1071 lines
36 KiB
C++
1071 lines
36 KiB
C++
/*************************************************************************/
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/* rasterizer.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZER_H
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#define RASTERIZER_H
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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#include "camera_matrix.h"
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#include "map.h"
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#include "self_list.h"
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#include "servers/visual_server.h"
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class Rasterizer {
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protected:
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typedef void (*CanvasItemDrawViewportFunc)(VisualServer *owner, void *ud, const Rect2 &p_rect);
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RID create_default_material();
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RID create_overdraw_debug_material();
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/* Fixed Material Shader API */
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union FixedMaterialShaderKey {
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struct {
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uint16_t texcoord_mask;
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uint8_t texture_mask;
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uint8_t light_shader : 2;
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bool use_alpha : 1;
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bool use_color_array : 1;
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bool use_pointsize : 1;
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bool discard_alpha : 1;
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bool use_xy_normalmap : 1;
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bool valid : 1;
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};
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uint32_t key;
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_FORCE_INLINE_ bool operator<(const FixedMaterialShaderKey &p_key) const { return key < p_key.key; }
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};
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struct FixedMaterialShader {
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int refcount;
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RID shader;
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};
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Map<FixedMaterialShaderKey, FixedMaterialShader> fixed_material_shaders;
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RID _create_shader(const FixedMaterialShaderKey &p_key);
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void _free_shader(const FixedMaterialShaderKey &p_key);
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struct FixedMaterial {
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RID self;
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bool use_alpha;
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bool use_color_array;
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bool discard_alpha;
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bool use_pointsize;
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bool use_xy_normalmap;
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float point_size;
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Transform uv_xform;
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VS::FixedMaterialLightShader light_shader;
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RID texture[VS::FIXED_MATERIAL_PARAM_MAX];
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Variant param[VS::FIXED_MATERIAL_PARAM_MAX];
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VS::FixedMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX];
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SelfList<FixedMaterial> dirty_list;
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FixedMaterialShaderKey current_key;
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_FORCE_INLINE_ FixedMaterialShaderKey get_key() const {
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FixedMaterialShaderKey k;
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k.key = 0;
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k.use_alpha = use_alpha;
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k.use_color_array = use_color_array;
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k.use_pointsize = use_pointsize;
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k.use_xy_normalmap = use_xy_normalmap;
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k.discard_alpha = discard_alpha;
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k.light_shader = light_shader;
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k.valid = true;
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for (int i = 0; i < VS::FIXED_MATERIAL_PARAM_MAX; i++) {
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if (texture[i].is_valid()) {
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//print_line("valid: "+itos(i));
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k.texture_mask |= (1 << i);
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k.texcoord_mask |= (texture_tc[i]) << (i * 2);
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}
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}
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return k;
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}
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FixedMaterial()
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: dirty_list(this) {
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use_alpha = false;
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use_color_array = false;
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use_pointsize = false;
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discard_alpha = false;
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use_xy_normalmap = false;
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point_size = 1.0;
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light_shader = VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT;
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for (int i = 0; i < VS::FIXED_MATERIAL_PARAM_MAX; i++) {
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texture_tc[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
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}
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param[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(1, 1, 1);
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param[VS::FIXED_MATERIAL_PARAM_DETAIL] = 1.0;
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param[VS::FIXED_MATERIAL_PARAM_EMISSION] = Color(0, 0, 0);
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param[VS::FIXED_MATERIAL_PARAM_GLOW] = 0;
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param[VS::FIXED_MATERIAL_PARAM_SHADE_PARAM] = 0;
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param[VS::FIXED_MATERIAL_PARAM_SPECULAR] = Color(0.0, 0.0, 0.0);
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param[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 40;
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param[VS::FIXED_MATERIAL_PARAM_NORMAL] = 1;
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current_key.key = 0;
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}
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};
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StringName _fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_MAX];
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StringName _fixed_material_tex_names[VS::FIXED_MATERIAL_PARAM_MAX];
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StringName _fixed_material_uv_xform_name;
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StringName _fixed_material_point_size_name;
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Map<RID, FixedMaterial *> fixed_materials;
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SelfList<FixedMaterial>::List fixed_material_dirty_list;
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protected:
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void _update_fixed_materials();
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void _free_fixed_material(const RID &p_material);
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public:
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enum ShadowFilterTechnique {
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SHADOW_FILTER_NONE,
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SHADOW_FILTER_PCF5,
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SHADOW_FILTER_PCF13,
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SHADOW_FILTER_ESM,
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SHADOW_FILTER_VSM,
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};
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/* TEXTURE API */
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virtual RID texture_create() = 0;
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RID texture_create_from_image(const Image &p_image, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); // helper
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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;
