/*************************************************************************/ /* rasterizer.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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 #include "core/math/camera_matrix.h" #include "core/math/transform_interpolator.h" #include "servers/visual_server.h" #include "core/self_list.h" class RasterizerScene { public: /* SHADOW ATLAS API */ virtual RID shadow_atlas_create() = 0; virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0; virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0; virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0; virtual int get_directional_light_shadow_size(RID p_light_intance) = 0; virtual void set_directional_shadow_count(int p_count) = 0; /* ENVIRONMENT API */ virtual RID environment_create() = 0; virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) = 0; virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0; virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0; virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0; virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) = 0; virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0; virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0; virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0; virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0; virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0; virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0; virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0; virtual bool is_environment(RID p_env) = 0; virtual VS::EnvironmentBG environment_get_background(RID p_env) = 0; virtual int environment_get_canvas_max_layer(RID p_env) = 0; struct InstanceBase : RID_Data { VS::InstanceType base_type; RID base; RID skeleton; RID material_override; RID material_overlay; // This is the main transform to be drawn with .. // This will either be the interpolated transform (when using fixed timestep interpolation) // or the ONLY transform (when not using FTI). Transform transform; // for interpolation we store the current transform (this physics tick) // and the transform in the previous tick Transform transform_curr; Transform transform_prev; int depth_layer; uint32_t layer_mask; //RID sampled_light; Vector materials; Vector light_instances; Vector reflection_probe_instances; Vector gi_probe_instances; PoolVector blend_values; VS::ShadowCastingSetting cast_shadows; //fit in 32 bits bool mirror : 1; bool receive_shadows : 1; bool visible : 1; bool baked_light : 1; //this flag is only to know if it actually did use baked light bool redraw_if_visible : 1; bool on_interpolate_list : 1; bool on_interpolate_transform_list : 1; bool interpolated : 1; TransformInterpolator::Method interpolation_method : 3; // For fixed timestep interpolation. // Note 32 bits is plenty for checksum, no need for real_t float transform_checksum_curr; float transform_checksum_prev; float depth; //used for sorting SelfList dependency_item; InstanceBase *lightmap_capture; RID lightmap; Vector lightmap_capture_data; //in a array (12 values) to avoid wasting space if unused. Alpha is unused, but needed to send to shader int lightmap_slice; Rect2 lightmap_uv_rect; virtual void base_removed() = 0; virtual void base_changed(bool p_aabb, bool p_materials) = 0; InstanceBase() : dependency_item(this) { base_type = VS::INSTANCE_NONE; cast_shadows = VS::SHADOW_CASTING_SETTING_ON; receive_shadows = true; visible = true; depth_layer = 0; layer_mask = 1; baked_light = false; redraw_if_visible = false; lightmap_capture = nullptr; lightmap_slice = -1; lightmap_uv_rect = Rect2(0, 0, 1, 1); on_interpolate_list = false; on_interpolate_transform_list = false; interpolated = true; interpolation_method = TransformInterpolator::INTERP_LERP; transform_checksum_curr = 0.0; transform_checksum_prev = 0.0; } }; virtual RID light_instance_create(RID p_light) = 0; virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0; virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0; virtual void light_instance_mark_visible(RID p_light_instance) = 0; virtual bool light_instances_can_render_shadow_cube() const { return true; } virtual RID reflection_atlas_create() = 0; virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size) = 0; virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) = 0; virtual RID reflection_probe_instance_create(RID p_probe) = 0; virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) = 0; virtual void reflection_probe_release_atlas_index(RID p_instance) = 0; virtual bool reflection_probe_instance_needs_redraw(RID p_instance) = 0; virtual bool reflection_probe_instance_has_reflection(RID p_instance) = 0; virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0; virtual bool reflection_probe_instance_postprocess_step(RID p_instance) = 0; virtual RID gi_probe_instance_create() = 0; virtual void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) = 0; virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) = 0; virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) = 0; virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0; virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) = 0; virtual void set_scene_pass(uint64_t p_pass) = 0; virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) = 0; virtual bool free(RID p_rid) = 0; virtual ~RasterizerScene() {} }; class RasterizerStorage { public: /* TEXTURE API */ virtual RID texture_create() = 0; virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) = 0; virtual void texture_set_data(RID p_texture, const Ref &p_image, int p_level = 0) = 0; virtual void texture_set_data_partial(RID p_texture, const Ref &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_level = 0) = 0; virtual Ref texture_get_data(RID p_texture, int p_level = 0) 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 VS::TextureType texture_get_type(RID p_texture) const = 0; virtual uint32_t texture_get_texid(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 uint32_t texture_get_depth(RID p_texture) const = 0; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth_3d) = 0; virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 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_set_shrink_all_x2_on_set_data(bool p_enable) = 0; virtual void texture_debug_usage(List *r_info) = 0; virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const = 0; virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void textures_keep_original(bool p_enable) = 0; virtual void texture_set_proxy(RID p_proxy, RID p_base) = 0; virtual Size2 texture_size_with_proxy(RID p_texture) const = 0; virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0; /* SKY API */ virtual RID sky_create() = 0; virtual void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) = 0; /* SHADER API */ virtual RID shader_create() = 0; virtual void shader_set_code(RID p_shader, const String &p_code) = 0; virtual String shader_get_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 void shader_add_custom_define(RID p_shader, const String &p_define) = 0; virtual void shader_get_custom_defines(RID p_shader, Vector *p_defines) const = 0; virtual void shader_remove_custom_define(RID p_shader, const String &p_define) = 0; virtual void set_shader_async_hidden_forbidden(bool p_forbidden) = 0; virtual bool is_shader_async_hidden_forbidden() = 0; /* COMMON MATERIAL API */ virtual RID material_create() = 0; virtual void material_set_render_priority(RID p_material, int priority) = 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 Variant material_get_param_default(RID p_material, const StringName &p_param) const = 0; virtual void material_set_line_width(RID p_material, float p_width) = 0; virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0; virtual bool material_is_animated(RID p_material) = 0; virtual bool material_casts_shadows(RID p_material) = 0; virtual bool material_uses_tangents(RID p_material); virtual bool material_uses_ensure_correct_normals(RID p_material); virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0; virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0; /* MESH API */ virtual RID mesh_create() = 0; virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector &p_array, int p_vertex_count, const PoolVector &p_index_array, int p_index_count, const AABB &p_aabb, const Vector> &p_blend_shapes = Vector>(), const Vector &p_bone_aabbs = Vector()) = 0; virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount) = 0; virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0; virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) = 0; virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0; virtual void mesh_set_blend_shape_values(RID p_mesh, PoolVector p_values) = 0; virtual PoolVector mesh_get_blend_shape_values(RID p_mesh) const = 0; virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector &p_data) = 0; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 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 PoolVector mesh_surface_get_array(RID p_mesh, int p_surface) const = 0; virtual PoolVector mesh_surface_get_index_array(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 AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const = 0; virtual Vector> mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const = 0; virtual Vector mesh_surface_get_skeleton_aabb(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 void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0; virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0; virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const = 0; virtual void mesh_clear(RID p_mesh) = 0; /* MULTIMESH API */ struct MMInterpolator { VS::MultimeshTransformFormat _transform_format = VS::MULTIMESH_TRANSFORM_3D; VS::MultimeshColorFormat _color_format = VS::MULTIMESH_COLOR_NONE; VS::MultimeshCustomDataFormat _data_format = VS::MULTIMESH_CUSTOM_DATA_NONE; // in floats int _stride = 0; // Vertex format sizes in floats int _vf_size_xform = 0; int _vf_size_color = 0; int _vf_size_data = 0; // Set by allocate, can be used to prevent indexing out of range. int _num_instances = 0; // Quality determines whether to use lerp or slerp etc. int quality = 0; bool