godot/servers/visual/rasterizer_dummy.h

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/*************************************************************************/
/* rasterizer_dummy.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_DUMMY_H
#define RASTERIZER_DUMMY_H
#include "servers/visual/rasterizer.h"
#include "camera_matrix.h"
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#include "image.h"
#include "list.h"
#include "map.h"
#include "rid.h"
#include "servers/visual_server.h"
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#include "sort.h"
#include "servers/visual/particle_system_sw.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class RasterizerDummy : public Rasterizer {
struct Texture {
uint32_t flags;
int width, height;
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Image::Format format;
Image image[6];
Texture() {
flags = width = height = 0;
format = Image::FORMAT_GRAYSCALE;
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}
~Texture() {
}
};
mutable RID_Owner<Texture> texture_owner;
struct Shader {
String vertex_code;
String fragment_code;
String light_code;
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VS::ShaderMode mode;
Map<StringName, Variant> params;
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int fragment_line;
int vertex_line;
int light_line;
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bool valid;
bool has_alpha;
bool use_world_transform;
};
mutable RID_Owner<Shader> shader_owner;
struct Material {
bool flags[VS::MATERIAL_FLAG_MAX];
VS::MaterialDepthDrawMode depth_draw_mode;
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VS::MaterialBlendMode blend_mode;
float line_width;
float point_size;
RID shader; // shader material
Map<StringName, Variant> shader_params;
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Material() {
for (int i = 0; i < VS::MATERIAL_FLAG_MAX; i++)
flags[i] = false;
flags[VS::MATERIAL_FLAG_VISIBLE] = true;
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depth_draw_mode = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
line_width = 1;
blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
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point_size = 1.0;
}
};
mutable RID_Owner<Material> material_owner;
void _material_check_alpha(Material *p_material);
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(){};
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};
struct GeometryOwner {
virtual ~GeometryOwner() {}
};
class Mesh;
struct Surface : public Geometry {
Array data;
Array morph_data;
bool packed;
bool alpha_sort;
int morph_target_count;
AABB aabb;
VS::PrimitiveType primitive;
uint32_t format;
uint32_t morph_format;
Surface() {
packed = false;
morph_target_count = 0;
material_owned = false;
format = 0;
morph_format = 0;
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primitive = VS::PRIMITIVE_POINTS;
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}
~Surface() {
}
};
struct Mesh {
bool active;
Vector<Surface *> surfaces;
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int morph_target_count;
VS::MorphTargetMode morph_target_mode;
AABB custom_aabb;
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mutable uint64_t last_pass;
Mesh() {
morph_target_mode = VS::MORPH_MODE_NORMALIZED;
morph_target_count = 0;
last_pass = 0;
active = false;
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}
};
mutable RID_Owner<Mesh> mesh_owner;
struct MultiMesh;
struct MultiMeshSurface : public Geometry {
Surface *surface;
MultiMeshSurface() { type = GEOMETRY_MULTISURFACE; }
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};
struct MultiMesh : public GeometryOwner {
struct Element {
Transform xform;
Color color;
};
AABB aabb;
RID mesh;
int visible;
//IDirect3DVertexBuffer9* instance_buffer;
Vector<Element> elements;
MultiMesh() {
visible = -1;
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}
};
mutable RID_Owner<MultiMesh> multimesh_owner;
struct Immediate {
RID material;
int empty;
};
mutable RID_Owner<Immediate> immediate_owner;
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struct Particles : public Geometry {
ParticleSystemSW data; // software particle system
Particles() {
type = GEOMETRY_PARTICLES;
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}
};
mutable RID_Owner<Particles> particles_owner;
struct ParticlesInstance : public GeometryOwner {
RID particles;
ParticleSystemProcessSW particles_process;
Transform transform;
ParticlesInstance() {}
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};
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;
vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET] = 0.05;
colors[VS::LIGHT_COLOR_DIFFUSE] = Color(1, 1, 1);
colors[VS::LIGHT_COLOR_SPECULAR] = Color(1, 1, 1);
shadow_enabled = false;
volumetric_enabled = false;
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}
};
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_WHITE] = 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;
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}
};
mutable RID_Owner<Environment> environment_owner;
struct SampledLight {
int w, h;
};
mutable RID_Owner<SampledLight> sampled_light_owner;
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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;
LightInstance() { linear_att = 1.0; }
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};
mutable RID_Owner<Light> light_owner;
mutable RID_Owner<LightInstance> light_instance_owner;
RID default_material;
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_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);
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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;
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virtual void texture_set_path(RID p_texture, const String &p_path) {}
virtual String texture_get_path(RID p_texture) const { return String(); }
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info) {}
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) {}
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/* SHADER API */
virtual RID shader_create(VS::ShaderMode p_mode = VS::SHADER_MATERIAL);
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virtual void shader_set_mode(RID p_shader, VS::ShaderMode p_mode);
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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, const String &p_light, int p_vertex_ofs = 0, int p_fragment_ofs = 0, int p_light_ofs = 0);
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virtual String shader_get_fragment_code(RID p_shader) const;
virtual String shader_get_vertex_code(RID p_shader) const;
virtual String shader_get_light_code(RID p_shader) const;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
virtual Variant shader_get_default_param(RID p_shader, const StringName &p_name);
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/* 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;
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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;
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virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode);
virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
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virtual void material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode);
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virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const;
virtual void material_set_line_width(RID p_material, float p_line_width);
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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(), bool p_alpha_sort = false);
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);
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virtual void mesh_set_morph_target_count(RID p_mesh, int p_amount);
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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);
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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);
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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);
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virtual int mesh_get_surface_count(RID p_mesh) const;
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) const;
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virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
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/* MULTIMESH API */
virtual RID multimesh_create();
virtual void multimesh_set_instance_count(RID p_multimesh, int p_count);
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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);
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virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual AABB multimesh_get_aabb(RID p_multimesh) const;
;
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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;
