731 lines
28 KiB
C++
731 lines
28 KiB
C++
#ifndef RASTERIZER_STORAGE_RD_H
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#define RASTERIZER_STORAGE_RD_H
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#include "core/rid_owner.h"
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#include "servers/visual/rasterizer/rasterizer.h"
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#include "servers/visual/rasterizer/shader_compiler_rd.h"
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#include "servers/visual/rendering_device.h"
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class RasterizerStorageRD : public RasterizerStorage {
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public:
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enum ShaderType {
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SHADER_TYPE_2D,
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SHADER_TYPE_3D,
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SHADER_TYPE_PARTICLES,
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SHADER_TYPE_MAX
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};
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struct ShaderData {
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virtual void set_code(const String &p_Code) = 0;
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0;
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
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virtual bool is_param_texture(const StringName &p_param) const = 0;
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virtual bool is_animated() const = 0;
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virtual bool casts_shadows() const = 0;
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virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
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virtual ~ShaderData() {}
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};
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typedef ShaderData *(*ShaderDataRequestFunction)();
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struct MaterialData {
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void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
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void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures);
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virtual void set_render_priority(int p_priority) = 0;
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virtual void set_next_pass(RID p_pass) = 0;
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virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
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virtual ~MaterialData() {}
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};
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typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
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enum DefaultRDTexture {
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DEFAULT_RD_TEXTURE_WHITE,
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DEFAULT_RD_TEXTURE_BLACK,
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DEFAULT_RD_TEXTURE_NORMAL,
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DEFAULT_RD_TEXTURE_ANISO,
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DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
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DEFAULT_RD_TEXTURE_MAX
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};
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private:
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/* TEXTURE API */
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struct Texture {
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enum Type {
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TYPE_2D,
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TYPE_LAYERED,
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TYPE_3D
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};
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Type type;
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RenderingDevice::TextureType rd_type;
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RID rd_texture;
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RID rd_texture_srgb;
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RenderingDevice::DataFormat rd_format;
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RenderingDevice::DataFormat rd_format_srgb;
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RD::TextureView rd_view;
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Image::Format format;
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Image::Format validated_format;
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int width;
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int height;
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int depth;
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int layers;
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int mipmaps;
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int height_2d;
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int width_2d;
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bool is_render_target;
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bool is_proxy;
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Ref<Image> image_cache_2d;
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String path;
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RID proxy_to;
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Vector<RID> proxies;
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};
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struct TextureToRDFormat {
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RD::DataFormat format;
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RD::DataFormat format_srgb;
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RD::TextureSwizzle swizzle_r;
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RD::TextureSwizzle swizzle_g;
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RD::TextureSwizzle swizzle_b;
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RD::TextureSwizzle swizzle_a;
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TextureToRDFormat() {
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format = RD::DATA_FORMAT_MAX;
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format_srgb = RD::DATA_FORMAT_MAX;
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swizzle_r = RD::TEXTURE_SWIZZLE_R;
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swizzle_g = RD::TEXTURE_SWIZZLE_G;
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swizzle_b = RD::TEXTURE_SWIZZLE_B;
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swizzle_a = RD::TEXTURE_SWIZZLE_A;
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}
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};
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mutable RID_Owner<Texture> texture_owner;
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Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format);
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RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
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RID default_rd_samplers[VS::CANVAS_ITEM_TEXTURE_FILTER_MAX][VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
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/* SHADER */
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struct Material;
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struct Shader {
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ShaderData *data;
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String code;
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ShaderType type;
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Map<StringName, RID> default_texture_parameter;
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Set<Material *> owners;
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};
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ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
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mutable RID_Owner<Shader> shader_owner;
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/* Material */
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struct Material {
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RID self;
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MaterialData *data;
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Shader *shader;
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//shortcut to shader data and type
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ShaderType shader_type;
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bool update_requested;
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bool uniform_dirty;
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bool texture_dirty;
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Material *update_next;
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Map<StringName, Variant> params;
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int32_t priority;
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RID next_pass;
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RasterizerScene::InstanceDependency instance_dependency;
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};
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MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
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mutable RID_Owner<Material> material_owner;
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Material *material_update_list;
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void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
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void _update_queued_materials();
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/* RENDER TARGET */
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struct RenderTarget {
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Size2i size;
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RID framebuffer;
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RID color;
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//used for retrieving from CPU
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RD::DataFormat color_format;
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RD::DataFormat color_format_srgb;
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Image::Format image_format;
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bool flags[RENDER_TARGET_FLAG_MAX];
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//texture generated for this owner (nor RD).