interpolated = false; bool on_interpolate_update_list = false; bool on_transform_update_list = false; PoolVector _data_prev; PoolVector _data_curr; PoolVector _data_interpolated; }; virtual RID multimesh_create(); virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE); virtual int multimesh_get_instance_count(RID p_multimesh) const; virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh); virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform); virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform); virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color); virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color); virtual RID multimesh_get_mesh(RID p_multimesh) const; virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const; virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const; virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const; virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const; virtual void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector &p_array); virtual void multimesh_set_as_bulk_array_interpolated(RID p_multimesh, const PoolVector &p_array, const PoolVector &p_array_prev); virtual void multimesh_set_physics_interpolated(RID p_multimesh, bool p_interpolated); virtual void multimesh_set_physics_interpolation_quality(RID p_multimesh, VS::MultimeshPhysicsInterpolationQuality p_quality); virtual void multimesh_instance_reset_physics_interpolation(RID p_multimesh, int p_index); virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible); virtual int multimesh_get_visible_instances(RID p_multimesh) const; virtual AABB multimesh_get_aabb(RID p_multimesh) const; virtual RID _multimesh_create() = 0; virtual void _multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE) = 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_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0; virtual void _multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0; virtual void _multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0; virtual void _multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0; virtual RID _multimesh_get_mesh(RID p_multimesh) const = 0; virtual Transform _multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0; virtual Transform2D _multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0; virtual Color _multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0; virtual Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0; virtual void _multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector &p_array) = 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; virtual AABB _multimesh_get_aabb(RID p_multimesh) const = 0; // Multimesh is responsible for allocating / destroying an MMInterpolator object. // This allows shared functionality for interpolation across backends. virtual MMInterpolator *_multimesh_get_interpolator(RID p_multimesh) const = 0; private: void _multimesh_add_to_interpolation_lists(RID p_multimesh, MMInterpolator &r_mmi); public: /* 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 void immediate_set_material(RID p_immediate, RID p_material) = 0; virtual RID immediate_get_material(RID p_immediate) const = 0; virtual AABB immediate_get_aabb(RID p_immediate) const = 0; /* SKELETON API */ virtual RID skeleton_create() = 0; virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 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) const = 0; virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0; virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0; virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0; virtual uint32_t skeleton_get_revision(RID p_skeleton) const = 0; /* Light API */ virtual RID light_create(VS::LightType p_type) = 0; RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); } RID omni_light_create() { return light_create(VS::LIGHT_OMNI); } RID spot_light_create() { return light_create(VS::LIGHT_SPOT); } virtual void light_set_color(RID p_light, const Color &p_color) = 0; virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value) = 0; virtual void light_set_shadow(RID p_light, bool p_enabled) = 0; virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0; virtual void light_set_projector(RID p_light, RID p_texture) = 0; virtual void light_set_negative(RID p_light, bool p_enable) = 0; virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0; virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0; virtual void light_set_use_gi(RID p_light, bool p_enable) = 0; virtual void light_set_bake_mode(RID p_light, VS::LightBakeMode p_bake_mode) = 0; virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 0; virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) = 0; virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) = 0; virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0; virtual bool light_directional_get_blend_splits(RID p_light) const = 0; virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0; virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0; virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0; virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0; virtual