/*************************************************************************/ /* rasterizer.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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_H #define RASTERIZER_H /** @author Juan Linietsky */ #include "camera_matrix.h" #include "map.h" #include "self_list.h" #include "servers/visual_server.h" class Rasterizer { protected: typedef void (*CanvasItemDrawViewportFunc)(VisualServer *owner, void *ud, const Rect2 &p_rect); RID create_default_material(); RID create_overdraw_debug_material(); /* Fixed Material Shader API */ union FixedMaterialShaderKey { struct { uint16_t texcoord_mask; uint8_t texture_mask; uint8_t light_shader : 2; bool use_alpha : 1; bool use_color_array : 1; bool use_pointsize : 1; bool discard_alpha : 1; bool use_xy_normalmap : 1; bool valid : 1; }; uint32_t key; _FORCE_INLINE_ bool operator<(const FixedMaterialShaderKey &p_key) const { return key < p_key.key; } }; struct FixedMaterialShader { int refcount; RID shader; }; Map fixed_material_shaders; RID _create_shader(const FixedMaterialShaderKey &p_key); void _free_shader(const FixedMaterialShaderKey &p_key); struct FixedMaterial { RID self; bool use_alpha; bool use_color_array; bool discard_alpha; bool use_pointsize; bool use_xy_normalmap; float point_size; Transform uv_xform; VS::FixedMaterialLightShader light_shader; RID texture[VS::FIXED_MATERIAL_PARAM_MAX]; Variant param[VS::FIXED_MATERIAL_PARAM_MAX]; VS::FixedMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX]; SelfList dirty_list; FixedMaterialShaderKey current_key; _FORCE_INLINE_ FixedMaterialShaderKey get_key() const { FixedMaterialShaderKey k; k.key = 0; k.use_alpha = use_alpha; k.use_color_array = use_color_array; k.use_pointsize = use_pointsize; k.use_xy_normalmap = use_xy_normalmap; k.discard_alpha = discard_alpha; k.light_shader = light_shader; k.valid = true; for (int i = 0; i < VS::FIXED_MATERIAL_PARAM_MAX; i++) { if (texture[i].is_valid()) { //print_line("valid: "+itos(i)); k.texture_mask |= (1 << i); k.texcoord_mask |= (texture_tc[i]) << (i * 2); } } return k; } FixedMaterial() : dirty_list(this) { use_alpha = false; use_color_array = false; use_pointsize = false; discard_alpha = false; use_xy_normalmap = false; point_size = 1.0; light_shader = VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT; for (int i = 0; i < VS::FIXED_MATERIAL_PARAM_MAX; i++) { texture_tc[i] = VS::FIXED_MATERIAL_TEXCOORD_UV; } param[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(1, 1, 1); param[VS::FIXED_MATERIAL_PARAM_DETAIL] = 1.0; param[VS::FIXED_MATERIAL_PARAM_EMISSION] = Color(0, 0, 0); param[VS::FIXED_MATERIAL_PARAM_GLOW] = 0; param[VS::FIXED_MATERIAL_PARAM_SHADE_PARAM] = 0; param[VS::FIXED_MATERIAL_PARAM_SPECULAR] = Color(0.0, 0.0, 0.0); param[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 40; param[VS::FIXED_MATERIAL_PARAM_NORMAL] = 1; current_key.key = 0; } }; StringName _fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_MAX]; StringName _fixed_material_tex_names[VS::FIXED_MATERIAL_PARAM_MAX]; StringName _fixed_material_uv_xform_name; StringName _fixed_material_point_size_name; Map fixed_materials; SelfList::List fixed_material_dirty_list; protected: void _update_fixed_materials(); void _free_fixed_material(const RID &p_material); public: enum ShadowFilterTechnique { SHADOW_FILTER_NONE, SHADOW_FILTER_PCF5, SHADOW_FILTER_PCF13, SHADOW_FILTER_ESM, SHADOW_FILTER_VSM, }; /* TEXTURE API */ virtual RID texture_create() = 0; RID texture_create_from_image(const Image &p_image, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); // helper 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) = 0; virtual void texture_set_data(RID p_texture, const Image &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) = 0; virtual Image texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const = 0; virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0; virtual uint32_t texture_get_flags(RID p_texture) const = 0; virtual Image::Format texture_get_format(RID p_texture) const = 0; virtual uint32_t texture_get_width(RID p_texture) const = 0; virtual uint32_t