godot/platform/iphone/rasterizer_iphone.h

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2014-02-10 01:10:30 +00:00
/*************************************************************************/
/* rasterizer_iphone.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
2016-01-01 13:50:53 +00:00
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
2014-02-10 01:10:30 +00:00
/* */
/* 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