godot/servers/visual/rasterizer.h

1071 lines
36 KiB
C++

/*************************************************************************/
/* rasterizer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 <reduzio@gmail.com>
*/
#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<FixedMaterialShaderKey, FixedMaterialShader> 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<FixedMaterial> 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<RID, FixedMaterial *> fixed_materials;
SelfList<FixedMaterial>::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<VS::TextureInfo> *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<PropertyInfo> *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<Vector3> &p_points) = 0;
virtual DVector<Vector3> 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<StringName, Variant> 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<int, RID> 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<RID> materials;
Vector<RID> light_instances;
Vector<float> 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<StringName, Variant> shader_param;
uint32_t shader_version;
Set<CanvasItem *> 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<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
RID texture;
float width;
CommandPrimitive() {
type = TYPE_PRIMITIVE;
width = 1;
}
};
struct CommandPolygon : public Command {
Vector<int> indices;
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> 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<Command *> 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<const CanvasItem::CommandLine *>(c);
r.pos = line->from;
r.expand_to(line->to);
} break;
case CanvasItem::Command::TYPE_RECT: {
const CanvasItem::CommandRect *crect = static_cast<const CanvasItem::CommandRect *>(c);
r = crect->rect;
} break;
case CanvasItem::Command::TYPE_STYLE: {
const CanvasItem::CommandStyle *style = static_cast<const CanvasItem::CommandStyle *>(c);
r = style->rect;
} break;
case CanvasItem::Command::TYPE_PRIMITIVE: {
const CanvasItem::CommandPrimitive *primitive = static_cast<const CanvasItem::CommandPrimitive *>(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<const CanvasItem::CommandPolygon *>(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<const CanvasItem::CommandPolygonPtr *>(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<const CanvasItem::CommandCircle *>(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<const CanvasItem::CommandTransform *>(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<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &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<Vector2> &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 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