texture_get_height(RID p_texture) const = 0; virtual bool texture_has_alpha(RID p_texture) const = 0; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0; virtual void texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const = 0; virtual void texture_set_path(RID p_texture, const String &p_path) = 0; virtual String texture_get_path(RID p_texture) const = 0; virtual void texture_debug_usage(List *r_info) = 0; virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 0; /* SHADER API */ virtual RID shader_create(VS::ShaderMode p_mode = VS::SHADER_MATERIAL) = 0; virtual void shader_set_mode(RID p_shader, VS::ShaderMode p_mode) = 0; virtual VS::ShaderMode shader_get_mode(RID p_shader) const = 0; 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) = 0; virtual String shader_get_fragment_code(RID p_shader) const = 0; virtual String shader_get_vertex_code(RID p_shader) const = 0; virtual String shader_get_light_code(RID p_shader) const = 0; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const = 0; virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0; virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0; virtual Variant shader_get_default_param(RID p_shader, const StringName &p_name) = 0; /* COMMON MATERIAL API */ virtual RID material_create() = 0; virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0; virtual RID material_get_shader(RID p_shader_material) const = 0; virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0; virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0; virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled) = 0; virtual bool material_get_flag(RID p_material, VS::MaterialFlag p_flag) const = 0; virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) = 0; virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const = 0; virtual void material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode) = 0; virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const = 0; virtual void material_set_line_width(RID p_material, float p_line_width) = 0; virtual float material_get_line_width(RID p_material) const = 0; /* FIXED MATERIAL */ virtual RID fixed_material_create(); virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled); virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const; 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_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; virtual void fixed_material_set_light_shader(RID p_material, VS::FixedMaterialLightShader p_shader); virtual VS::FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const; virtual void fixed_material_set_point_size(RID p_material, float p_size); virtual float fixed_material_get_point_size(RID p_material) const; /* MESH API */ virtual RID mesh_create() = 0; 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) = 0; virtual Array mesh_get_surface_arrays(RID p_mesh, int p_surface) const = 0; virtual Array mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const = 0; virtual void mesh_add_custom_surface(RID p_mesh, const Variant &p_dat) = 0; virtual void mesh_set_morph_target_count(RID p_mesh, int p_amount) = 0; virtual int mesh_get_morph_target_count(RID p_mesh) const = 0; virtual void mesh_set_morph_target_mode(RID p_mesh, VS::MorphTargetMode p_mode) = 0; virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const = 0; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned = false) = 0; virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0; virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0; virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0; virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0; virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0; virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0; virtual int mesh_get_surface_count(RID p_mesh) const = 0; virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) const = 0; virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0; virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0; /* MULTIMESH API */ virtual RID multimesh_create() = 0; virtual void multimesh_set_instance_count(RID p_multimesh, int p_count) = 