
  476. virtual void canvas_disable_blending();
  477. virtual void canvas_set_opacity(float p_opacity);
  478. virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
  479. virtual void canvas_begin_rect(const Matrix32& p_transform);
  480. virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect);
  481. virtual void canvas_end_rect();
  482. virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width);
  483. virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate);
  484. 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));
  485. 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);
  486. 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);
  487. virtual void canvas_set_transform(const Matrix32& p_transform);
  488. virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light);
  489. virtual RID canvas_light_occluder_create();
  490. virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines);
  491. virtual RID canvas_light_shadow_buffer_create(int p_width);
  492. virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache);
  493. virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow);
  494. /* ENVIRONMENT */
  495. virtual RID environment_create();
  496. virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
  497. virtual VS::EnvironmentBG environment_get_background(RID p_env) const;
  498. virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value);
  499. virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const;
  500. virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled);
  501. virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const;
  502. virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value);
  503. virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const;
  504. /* SAMPLED LIGHT */
  505. virtual RID sampled_light_dp_create(int p_width,int p_height);
  506. virtual void sampled_light_dp_update(RID p_sampled_light,const Color *p_data,float p_multiplier);
  507. /*MISC*/
  508. virtual bool is_texture(const RID& p_rid) const;
  509. virtual bool is_material(const RID& p_rid) const;
  510. virtual bool is_mesh(const RID& p_rid) const;
  511. virtual bool is_immediate(const RID& p_rid) const;
  512. virtual bool is_multimesh(const RID& p_rid) const;
  513. virtual bool is_particles(const RID &p_beam) const;
  514. virtual bool is_light(const RID& p_rid) const;
  515. virtual bool is_light_instance(const RID& p_rid) const;
  516. virtual bool is_particles_instance(const RID& p_rid) const;
  517. virtual bool is_skeleton(const RID& p_rid) const;
  518. virtual bool is_environment(const RID& p_rid) const;
  519. virtual bool is_canvas_light_occluder(const RID& p_rid) const;
  520. virtual bool is_shader(const RID& p_rid) const;
  521. virtual void free(const RID& p_rid);
  522. virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
  523. virtual RID custom_shade_model_get_shader(int p_model) const;
  524. virtual void custom_shade_model_set_name(int p_model, const String& p_name);
  525. virtual String custom_shade_model_get_name(int p_model) const;
  526. virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info);
  527. virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const;
  528. virtual void init();
  529. virtual void finish();
  530. virtual int get_render_info(VS::RenderInfo p_info);
  531. virtual bool needs_to_draw_next_frame() const;
  532. virtual bool has_feature(VS::Features p_feature) const;
  533. RasterizerDummy();
  534. virtual ~RasterizerDummy();
  535. };
  536. #endif // RASTERIZER_DUMMY_H