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virtual void texture_set_data(RID p_texture, const Image &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) = 0;
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virtual Image texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const = 0;
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virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0;
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virtual uint32_t texture_get_flags(RID p_texture) const = 0;
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virtual Image::Format texture_get_format(RID p_texture) const = 0;
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virtual uint32_t texture_get_width(RID p_texture) const = 0;
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virtual uint32_t texture_get_height(RID p_texture) const = 0;
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virtual bool texture_has_alpha(RID p_texture) const = 0;
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virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
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virtual void texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const = 0;
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virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
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virtual String texture_get_path(RID p_texture) const = 0;
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virtual void texture_debug_usage(List<VS::TextureInfo> *r_info) = 0;
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virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 0;
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/* SHADER API */
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virtual RID shader_create(VS::ShaderMode p_mode = VS::SHADER_MATERIAL) = 0;
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virtual void shader_set_mode(RID p_shader, VS::ShaderMode p_mode) = 0;
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virtual VS::ShaderMode shader_get_mode(RID p_shader) const = 0;
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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;
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virtual String shader_get_fragment_code(RID p_shader) const = 0;
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virtual String shader_get_vertex_code(RID p_shader) const = 0;
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virtual String shader_get_light_code(RID p_shader) const = 0;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
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virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
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virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
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virtual Variant shader_get_default_param(RID p_shader, const StringName &p_name) = 0;
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/* COMMON MATERIAL API */
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virtual RID material_create() = 0;
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virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
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virtual RID material_get_shader(RID p_shader_material) const = 0;
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
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virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled) = 0;
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virtual bool material_get_flag(RID p_material, VS::MaterialFlag p_flag) const = 0;
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virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) = 0;
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virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const = 0;
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virtual void material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode) = 0;
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virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const = 0;
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virtual void material_set_line_width(RID p_material, float p_line_width) = 0;
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virtual float material_get_line_width(RID p_material) const = 0;
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/* FIXED MATERIAL */
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virtual RID fixed_material_create();
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virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled);
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virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const;
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virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant &p_value);
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virtual Variant fixed_material_get_parameter(RID p_material, VS::FixedMaterialParam p_parameter) const;
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virtual void fixed_material_set_texture(RID p_material, VS::FixedMaterialParam p_parameter, RID p_texture);
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virtual RID fixed_material_get_texture(RID p_material, VS::FixedMaterialParam p_parameter) const;
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virtual void fixed_material_set_texcoord_mode(RID p_material, VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
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virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material, VS::FixedMaterialParam p_parameter) const;
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virtual void fixed_material_set_uv_transform(RID p_material, const Transform &p_transform);
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virtual Transform fixed_material_get_uv_transform(RID p_material) const;
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virtual void fixed_material_set_light_shader(RID p_material, VS::FixedMaterialLightShader p_shader);
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virtual VS::FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
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virtual void fixed_material_set_point_size(RID p_material, float p_size);
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virtual float fixed_material_get_point_size(RID p_material) const;
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/* MESH API */
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virtual RID mesh_create() = 0;
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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;
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virtual Array mesh_get_surface_arrays(RID p_mesh, int p_surface) const = 0;
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virtual Array mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const = 0;
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virtual void mesh_add_custom_surface(RID p_mesh, const Variant &p_dat) = 0;
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virtual void mesh_set_morph_target_count(RID p_mesh, int p_amount) = 0;
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virtual int mesh_get_morph_target_count(RID p_mesh) const = 0;
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virtual void mesh_set_morph_target_mode(RID p_mesh, VS::MorphTargetMode p_mode) = 0;
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virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const = 0;
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virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned = false) = 0;
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virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
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virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0;
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virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0;
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virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0;
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virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0;
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virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0;
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virtual int mesh_get_surface_count(RID p_mesh) const = 0;
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virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) const = 0;
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virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
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virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
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/* MULTIMESH API */
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virtual RID multimesh_create() = 0;
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virtual void multimesh_set_instance_count(RID p_multimesh, int p_count) = 0;
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virtual int multimesh_get_instance_count(RID p_multimesh) const = 0;
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virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
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virtual void multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb) = 0;