0; virtual int multimesh_get_instance_count(RID p_multimesh) const = 0; virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0; virtual void multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb) = 0; virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0; virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0; virtual RID multimesh_get_mesh(RID p_multimesh) const = 0; virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0; virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0; virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0; virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0; virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0; /* BAKED LIGHT */ /* IMMEDIATE API */ virtual RID immediate_create() = 0; virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) = 0; virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0; virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0; virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0; virtual void immediate_color(RID p_immediate, const Color &p_color) = 0; virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0; virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0; virtual void immediate_end(RID p_immediate) = 0; virtual void immediate_clear(RID p_immediate) = 0; virtual AABB immediate_get_aabb(RID p_immediate) const = 0; virtual void immediate_set_material(RID p_immediate, RID p_material) = 0; virtual RID immediate_get_material(RID p_immediate) const = 0; /* PARTICLES API */ virtual RID particles_create() = 0; virtual void particles_set_amount(RID p_particles, int p_amount) = 0; virtual int particles_get_amount(RID p_particles) const = 0; virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0; virtual bool particles_is_emitting(RID p_particles) const = 0; virtual void particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) = 0; virtual AABB particles_get_visibility_aabb(RID p_particles) const = 0; virtual void particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) = 0; virtual Vector3 particles_get_emission_half_extents(RID p_particles) const = 0; virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity) = 0; virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const = 0; virtual void particles_set_emission_points(RID p_particles, const DVector &p_points) = 0; virtual DVector particles_get_emission_points(RID p_particles) const = 0; virtual void particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) = 0; virtual Vector3 particles_get_gravity_normal(RID p_particles) const = 0; virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value) = 0; virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const = 0; virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness) = 0; virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const = 0; virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) = 0; virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const = 0; virtual void particles_set_color_phases(RID p_particles, int p_phases) = 0; virtual int particles_get_color_phases(RID p_particles) const = 0; virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color) = 0; virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const = 0; virtual void particles_set_attractors(RID p_particles, int p_attractors) = 0; virtual int particles_get_attractors(RID p_particles) const = 0; virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) = 0; virtual Vector3 particles_get_attractor_pos(RID p_particles, int p_attractor) const = 0; virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) = 0; virtual float particles_get_attractor_strength(RID p_particles, int p_attractor) const = 0; virtual void particles_set_material(RID p_particles, RID p_material, bool p_owned = false) = 0; virtual RID particles_get_material(RID p_particles) const = 0; virtual AABB particles_get_aabb(RID p_particles) const = 0; virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable) = 0; virtual bool particles_has_height_from_velocity(RID p_particles) const = 0; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0; virtual bool particles_is_using_local_coordinates(RID