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RID texture;
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bool was_used;
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//clear request
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bool clear_requested;
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Color clear_color;
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};
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RID_Owner<RenderTarget> render_target_owner;
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void _clear_render_target(RenderTarget *rt);
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void _update_render_target(RenderTarget *rt);
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public:
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/* TEXTURE API */
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virtual RID texture_2d_create(const Ref<Image> &p_image);
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virtual RID texture_2d_layered_create(const Vector<Ref<Image> > &p_layers, VS::TextureLayeredType p_layered_type);
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virtual RID texture_3d_create(const Vector<Ref<Image> > &p_slices); //all slices, then all the mipmaps, must be coherent
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virtual RID texture_proxy_create(RID p_base);
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virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
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virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); //mostly used for video and streaming
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virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
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virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap);
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virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
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//these two APIs can be used together or in combination with the others.
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virtual RID texture_2d_placeholder_create();
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virtual RID texture_2d_layered_placeholder_create();
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virtual RID texture_3d_placeholder_create();
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virtual Ref<Image> texture_2d_get(RID p_texture) const;
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virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const;
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virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const;
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virtual void texture_replace(RID p_texture, RID p_by_texture);
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virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
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virtual void texture_set_path(RID p_texture, const String &p_path);
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virtual String texture_get_path(RID p_texture) const;
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virtual void texture_set_detect_3d_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata);
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virtual void texture_set_detect_normal_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata);
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virtual void texture_set_detect_roughness_callback(RID p_texture, VS::TextureDetectRoughnessCallback p_callback, void *p_userdata);
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virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
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virtual void texture_set_proxy(RID p_proxy, RID p_base);
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virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
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virtual Size2 texture_size_with_proxy(RID p_proxy);
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//internal usage
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_FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) {
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if (p_texture.is_null()) {
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return RID();
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}
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Texture *tex = texture_owner.getornull(p_texture);
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if (!tex) {
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return RID();
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}
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return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
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}
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_FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) {
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if (p_texture.is_null()) {
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return Size2i();
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}
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Texture *tex = texture_owner.getornull(p_texture);
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if (!tex) {
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return Size2i();
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}
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return Size2i(tex->width_2d, tex->height_2d);
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}
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_FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) {
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return default_rd_textures[p_texture];
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}
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_FORCE_INLINE_ RID sampler_rd_get_default(VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat) {
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return default_rd_samplers[p_filter][p_repeat];
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}
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/* SKY API */
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struct RDSurface {
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uint32_t format;
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VS::PrimitiveType primitive;
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PoolVector<uint8_t> array;
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int vertex_count;
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PoolVector<uint8_t> index_array;
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int index_count;
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AABB aabb;
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Vector<PoolVector<uint8_t> > blend_shapes;
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Vector<AABB> bone_aabbs;
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};
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struct RDMesh {
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Vector<RDSurface> surfaces;
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int blend_shape_count;
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VS::BlendShapeMode blend_shape_mode;
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};
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RID sky_create() { return RID(); }
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void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) {}
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mutable RID_PtrOwner<RDMesh> mesh_owner;
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/* SHADER API */
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RID shader_create();
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void shader_set_code(RID p_shader, const String &p_code);
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String shader_get_code(RID p_shader) const;
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void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
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void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
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RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
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Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
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void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
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/* COMMON MATERIAL API */
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RID material_create();
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void material_set_shader(RID p_material, RID p_shader);
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void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
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Variant material_get_param(RID p_material, const StringName &p_param) const;
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void material_set_next_pass(RID p_material, RID p_next_material);
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void material_set_render_priority(RID p_material, int priority);
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bool material_is_animated(RID p_material);
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bool material_casts_shadows(RID p_material);
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void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance);
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void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
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_FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
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Material *material = material_owner.getornull(p_material);
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if (material->shader_type != p_shader_type) {
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return NULL;
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} else {
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return material->data;