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virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
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virtual int multimesh_get_visible_instances(RID p_multimesh) const;
/* IMMEDIATE API */
virtual RID immediate_create();
virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID());
virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex);
virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal);
virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent);
virtual void immediate_color(RID p_immediate, const Color &p_color);
virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv);
virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv);
virtual void immediate_end(RID p_immediate);
virtual void immediate_clear(RID p_immediate);
virtual void immediate_set_material(RID p_immediate, RID p_material);
virtual RID immediate_get_material(RID p_immediate) const;
virtual AABB immediate_get_aabb(RID p_mesh) const;
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/* 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);
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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);
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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);
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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);
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virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
virtual void particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal);
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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);
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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);
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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);
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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;
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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;
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virtual void particles_set_material(RID p_particles, RID p_material, bool p_owned = false);
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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);
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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);
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/* 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;
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virtual void light_set_shadow(RID p_light, bool p_enabled);
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virtual bool light_has_shadow(RID p_light) const;
virtual void light_set_volumetric(RID p_light, bool p_enabled);
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virtual bool light_is_volumetric(RID p_light) const;
virtual void light_set_projector(RID p_light, RID p_texture);
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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);
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virtual VS::LightOp light_get_operator(RID p_light) const;
virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
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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);
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virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(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;
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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);
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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 bool light_instance_get_pssm_shadow_overlap(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; }
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virtual ShadowType light_instance_get_shadow_type(RID p_light_instance, bool p_far = false) const;
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);
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virtual void shadow_clear_near();
virtual bool shadow_allocate_near(RID p_light);
virtual bool shadow_allocate_far(RID p_light);
/* PARTICLES INSTANCE */
virtual RID particles_instance_create(RID p_particles);
virtual void particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform);
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/* VIEWPORT */
virtual RID viewport_data_create();
virtual RID render_target_create();
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
virtual bool render_target_renedered_in_frame(RID p_render_target);
/* 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 set_render_target(RID p_render_target, bool p_transparent_bg = false, bool p_vflip = false);
virtual void clear_viewport(const Color &p_color);
virtual void capture_viewport(Image *r_capture);
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virtual void begin_scene(RID p_viewport_data, RID p_env, VS::ScenarioDebugMode p_debug);
virtual void begin_shadow_map(RID p_light_instance, int p_shadow_pass);
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virtual void set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint);
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virtual void add_light(RID p_light_instance); ///< all "add_light" calls happen before add_geometry calls
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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_immediate(const RID &p_immediate, const InstanceData *p_data) {}
virtual void add_particles(const RID &p_particle_instance, const InstanceData *p_data);
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virtual void end_scene();
virtual void end_shadow_map();
virtual void end_frame();
/* CANVAS API */
virtual void begin_canvas_bg();
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virtual void canvas_begin();
virtual void canvas_disable_blending();
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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);
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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, const Rect2 &p_src_region, 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);
virtual void canvas_render_items(CanvasItem *p_item_list, int p_z, const Color &p_modulate, CanvasLight *p_light);
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virtual RID canvas_light_occluder_create();
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2> &p_lines);
virtual RID canvas_light_shadow_buffer_create(int p_width);
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);
virtual void canvas_debug_viewport_shadows(CanvasLight *p_lights_with_shadow);
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/* ENVIRONMENT */
virtual RID environment_create();
virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
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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;
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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;
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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;
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/* SAMPLED LIGHT */
virtual RID sampled_light_dp_create(int p_width, int p_height);
virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier);
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/*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_immediate(const RID &p_rid) const;
virtual bool is_multimesh(const RID &p_rid) const;
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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_canvas_light_occluder(const RID &p_rid) const;
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virtual bool is_shader(const RID &p_rid) const;
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virtual void free(const RID &p_rid);
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virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
virtual RID custom_shade_model_get_shader(int p_model) const;
virtual void custom_shade_model_set_name(int p_model, const String &p_name);
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virtual String custom_shade_model_get_name(int p_model) const;
virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo> &p_info);
virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo> *p_info) const;
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virtual void init();
virtual void finish();
virtual int get_render_info(VS::RenderInfo p_info);
virtual bool needs_to_draw_next_frame() const;
virtual bool has_feature(VS::Features p_feature) const;
virtual void restore_framebuffer();
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RasterizerDummy();
virtual ~RasterizerDummy();
};
#endif // RASTERIZER_DUMMY_H