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virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;
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virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
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virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;
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virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0;
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virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
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virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
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virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
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virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;
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/* BAKED LIGHT */
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/* IMMEDIATE API */
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virtual RID immediate_create() = 0;
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virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) = 0;
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virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0;
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virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0;
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virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0;
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virtual void immediate_color(RID p_immediate, const Color &p_color) = 0;
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virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0;
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virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0;
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virtual void immediate_end(RID p_immediate) = 0;
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virtual void immediate_clear(RID p_immediate) = 0;
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virtual AABB immediate_get_aabb(RID p_immediate) const = 0;
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virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;
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virtual RID immediate_get_material(RID p_immediate) const = 0;
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/* PARTICLES API */
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virtual RID particles_create() = 0;
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virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
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virtual int particles_get_amount(RID p_particles) const = 0;
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virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
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virtual bool particles_is_emitting(RID p_particles) const = 0;
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virtual void particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) = 0;
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virtual AABB particles_get_visibility_aabb(RID p_particles) const = 0;
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virtual void particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) = 0;
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virtual Vector3 particles_get_emission_half_extents(RID p_particles) const = 0;
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virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity) = 0;
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virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const = 0;
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virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3> &p_points) = 0;
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virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const = 0;
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virtual void particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) = 0;
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virtual Vector3 particles_get_gravity_normal(RID p_particles) const = 0;
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virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value) = 0;
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virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const = 0;
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virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness) = 0;
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virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const = 0;
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virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) = 0;
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virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const = 0;
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virtual void particles_set_color_phases(RID p_particles, int p_phases) = 0;
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virtual int particles_get_color_phases(RID p_particles) const = 0;
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virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color) = 0;
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virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const = 0;
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virtual void particles_set_attractors(RID p_particles, int p_attractors) = 0;
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virtual int particles_get_attractors(RID p_particles) const = 0;
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virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) = 0;
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virtual Vector3 particles_get_attractor_pos(RID p_particles, int p_attractor) const = 0;
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virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) = 0;
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virtual float particles_get_attractor_strength(RID p_particles, int p_attractor) const = 0;
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virtual void particles_set_material(RID p_particles, RID p_material, bool p_owned = false) = 0;
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virtual RID particles_get_material(RID p_particles) const = 0;
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virtual AABB particles_get_aabb(RID p_particles) const = 0;
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virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable) = 0;
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virtual bool particles_has_height_from_velocity(RID p_particles) const = 0;
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virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
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virtual bool particles_is_using_local_coordinates(RID p_particles) const = 0;
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/* SKELETON API */
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virtual RID skeleton_create() = 0;
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virtual void skeleton_resize(RID p_skeleton, int p_bones) = 0;
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virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
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virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0;
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virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) = 0;
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/* LIGHT API */
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virtual RID light_create(VS::LightType p_type) = 0;
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virtual VS::LightType light_get_type(RID p_light) const = 0;
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virtual void light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color) = 0;
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virtual Color light_get_color(RID p_light, VS::LightColor p_type) const = 0;
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virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
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virtual bool light_has_shadow(RID p_light) const = 0;
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virtual void light_set_volumetric(RID p_light, bool p_enabled) = 0;
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virtual bool light_is_volumetric(RID p_light) const = 0;
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virtual void light_set_projector(RID p_light, RID p_texture) = 0;
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virtual RID light_get_projector(RID p_light) const = 0;
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virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value) = 0;
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virtual float light_get_var(RID p_light, VS::LightParam p_var) const = 0;
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virtual void light_set_operator(RID p_light, VS::LightOp p_op) = 0;
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virtual VS::LightOp light_get_operator(RID p_light) const = 0;
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virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 0;
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virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const = 0;