p_particles) const = 0; /* SKELETON API */ virtual RID skeleton_create() = 0; virtual void skeleton_resize(RID p_skeleton, int p_bones) = 0; virtual int skeleton_get_bone_count(RID p_skeleton) const = 0; virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0; virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) = 0; /* LIGHT API */ virtual RID light_create(VS::LightType p_type) = 0; virtual VS::LightType light_get_type(RID p_light) const = 0; virtual void light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color) = 0; virtual Color light_get_color(RID p_light, VS::LightColor p_type) const = 0; virtual void light_set_shadow(RID p_light, bool p_enabled) = 0; virtual bool light_has_shadow(RID p_light) const = 0; virtual void light_set_volumetric(RID p_light, bool p_enabled) = 0; virtual bool light_is_volumetric(RID p_light) const = 0; virtual void light_set_projector(RID p_light, RID p_texture) = 0; virtual RID light_get_projector(RID p_light) const = 0; virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value) = 0; virtual float light_get_var(RID p_light, VS::LightParam p_var) const = 0; virtual void light_set_operator(RID p_light, VS::LightOp p_op) = 0; virtual VS::LightOp light_get_operator(RID p_light) const = 0; virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 0; virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const = 0; virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) = 0; virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const = 0; virtual void light_directional_set_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param, float p_value) = 0; virtual float light_directional_get_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param) const = 0; virtual AABB light_get_aabb(RID p_poly) const = 0; virtual RID light_instance_create(RID p_light) = 0; virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0; enum ShadowType { SHADOW_NONE, SHADOW_SIMPLE, SHADOW_ORTHOGONAL, SHADOW_DUAL_PARABOLOID, SHADOW_CUBE, SHADOW_PSSM, //parallel split shadow map SHADOW_PSM //perspective shadow map }; enum ShadowPass { PASS_DUAL_PARABOLOID_FRONT = 0, PASS_DUAL_PARABOLOID_BACK = 1, PASS_CUBE_FRONT = 0, PASS_CUBE_BACK = 1, PASS_CUBE_TOP = 2, PASS_CUBE_BOTTOM = 3, PASS_CUBE_LEFT = 4, PASS_CUBE_RIGHT = 5, }; virtual ShadowType light_instance_get_shadow_type(RID p_light_instance, bool p_far = false) const = 0; virtual int light_instance_get_shadow_passes(RID p_light_instance) const = 0; 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) = 0; virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index = 0) const = 0; virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const = 0; /* SHADOWS */ virtual void shadow_clear_near() = 0; virtual bool shadow_allocate_near(RID p_light) = 0; //true on successful alloc virtual bool shadow_allocate_far(RID p_light) = 0; //true on successful alloc /* PARTICLES INSTANCE */ virtual RID particles_instance_create(RID p_particles) = 0; virtual void particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform) = 0; /* RENDER API */ /* all calls (inside begin/end shadow) are always warranted to be in the following order: */ /* VIEWPORT API */ virtual RID viewport_data_create() = 0; virtual RID render_target_create() = 0; virtual void render_target_set_size(RID p_render_target, int p_width, int p_height) = 0; virtual RID render_target_get_texture(RID p_render_target) const = 0; virtual bool render_target_renedered_in_frame(RID p_render_target) = 0; virtual void begin_frame() = 0; virtual void set_viewport(const VS::ViewportRect &p_viewport) = 0; virtual void set_render_target(RID p_render_target, bool p_transparent_bg = false, bool p_vflip = false) = 0; virtual void clear_viewport(const Color &p_color) = 0; virtual void capture_viewport(Image *r_capture) = 0; virtual void begin_scene(RID p_viewport_data, RID p_env, VS::ScenarioDebugMode p_debug) = 0; virtual void begin_shadow_map(RID p_light_instance, int p_shadow_pass) = 0; virtual void set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint) = 0; virtual void add_light(RID p_light_instance) = 0; ///< all "add_light" calls happen before add_geometry calls typedef Map ParamOverrideMap; struct BakedLightData { VS::BakedLightMode mode; RID octree_texture; RID light_texture; float color_multiplier; //used for both lightmaps and octree Transform octree_transform; Map lightmaps; //cache float octree_lattice_size; float octree_lattice_divide; float texture_multiplier; float lightmap_multiplier; int octree_steps; Vector2 octree_tex_pixel_size; Vector2 light_tex_pixel_size; bool realtime_color_enabled; Color realtime_color; float realtime_energy; }; struct InstanceData { Transform transform; RID skeleton; RID material_override; RID sampled_light; Vector materials; Vector light_instances; Vector morph_values; BakedLightData *baked_light; VS::ShadowCastingSetting cast_shadows; Transform *baked_light_octree_xform; int baked_lightmap_id; bool mirror : 8; bool depth_scale : 8; bool billboard : 8; bool billboard_y : 8; bool receive_shadows : 8; }; virtual void add_mesh(const RID &p_mesh, const InstanceData *p_data) = 0; virtual void add_multimesh(const RID &p_multimesh, const InstanceData *p_data) = 0; virtual void add_immediate(const RID &p_immediate, const InstanceData *p_data) = 0; virtual void add_particles(const RID &p_particle_instance, const InstanceData *p_data) = 0; virtual void end_scene() = 0; virtual void end_shadow_map() = 0; virtual void end_frame() = 0; virtual void flush_frame(); //not necesary in most cases /* CANVAS API */ enum CanvasRectFlags { CANVAS_RECT_REGION = 1, CANVAS_RECT_TILE = 2, CANVAS_RECT_FLIP_H = 4, CANVAS_RECT_FLIP_V = 8, CANVAS_RECT_TRANSPOSE = 16 }; struct CanvasLight { bool enabled; Color color; Matrix32 xform; float height; float energy; float scale; int z_min; int z_max; int layer_min; int layer_max; int item_mask; int item_shadow_mask; VS::CanvasLightMode mode; RID texture; Vector2 texture_offset; RID canvas; RID shadow_buffer; int shadow_buffer_size; float shadow_esm_mult; Color shadow_color; void *texture_cache; // implementation dependent Rect2 rect_cache; Matrix32 xform_cache; float radius_cache; //used for shadow far plane CameraMatrix shadow_matrix_cache; Matrix32 light_shader_xform; Vector2 light_shader_pos; CanvasLight *shadows_next_ptr; CanvasLight *filter_next_ptr; CanvasLight *next_ptr; CanvasLight *mask_next_ptr; CanvasLight() { enabled = true; color = Color(1, 1, 1); shadow_color = Color(0, 0, 0, 0); height = 0; z_min = -1024; z_max = 1024; layer_min = 0; layer_max = 0; item_mask = 1; scale = 1.0; energy = 1.0; item_shadow_mask = -1; mode = VS::CANVAS_LIGHT_MODE_ADD; texture_cache = NULL; next_ptr = NULL; mask_next_ptr = NULL; filter_next_ptr = NULL; shadow_buffer_size = 2048; shadow_esm_mult = 80; } }; struct CanvasItem; struct CanvasItemMaterial { RID shader; Map shader_param; uint32_t shader_version; Set owners; VS::CanvasItemShadingMode shading_mode; CanvasItemMaterial() { shading_mode = VS::CANVAS_ITEM_SHADING_NORMAL; shader_version = 0; } }; struct CanvasItem { struct Command { enum Type { TYPE_LINE, TYPE_RECT, TYPE_STYLE, TYPE_PRIMITIVE, TYPE_POLYGON, TYPE_POLYGON_PTR, TYPE_CIRCLE, TYPE_TRANSFORM, TYPE_BLEND_MODE, TYPE_CLIP_IGNORE, }; Type type; virtual ~Command() {} }; struct CommandLine : public Command { Point2 from, to; Color color; float width; CommandLine() { type = TYPE_LINE; } }; struct CommandRect : public Command { Rect2 rect; RID texture; Color modulate; Rect2 source; uint8_t flags; CommandRect() { flags = 0; type = TYPE_RECT; } }; struct CommandStyle : public Command { Rect2 rect; Rect2 source; RID texture; float margin[4]; bool draw_center; Color color; CommandStyle() { draw_center = true; type = TYPE_STYLE; } }; struct CommandPrimitive : public Command { Vector points; Vector uvs; Vector colors; RID texture; float width; CommandPrimitive() { type = TYPE_PRIMITIVE; width = 1; } }; struct CommandPolygon : public Command { Vector indices; Vector points; Vector uvs; Vector colors; RID texture; int count; CommandPolygon() { type = TYPE_POLYGON; count = 0; } }; struct CommandPolygonPtr : public Command { const int *indices; const Point2 *points; const Point2 *uvs; const Color *colors; RID texture; int