bool light_has_shadow(RID p_light) const = 0; virtual VS::LightType light_get_type(RID p_light) const = 0; virtual AABB light_get_aabb(RID p_light) const = 0; virtual float light_get_param(RID p_light, VS::LightParam p_param) = 0; virtual Color light_get_color(RID p_light) = 0; virtual bool light_get_use_gi(RID p_light) = 0; virtual VS::LightBakeMode light_get_bake_mode(RID p_light) = 0; virtual uint64_t light_get_version(RID p_light) const = 0; /* PROBE API */ virtual RID reflection_probe_create() = 0; virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) = 0; virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0; virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0; virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) = 0; virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) = 0; virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) = 0; virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0; virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0; virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0; virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0; virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0; virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0; virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0; virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0; virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0; virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0; virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0; virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0; virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0; virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0; virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0; /* GI PROBE API */ virtual RID gi_probe_create() = 0; virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) = 0; virtual AABB gi_probe_get_bounds(RID p_probe) const = 0; virtual void gi_probe_set_cell_size(RID p_probe, float p_range) = 0; virtual float gi_probe_get_cell_size(RID p_probe) const = 0; virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) = 0; virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const = 0; virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector &p_data) = 0; virtual PoolVector gi_probe_get_dynamic_data(RID p_probe) const = 0; virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range) = 0; virtual int gi_probe_get_dynamic_range(RID p_probe) const = 0; virtual void gi_probe_set_energy(RID p_probe, float p_range) = 0; virtual float gi_probe_get_energy(RID p_probe) const = 0; virtual void gi_probe_set_bias(RID p_probe, float p_range) = 0; virtual float gi_probe_get_bias(RID p_probe) const = 0; virtual void gi_probe_set_normal_bias(RID p_probe, float p_range) = 0; virtual float gi_probe_get_normal_bias(RID p_probe) const = 0; virtual void gi_probe_set_propagation(RID p_probe, float p_range) = 0; virtual float gi_probe_get_propagation(RID p_probe) const = 0; virtual void gi_probe_set_interior(RID p_probe, bool p_enable) = 0; virtual bool gi_probe_is_interior(RID p_probe) const = 0; virtual void gi_probe_set_compress(RID p_probe, bool p_enable) = 0; virtual bool gi_probe_is_compressed(RID p_probe) const = 0; virtual uint32_t gi_probe_get_version(RID p_probe) = 0; enum GIProbeCompression { GI_PROBE_UNCOMPRESSED, GI_PROBE_S3TC, GI_PROBE_ETC2 }; virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) = 0; virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) = 0; /* LIGHTMAP CAPTURE */ struct LightmapCaptureOctree { enum { CHILD_EMPTY = 0xFFFFFFFF }; uint16_t light[6][3]; //anisotropic light float alpha; uint32_t children[8]; }; virtual RID lightmap_capture_create() = 0; virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) = 0; virtual AABB lightmap_capture_get_bounds(RID p_capture) const = 0; virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector &p_octree) = 0; virtual PoolVector lightmap_capture_get_octree(RID p_capture) const = 0; virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) = 0; virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const = 0; virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) = 0; virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const = 0; virtual void lightmap_capture_set_energy(RID p_capture, float p_energy) = 0; virtual float lightmap_capture_get_energy(RID p_capture) const = 0; virtual void lightmap_capture_set_interior(RID p_capture, bool p_interior) = 0; virtual bool lightmap_capture_is_interior(RID p_capture) const = 0; virtual const PoolVector *lightmap_capture_get_octree_ptr(RID p_capture) const = 0; /* PARTICLES */ virtual RID particles_create() = 0; virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0; virtual bool particles_get_emitting(RID p_particles) = 0; virtual void particles_set_amount(RID p_particles, int p_amount) = 0; virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0; virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0; virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0; virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0; virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0; virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0; virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0; virtual void particles_set_process_material(RID p_particles, RID p_material) = 0; virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0; virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0; virtual void particles_restart(RID p_particles) = 0; virtual bool particles_is_inactive(RID p_particles) const = 0; virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) = 0; virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0; virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0; virtual void particles_request_process(RID p_particles) = 0; virtual AABB particles_get_current_aabb(RID p_particles) = 0; virtual AABB particles_get_aabb(RID p_particles) const = 0; virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0; virtual int particles_get_draw_passes(RID p_particles) const = 0; virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0; /* RENDER TARGET */ enum RenderTargetFlags { RENDER_TARGET_VFLIP, RENDER_TARGET_TRANSPARENT, RENDER_TARGET_NO_3D_EFFECTS, RENDER_TARGET_NO_3D, RENDER_TARGET_NO_SAMPLING, RENDER_TARGET_HDR, RENDER_TARGET_KEEP_3D_LINEAR, RENDER_TARGET_DIRECT_TO_SCREEN, RENDER_TARGET_USE_32_BPC_DEPTH, RENDER_TARGET_FLAG_MAX }; virtual RID render_target_create() = 0; virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 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 uint32_t render_target_get_depth_texture_id(RID p_render_target) const = 0; virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id, unsigned int p_depth_id) = 0; virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0; virtual bool render_target_was_used(RID p_render_target) = 0; virtual void render_target_clear_used(RID p_render_target) = 0; virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) = 0; virtual void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) = 0; virtual void render_target_set_use_debanding(RID p_render_target, bool p_debanding) = 0; virtual void render_target_set_sharpen_intensity(RID p_render_target, float p_intensity) = 0; /* CANVAS SHADOW */ virtual RID canvas_light_shadow_buffer_create(int p_width) = 0; /* LIGHT SHADOW MAPPING */ virtual RID canvas_light_occluder_create() = 0; virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector &p_lines) = 0; /* INTERPOLATION */ struct InterpolationData { void notify_free_multimesh(RID p_rid); LocalVector multimesh_interpolate_update_list; LocalVector multimesh_transform_update_lists[2]; LocalVector *multimesh_transform_update_list_curr = &multimesh_transform_update_lists[0]; LocalVector *multimesh_transform_update_list_prev = &multimesh_transform_update_lists[1]; } _interpolation_data; void update_interpolation_tick(bool p_process = true); void update_interpolation_frame(bool p_process = true); private: _FORCE_INLINE_ void _interpolate_RGBA8(const uint8_t *p_a, const uint8_t *p_b, uint8_t *r_dest, float p_f) const; public: virtual VS::InstanceType get_base_type(RID p_rid) const = 0; virtual bool free(RID p_rid) = 0; virtual bool has_os_feature(const String &p_feature) const = 0; virtual void update_dirty_resources() = 0; virtual void set_debug_generate_wireframes(bool p_generate) = 0; virtual void render_info_begin_capture() = 0; virtual void render_info_end_capture() = 0; virtual int get_captured_render_info(VS::RenderInfo p_info) = 0; virtual uint64_t get_render_info(VS::RenderInfo p_info) = 0; virtual String get_video_adapter_name() const = 0; virtual String get_video_adapter_vendor() const = 0; static RasterizerStorage *base_singleton; RasterizerStorage(); virtual ~RasterizerStorage() {} }; class RasterizerCanvas { public: enum CanvasRectFlags { CANVAS_RECT_REGION = 1, CANVAS_RECT_TILE = 2, CANVAS_RECT_FLIP_H = 4, CANVAS_RECT_FLIP_V = 8, CANVAS_RECT_TRANSPOSE = 16, CANVAS_RECT_CLIP_UV = 32 }; struct Light : public RID_Data { bool enabled; Color color; Transform2D 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_gradient_length; VS::CanvasLightShadowFilter shadow_filter; Color shadow_color; float shadow_smooth; void *texture_cache; // implementation dependent Rect2 rect_cache; Transform2D xform_cache; float radius_cache; //used for shadow far plane CameraMatrix shadow_matrix_cache; Transform2D light_shader_xform; Vector2 light_shader_pos; Light *shadows_next_ptr; Light *filter_next_ptr; Light *next_ptr; Light *mask_next_ptr; RID light_internal; Light() { 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 = nullptr; next_ptr = nullptr; mask_next_ptr = nullptr; filter_next_ptr = nullptr; shadow_buffer_size = 2048; shadow_gradient_length = 0; shadow_filter = VS::CANVAS_LIGHT_FILTER_NONE; shadow_smooth = 0.0; } }; virtual RID light_internal_create() = 0; virtual void light_internal_update(RID p_rid, Light *p_light) = 0; virtual void light_internal_free(RID p_rid) = 0; struct Item : public RID_Data { struct Command { enum Type { TYPE_LINE, TYPE_POLYLINE, TYPE_RECT, TYPE_NINEPATCH, TYPE_PRIMITIVE, TYPE_POLYGON, TYPE_MESH, TYPE_MULTIMESH, TYPE_PARTICLES, TYPE_CIRCLE, TYPE_TRANSFORM, TYPE_CLIP_IGNORE, }; Type type; virtual ~Command() {} }; struct CommandLine : public Command { Point2 from, to; Color color; float width; bool antialiased; CommandLine() { type = TYPE_LINE; } }; struct CommandPolyLine : public Command { bool antialiased; bool multiline; Vector triangles; Vector triangle_colors; Vector lines; Vector line_colors; CommandPolyLine() { type = TYPE_POLYLINE; antialiased = false; multiline = false; } }; struct CommandRect : public Command { Rect2 rect; RID texture; RID normal_map; Color modulate; Rect2 source; uint8_t flags; CommandRect() { flags = 0; type = TYPE_RECT; } }; struct CommandNinePatch : public Command { Rect2 rect; Rect2 source; RID texture; RID normal_map; float margin[4]; bool draw_center; Color color; VS::NinePatchAxisMode axis_x; VS::NinePatchAxisMode axis_y; CommandNinePatch() { draw_center = true; type = TYPE_NINEPATCH; } }; struct CommandPrimitive : public Command { Vector points; Vector uvs; Vector colors; RID texture; RID normal_map; float width; CommandPrimitive() { type = TYPE_PRIMITIVE; width = 1; } }; struct CommandPolygon : public Command { Vector indices; Vector points; Vector uvs; Vector colors; Vector bones; Vector weights; RID texture; RID normal_map; int count; bool antialiased; bool antialiasing_use_indices; CommandPolygon() { type = TYPE_POLYGON; count = 0; } }; struct CommandMesh : public Command { RID mesh; RID texture; RID normal_map; Transform2D transform; Color modulate; CommandMesh() { type = TYPE_MESH; } }; struct CommandMultiMesh : public Command { RID multimesh; RID texture; RID normal_map; CommandMultiMesh() { type = TYPE_MULTIMESH; } }; struct CommandParticles : public Command { RID particles; RID texture; RID normal_map; CommandParticles() { type = TYPE_PARTICLES; } }; struct CommandCircle : public Command { Point2 pos; float radius; Color color; CommandCircle() { type = TYPE_CIRCLE; } }; struct CommandTransform : public Command { Transform2D xform; CommandTransform() { type = TYPE_TRANSFORM; } }; struct CommandClipIgnore : public Command { bool ignore; CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore = false; } }; struct ViewportRender { VisualServer *owner; void *udata; Rect2 rect; }; Transform2D xform; bool clip : 1; bool visible : 1; bool behind : 1; bool update_when_visible : 1; bool distance_field : 1; bool light_masked : 1; mutable bool custom_rect : 1; mutable bool rect_dirty : 1; Vector commands; mutable Rect2 rect; RID material; RID skeleton; //VS::MaterialBlendMode blend_mode; int32_t light_mask; mutable uint32_t skeleton_revision; Item *next; struct CopyBackBuffer { Rect2 rect; Rect2 screen_rect; bool full; }; CopyBackBuffer *copy_back_buffer; Color final_modulate; Transform2D final_transform; Rect2 final_clip_rect; Item *final_clip_owner; Item *material_owner; ViewportRender *vp_render; Rect2 global_rect_cache; const Rect2 &get_rect() const { if (custom_rect) { return rect; } if (!rect_dirty && !update_when_visible) { if (skeleton == RID()) { return rect; } else { // special case for skeletons uint32_t rev = RasterizerStorage::base_singleton->skeleton_get_revision(skeleton); if (rev == skeleton_revision) { // no change to the skeleton since we last calculated the bounding rect return rect; } else { // We need to recalculate. // Mark as done for next time. skeleton_revision = rev; } } } //must update rect int s = commands.size(); if (s == 0) { rect = Rect2(); rect_dirty = false; return rect; } Transform2D xf; bool found_xform = false; bool first = true; const Item::Command *const *cmd = &commands[0]; for (int i = 0; i < s; i++) { const Item::Command *c = cmd[i]; Rect2 r; switch (c->type) { case Item::Command::TYPE_LINE: { const Item::CommandLine *line = static_cast(c); r.position = line->from; r.expand_to(line->to); } break; case Item::Command::TYPE_POLYLINE: { const Item::CommandPolyLine *pline = static_cast(c); if (pline->triangles.size()) { for (int j = 0; j < pline->triangles.size(); j++) { if (j == 0) { r.position = pline->triangles[j]; } else { r.expand_to(pline->triangles[j]); } } } else { for (int j = 0; j < pline->lines.size(); j++) { if (j == 0) { r.position = pline->lines[j]; } else { r.expand_to(pline->lines[j]); } } } } break; case Item::Command::TYPE_RECT: { const Item::CommandRect *crect = static_cast(c); r = crect->rect; } break; case Item::Command::TYPE_NINEPATCH: { const Item::CommandNinePatch *style = static_cast(c); r = style->rect; } break; case Item::Command::TYPE_PRIMITIVE: { const Item::CommandPrimitive *primitive = static_cast(c); r.position = primitive->points[0]; for (int j = 1; j < primitive->points.size(); j++) { r.expand_to(primitive->points[j]); } } break; case Item::Command::TYPE_POLYGON: { const Item::CommandPolygon *polygon = static_cast(c); int l = polygon->points.size(); const Point2 *pp = &polygon->points[0]; r.position = pp[0]; for (int j = 1; j < l; j++) { r.expand_to(pp[j]); } if (skeleton != RID()) { // calculate bone AABBs int bone_count = RasterizerStorage::base_singleton->skeleton_get_bone_count(skeleton); Vector