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virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) = 0;
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virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const = 0;
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virtual void light_directional_set_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param, float p_value) = 0;
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virtual float light_directional_get_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param) const = 0;
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virtual AABB light_get_aabb(RID p_poly) const = 0;
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virtual RID light_instance_create(RID p_light) = 0;
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virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
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enum ShadowType {
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SHADOW_NONE,
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SHADOW_SIMPLE,
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SHADOW_ORTHOGONAL,
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SHADOW_DUAL_PARABOLOID,
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SHADOW_CUBE,
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SHADOW_PSSM, //parallel split shadow map
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SHADOW_PSM //perspective shadow map
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};
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enum ShadowPass {
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PASS_DUAL_PARABOLOID_FRONT = 0,
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PASS_DUAL_PARABOLOID_BACK = 1,
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PASS_CUBE_FRONT = 0,
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PASS_CUBE_BACK = 1,
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PASS_CUBE_TOP = 2,
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PASS_CUBE_BOTTOM = 3,
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PASS_CUBE_LEFT = 4,
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PASS_CUBE_RIGHT = 5,
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};
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virtual ShadowType light_instance_get_shadow_type(RID p_light_instance, bool p_far = false) const = 0;
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virtual int light_instance_get_shadow_passes(RID p_light_instance) const = 0;
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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;
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virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index = 0) const = 0;
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virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const = 0;
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/* SHADOWS */
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virtual void shadow_clear_near() = 0;
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virtual bool shadow_allocate_near(RID p_light) = 0; //true on successful alloc
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virtual bool shadow_allocate_far(RID p_light) = 0; //true on successful alloc
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/* PARTICLES INSTANCE */
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virtual RID particles_instance_create(RID p_particles) = 0;
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virtual void particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform) = 0;
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/* RENDER API */
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/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
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/* VIEWPORT API */
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virtual RID viewport_data_create() = 0;
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virtual RID render_target_create() = 0;
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virtual void render_target_set_size(RID p_render_target, int p_width, int p_height) = 0;
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virtual RID render_target_get_texture(RID p_render_target) const = 0;
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virtual bool render_target_renedered_in_frame(RID p_render_target) = 0;
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virtual void begin_frame() = 0;
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virtual void set_viewport(const VS::ViewportRect &p_viewport) = 0;
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virtual void set_render_target(RID p_render_target, bool p_transparent_bg = false, bool p_vflip = false) = 0;
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virtual void clear_viewport(const Color &p_color) = 0;
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virtual void capture_viewport(Image *r_capture) = 0;
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virtual void begin_scene(RID p_viewport_data, RID p_env, VS::ScenarioDebugMode p_debug) = 0;
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virtual void begin_shadow_map(RID p_light_instance, int p_shadow_pass) = 0;
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virtual void set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint) = 0;
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virtual void add_light(RID p_light_instance) = 0; ///< all "add_light" calls happen before add_geometry calls
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typedef Map<StringName, Variant> ParamOverrideMap;
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struct BakedLightData {
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VS::BakedLightMode mode;
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RID octree_texture;
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RID light_texture;
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float color_multiplier; //used for both lightmaps and octree
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Transform octree_transform;
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Map<int, RID> lightmaps;
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//cache
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float octree_lattice_size;
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float octree_lattice_divide;
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float texture_multiplier;
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float lightmap_multiplier;
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int octree_steps;
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Vector2 octree_tex_pixel_size;
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Vector2 light_tex_pixel_size;
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bool realtime_color_enabled;
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Color realtime_color;
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float realtime_energy;
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};
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struct InstanceData {
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Transform transform;
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RID skeleton;
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RID material_override;
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RID sampled_light;
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Vector<RID> materials;
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Vector<RID> light_instances;
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Vector<float> morph_values;
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BakedLightData *baked_light;
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VS::ShadowCastingSetting cast_shadows;
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Transform *baked_light_octree_xform;
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int baked_lightmap_id;
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bool mirror : 8;
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bool depth_scale : 8;
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bool billboard : 8;
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bool billboard_y : 8;
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bool receive_shadows : 8;
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};
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virtual void add_mesh(const RID &p_mesh, const InstanceData *p_data) = 0;
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virtual void add_multimesh(const RID &p_multimesh, const InstanceData *p_data) = 0;
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virtual void add_immediate(const RID &p_immediate, const InstanceData *p_data) = 0;
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virtual void add_particles(const RID &p_particle_instance, const InstanceData *p_data) = 0;
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virtual void end_scene() = 0;
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virtual void end_shadow_map() = 0;
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virtual void end_frame() = 0;
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virtual void flush_frame(); //not necesary in most cases
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/* CANVAS API */
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enum CanvasRectFlags {