count; CommandPolygonPtr() { type = TYPE_POLYGON_PTR; count = 0; } }; struct CommandCircle : public Command { Point2 pos; float radius; Color color; CommandCircle() { type = TYPE_CIRCLE; } }; struct CommandTransform : public Command { Matrix32 xform; CommandTransform() { type = TYPE_TRANSFORM; } }; struct CommandBlendMode : public Command { VS::MaterialBlendMode blend_mode; CommandBlendMode() { type = TYPE_BLEND_MODE; blend_mode = VS::MATERIAL_BLEND_MODE_MIX; } }; struct CommandClipIgnore : public Command { bool ignore; CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore = false; } }; struct ViewportRender { VisualServer *owner; void *udata; Rect2 rect; }; Matrix32 xform; bool clip; bool visible; bool ontop; VS::MaterialBlendMode blend_mode; int light_mask; Vector commands; mutable bool custom_rect; mutable bool rect_dirty; mutable Rect2 rect; CanvasItem *next; CanvasItemMaterial *material; struct CopyBackBuffer { Rect2 rect; Rect2 screen_rect; bool full; }; CopyBackBuffer *copy_back_buffer; float final_opacity; Matrix32 final_transform; Rect2 final_clip_rect; CanvasItem *final_clip_owner; CanvasItem *material_owner; ViewportRender *vp_render; bool distance_field; bool light_masked; Rect2 global_rect_cache; const Rect2 &get_rect() const { if (custom_rect || !rect_dirty) return rect; //must update rect int s = commands.size(); if (s == 0) { rect = Rect2(); rect_dirty = false; return rect; } Matrix32 xf; bool found_xform = false; bool first = true; const CanvasItem::Command *const *cmd = &commands[0]; for (int i = 0; i < s; i++) { const CanvasItem::Command *c = cmd[i]; Rect2 r; switch (c->type) { case CanvasItem::Command::TYPE_LINE: { const CanvasItem::CommandLine *line = static_cast(c); r.pos = line->from; r.expand_to(line->to); } break; case CanvasItem::Command::TYPE_RECT: { const CanvasItem::CommandRect *crect = static_cast(c); r = crect->rect; } break; case CanvasItem::Command::TYPE_STYLE: { const CanvasItem::CommandStyle *style = static_cast(c); r = style->rect; } break; case CanvasItem::Command::TYPE_PRIMITIVE: { const CanvasItem::CommandPrimitive *primitive = static_cast(c); r.pos = primitive->points[0]; for (int i = 1; i < primitive->points.size(); i++) { r.expand_to(primitive->points[i]); } } break; case CanvasItem::Command::TYPE_POLYGON: { const CanvasItem::CommandPolygon *polygon = static_cast(c); int l = polygon->points.size(); const Point2 *pp = &polygon->points[0]; r.pos = pp[0]; for (int i = 1; i < l; i++) { r.expand_to(pp[i]); } } break; case CanvasItem::Command::TYPE_POLYGON_PTR: { const CanvasItem::CommandPolygonPtr *polygon = static_cast(c); int l = polygon->count; if (polygon->indices != NULL) { r.pos = polygon->points[polygon->indices[0]]; for (int i = 1; i < l; i++) { r.expand_to(polygon->points[polygon->indices[i]]); } } else { r.pos = polygon->points[0]; for (int i = 1; i < l; i++) { r.expand_to(polygon->points[i]); } } } break; case CanvasItem::Command::TYPE_CIRCLE: { const CanvasItem::CommandCircle *circle = static_cast(c); r.pos = Point2(-circle->radius, -circle->radius) + circle->pos; r.size = Point2(circle->radius * 2.0, circle->radius * 2.0); } break; case CanvasItem::Command::TYPE_TRANSFORM: { const CanvasItem::CommandTransform *transform = static_cast(c); xf = transform->xform; found_xform = true; continue; } break; case CanvasItem::Command::TYPE_BLEND_MODE: { } break; case CanvasItem::Command::TYPE_CLIP_IGNORE: { } break; } if (found_xform) { r = xf.xform(r); found_xform = false; } if (first) { rect = r; first = false; } else rect = rect.merge(r); } rect_dirty = false; return rect; } void clear() { for (int i = 0; i < commands.size(); i++) memdelete(commands[i]); commands.clear(); clip = false; rect_dirty = true; final_clip_owner = NULL; material_owner = NULL; light_masked = false; } CanvasItem() { light_mask = 1; vp_render = NULL; next = NULL; final_clip_owner = NULL; clip = false; final_opacity = 1; blend_mode = VS::MATERIAL_BLEND_MODE_MIX; visible = true; rect_dirty = true; custom_rect = false; ontop = true; material_owner = NULL; material = NULL; copy_back_buffer = NULL; distance_field = false; light_masked = false; } virtual ~CanvasItem() { clear(); if (copy_back_buffer) memdelete(copy_back_buffer); } }; CanvasItemDrawViewportFunc draw_viewport_func; virtual void begin_canvas_bg() = 0; virtual void canvas_begin() = 0; virtual void canvas_disable_blending() = 0; virtual void canvas_set_opacity(float p_opacity) = 0; virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode) = 0; virtual void canvas_begin_rect(const Matrix32 &p_transform) = 0; virtual void canvas_set_clip(bool p_clip, const Rect2 &p_rect) = 0; virtual void canvas_end_rect() = 0; virtual void canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width) = 0; virtual void canvas_draw_rect(const Rect2 &p_rect, int p_flags, const Rect2 &p_source, RID p_texture, const Color &p_modulate) = 0; 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)) = 0; virtual void canvas_draw_primitive(const Vector &p_points, const Vector &p_colors, const Vector &p_uvs, RID p_texture, float p_width) = 0; 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) = 0; virtual void canvas_set_transform(const Matrix32 &p_transform) = 0; virtual void canvas_render_items(CanvasItem *p_item_list, int p_z, const Color &p_modulate, CanvasLight *p_light) = 0; virtual void canvas_debug_viewport_shadows(CanvasLight *p_lights_with_shadow) = 0; /* LIGHT SHADOW MAPPING */ virtual RID canvas_light_occluder_create() = 0; virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector &p_lines) = 0; virtual RID canvas_light_shadow_buffer_create(int p_width) = 0; struct CanvasLightOccluderInstance { bool enabled; RID canvas; RID polygon; RID polygon_buffer; Rect2 aabb_cache; Matrix32 xform; Matrix32 xform_cache; int light_mask; VS::CanvasOccluderPolygonCullMode cull_cache; CanvasLightOccluderInstance *next; CanvasLightOccluderInstance() { enabled = true; next = NULL; light_mask = 1; cull_cache = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; } }; 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) = 0; /* ENVIRONMENT */ virtual RID environment_create() = 0; virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0; virtual VS::EnvironmentBG environment_get_background(RID p_env) const = 0; virtual void environment_set_background_param(RID p_env, VS::EnvironmentBGParam p_param, const Variant &p_value) = 0; virtual Variant environment_get_background_param(RID p_env, VS::EnvironmentBGParam p_param) const = 0; virtual void environment_set_enable_fx(RID p_env, VS::EnvironmentFx p_effect, bool p_enabled) = 0; virtual bool environment_is_fx_enabled(RID p_env, VS::EnvironmentFx p_effect) const = 0; virtual void environment_fx_set_param(RID p_env, VS::EnvironmentFxParam p_param, const Variant &p_value) = 0; virtual Variant environment_fx_get_param(RID p_env, VS::EnvironmentFxParam p_param) const = 0; /* SAMPLED LIGHT */ virtual RID sampled_light_dp_create(int p_width, int p_height) = 0; virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier) = 0; /*MISC*/ virtual bool is_texture(const RID &p_rid) const = 0; virtual bool is_material(const RID &p_rid) const = 0; virtual bool is_mesh(const RID &p_rid) const = 0; virtual bool is_multimesh(const RID &p_rid) const = 0; virtual bool is_immediate(const RID &p_rid) const = 0; virtual bool is_particles(const RID &p_beam) const = 0; virtual bool is_light(const RID &p_rid) const = 0; virtual bool is_light_instance(const RID &p_rid) const = 0; virtual bool is_particles_instance(const RID &p_rid) const = 0; virtual bool is_skeleton(const RID &p_rid) const = 0; virtual bool is_environment(const RID &p_rid) const = 0; virtual bool is_shader(const RID &p_rid) const = 0; virtual bool is_canvas_light_occluder(const RID &p_rid) const = 0; virtual void set_time_scale(float p_scale) = 0; virtual void free(const RID &p_rid) = 0; virtual void init() = 0; virtual void finish() = 0; virtual bool needs_to_draw_next_frame() const = 0; virtual void reload_vram() {} virtual bool has_feature(VS::Features p_feature) const = 0; virtual void restore_framebuffer() = 0; virtual int get_render_info(VS::RenderInfo p_info) = 0; virtual void set_force_16_bits_fbo(bool p_force) {} Rasterizer(); virtual ~Rasterizer() {} }; #endif