bone_aabbs; bone_aabbs.resize(bone_count); Rect2 *bptr = bone_aabbs.ptrw(); for (int j = 0; j < bone_count; j++) { bptr[j].size = Vector2(-1, -1); //negative means unused } if (l && polygon->bones.size() == l * 4 && polygon->weights.size() == polygon->bones.size()) { for (int j = 0; j < l; j++) { Point2 p = pp[j]; for (int k = 0; k < 4; k++) { int idx = polygon->bones[j * 4 + k]; float w = polygon->weights[j * 4 + k]; if (w == 0) { continue; } if (bptr[idx].size.x < 0) { //first bptr[idx] = Rect2(p, Vector2(0.00001, 0.00001)); } else { bptr[idx].expand_to(p); } } } Rect2 aabb; bool first_bone = true; for (int j = 0; j < bone_count; j++) { Transform2D mtx = RasterizerStorage::base_singleton->skeleton_bone_get_transform_2d(skeleton, j); Rect2 baabb = mtx.xform(bone_aabbs[j]); if (first_bone) { aabb = baabb; first_bone = false; } else { aabb = aabb.merge(baabb); } } r = r.merge(aabb); } } } break; case Item::Command::TYPE_MESH: { const Item::CommandMesh *mesh = static_cast(c); AABB aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID()); r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); } break; case Item::Command::TYPE_MULTIMESH: { const Item::CommandMultiMesh *multimesh = static_cast(c); AABB aabb = RasterizerStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh); r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); } break; case Item::Command::TYPE_PARTICLES: { const Item::CommandParticles *particles_cmd = static_cast(c); if (particles_cmd->particles.is_valid()) { AABB aabb = RasterizerStorage::base_singleton->particles_get_aabb(particles_cmd->particles); r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y); } } break; case Item::Command::TYPE_CIRCLE: { const Item::CommandCircle *circle = static_cast(c); r.position = Point2(-circle->radius, -circle->radius) + circle->pos; r.size = Point2(circle->radius * 2.0, circle->radius * 2.0); } break; case Item::Command::TYPE_TRANSFORM: { const Item::CommandTransform *transform = static_cast(c); xf = transform->xform; found_xform = true; continue; } break; case Item::Command::TYPE_CLIP_IGNORE: { } break; } if (found_xform) { r = xf.xform(r); } 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 = nullptr; material_owner = nullptr; light_masked = false; } Item() { light_mask = 1; skeleton_revision = 0; vp_render = nullptr; next = nullptr; final_clip_owner = nullptr; clip = false; final_modulate = Color(1, 1, 1, 1); visible = true; rect_dirty = true; custom_rect = false; behind = false; material_owner = nullptr; copy_back_buffer = nullptr; distance_field = false; light_masked = false; update_when_visible = false; } virtual ~Item() { clear(); if (copy_back_buffer) { memdelete(copy_back_buffer); } } }; virtual void canvas_begin() = 0; virtual void canvas_end() = 0; virtual void canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {} virtual void canvas_render_items_end() {} virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) = 0; virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0; struct LightOccluderInstance : public RID_Data { bool enabled; RID canvas; RID polygon; RID polygon_buffer; Rect2 aabb_cache; Transform2D xform; Transform2D xform_cache; int light_mask; VS::CanvasOccluderPolygonCullMode cull_cache; LightOccluderInstance *next; LightOccluderInstance() { enabled = true; next = nullptr; light_mask = 1; cull_cache = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; } }; virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) = 0; virtual void reset_canvas() = 0; virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0; virtual ~RasterizerCanvas() {} }; class Rasterizer { protected: static Rasterizer *(*_create_func)(); public: static Rasterizer *create(); virtual RasterizerStorage *get_storage() = 0; virtual RasterizerCanvas *get_canvas() = 0; virtual RasterizerScene *get_scene() = 0; virtual void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0; virtual void set_shader_time_scale(float p_scale) = 0; virtual void initialize() = 0; virtual void begin_frame(double frame_step) = 0; virtual void set_current_render_target(RID p_render_target) = 0; virtual void restore_render_target(bool p_3d) = 0; virtual void clear_render_target(const Color &p_color) = 0; virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) = 0; virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) = 0; virtual void end_frame(bool p_swap_buffers) = 0; virtual void finalize() = 0; virtual bool is_low_end() const = 0; virtual ~Rasterizer() {} }; // Use float rather than real_t as cheaper and no need for 64 bit. _FORCE_INLINE_ void RasterizerStorage::_interpolate_RGBA8(const uint8_t *p_a, const uint8_t *p_b, uint8_t *r_dest, float p_f) const { // Todo, jiggle these values and test for correctness. // Integer interpolation is finicky.. :) p_f *= 256.0f; int32_t mult = CLAMP(int32_t(p_f), 0, 255); for (int n = 0; n < 4; n++) { int32_t a = p_a[n]; int32_t b = p_b[n]; int32_t diff = b - a; diff *= mult; diff /= 255; int32_t res = a + diff; // may not be needed res = CLAMP(res, 0, 255); r_dest[n] = res; } } #endif // RASTERIZER_H