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CANVAS_RECT_REGION = 1,
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CANVAS_RECT_TILE = 2,
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CANVAS_RECT_FLIP_H = 4,
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CANVAS_RECT_FLIP_V = 8,
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CANVAS_RECT_TRANSPOSE = 16
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};
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struct CanvasLight {
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bool enabled;
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Color color;
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Matrix32 xform;
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float height;
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float energy;
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float scale;
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int z_min;
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int z_max;
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int layer_min;
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int layer_max;
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int item_mask;
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int item_shadow_mask;
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VS::CanvasLightMode mode;
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RID texture;
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Vector2 texture_offset;
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RID canvas;
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RID shadow_buffer;
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int shadow_buffer_size;
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float shadow_esm_mult;
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Color shadow_color;
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void *texture_cache; // implementation dependent
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Rect2 rect_cache;
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Matrix32 xform_cache;
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float radius_cache; //used for shadow far plane
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CameraMatrix shadow_matrix_cache;
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Matrix32 light_shader_xform;
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Vector2 light_shader_pos;
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CanvasLight *shadows_next_ptr;
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CanvasLight *filter_next_ptr;
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CanvasLight *next_ptr;
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CanvasLight *mask_next_ptr;
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CanvasLight() {
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enabled = true;
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color = Color(1, 1, 1);
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shadow_color = Color(0, 0, 0, 0);
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height = 0;
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z_min = -1024;
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z_max = 1024;
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layer_min = 0;
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layer_max = 0;
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item_mask = 1;
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scale = 1.0;
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energy = 1.0;
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item_shadow_mask = -1;
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mode = VS::CANVAS_LIGHT_MODE_ADD;
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texture_cache = NULL;
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next_ptr = NULL;
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mask_next_ptr = NULL;
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filter_next_ptr = NULL;
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shadow_buffer_size = 2048;
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shadow_esm_mult = 80;
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}
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};
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struct CanvasItem;
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struct CanvasItemMaterial {
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RID shader;
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Map<StringName, Variant> shader_param;
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uint32_t shader_version;
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Set<CanvasItem *> owners;
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VS::CanvasItemShadingMode shading_mode;
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CanvasItemMaterial() {
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shading_mode = VS::CANVAS_ITEM_SHADING_NORMAL;
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shader_version = 0;
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}
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};
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|
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struct CanvasItem {
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struct Command {
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enum Type {
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TYPE_LINE,
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TYPE_RECT,
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TYPE_STYLE,
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|
TYPE_PRIMITIVE,
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TYPE_POLYGON,
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TYPE_POLYGON_PTR,
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TYPE_CIRCLE,
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TYPE_TRANSFORM,
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TYPE_BLEND_MODE,
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|
TYPE_CLIP_IGNORE,
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|
};
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Type type;
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virtual ~Command() {}
|
|
};
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|
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struct CommandLine : public Command {
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Point2 from, to;
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Color color;
|
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float width;
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CommandLine() { type = TYPE_LINE; }
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|
};
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|
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struct CommandRect : public Command {
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|
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Rect2 rect;
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RID texture;
|
|
Color modulate;
|
|
Rect2 source;
|
|
uint8_t flags;
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|
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CommandRect() {
|
|
flags = 0;
|
|
type = TYPE_RECT;
|
|
}
|
|
};
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|
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struct CommandStyle : public Command {
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|
|
Rect2 rect;
|
|
Rect2 source;
|
|
RID texture;
|
|
float margin[4];
|
|
bool draw_center;
|
|
Color color;
|
|
CommandStyle() {
|
|
draw_center = true;
|
|
type = TYPE_STYLE;
|
|
}
|
|
};
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|
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struct CommandPrimitive : public Command {
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|
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Vector<Point2> points;
|
|
Vector<Point2> uvs;
|
|
Vector<Color> colors;
|
|
RID texture;
|
|
float width;
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|
|
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CommandPrimitive() {
|
|
type = TYPE_PRIMITIVE;
|
|
width = 1;
|
|
}
|
|
};
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|
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struct CommandPolygon : public Command {
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|
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Vector<int> indices;
|
|
Vector<Point2> points;
|
|
Vector<Point2> uvs;
|
|
Vector<Color> colors;
|
|
RID texture;
|
|
int count;
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|
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CommandPolygon() {
|
|
type = TYPE_POLYGON;
|
|
count = 0;
|
|
}
|
|
};
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|
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struct CommandPolygonPtr : public Command {
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|
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const int *indices;
|
|
const Point2 *points;
|
|
const Point2 *uvs;
|
|
const Color *colors;
|
|
RID texture;
|
|
int count;
|
|
|
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CommandPolygonPtr() {
|
|
type = TYPE_POLYGON_PTR;
|
|
count = 0;
|
|
}
|
|
};
|
|
|
|
struct CommandCircle : public Command {
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|
|
|
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
|