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}
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}
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/* MESH API */
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RID mesh_create() {
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RDMesh *mesh = memnew(RDMesh);
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ERR_FAIL_COND_V(!mesh, RID());
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mesh->blend_shape_count = 0;
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mesh->blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED;
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return mesh_owner.make_rid(mesh);
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}
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void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND(!m);
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m->surfaces.push_back(RDSurface());
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RDSurface *s = &m->surfaces.write[m->surfaces.size() - 1];
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s->format = p_format;
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s->primitive = p_primitive;
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s->array = p_array;
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s->vertex_count = p_vertex_count;
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s->index_array = p_index_array;
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s->index_count = p_index_count;
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s->aabb = p_aabb;
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s->blend_shapes = p_blend_shapes;
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s->bone_aabbs = p_bone_aabbs;
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}
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void mesh_set_blend_shape_count(RID p_mesh, int p_amount) {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND(!m);
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m->blend_shape_count = p_amount;
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}
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int mesh_get_blend_shape_count(RID p_mesh) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, 0);
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return m->blend_shape_count;
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}
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void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND(!m);
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m->blend_shape_mode = p_mode;
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}
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VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, VS::BLEND_SHAPE_MODE_NORMALIZED);
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return m->blend_shape_mode;
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}
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void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) {}
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void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {}
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RID mesh_surface_get_material(RID p_mesh, int p_surface) const { return RID(); }
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int mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, 0);
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return m->surfaces[p_surface].vertex_count;
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}
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int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, 0);
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return m->surfaces[p_surface].index_count;
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}
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PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, PoolVector<uint8_t>());
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return m->surfaces[p_surface].array;
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}
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PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, PoolVector<uint8_t>());
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return m->surfaces[p_surface].index_array;
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}
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uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, 0);
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return m->surfaces[p_surface].format;
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}
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VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, VS::PRIMITIVE_POINTS);
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return m->surfaces[p_surface].primitive;
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}
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AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, AABB());
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return m->surfaces[p_surface].aabb;
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}
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Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, Vector<PoolVector<uint8_t> >());
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return m->surfaces[p_surface].blend_shapes;
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}
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Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, Vector<AABB>());
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return m->surfaces[p_surface].bone_aabbs;
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}
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void mesh_remove_surface(RID p_mesh, int p_index) {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND(!m);
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ERR_FAIL_COND(p_index >= m->surfaces.size());
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m->surfaces.remove(p_index);
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}
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int mesh_get_surface_count(RID p_mesh) const {
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RDMesh *m = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!m, 0);
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return m->surfaces.size();
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}
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void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {}
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AABB mesh_get_custom_aabb(RID p_mesh) const { return AABB(); }
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AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const { return AABB(); }
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void mesh_clear(RID p_mesh) {}
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/* MULTIMESH API */
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virtual RID multimesh_create() { return RID(); }
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void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE) {}
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int multimesh_get_instance_count(RID p_multimesh) const { return 0; }
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void multimesh_set_mesh(RID p_multimesh, RID p_mesh) {}
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void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {}
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void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {}
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void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {}
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void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {}
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RID multimesh_get_mesh(RID p_multimesh) const { return RID(); }
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Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const { return Transform(); }
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Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const { return Transform2D(); }
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Color multimesh_instance_get_color(RID p_multimesh, int p_index) const { return Color(); }
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Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const { return Color(); }
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void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array) {}
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void multimesh_set_visible_instances(RID p_multimesh, int p_visible) {}
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int multimesh_get_visible_instances(RID p_multimesh) const { return 0; }
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AABB multimesh_get_aabb(RID p_multimesh) const { return AABB(); }
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/* IMMEDIATE API */
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RID immediate_create() { return RID(); }
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void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
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void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {}
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void immediate_normal(RID p_immediate, const Vector3 &p_normal) {}
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void immediate_tangent(RID p_immediate, const Plane &p_tangent) {}
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void immediate_color(RID p_immediate, const Color &p_color) {}
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void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {}
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void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {}
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void immediate_end(RID p_immediate) {}
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void immediate_clear(RID p_immediate) {}
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void immediate_set_material(RID p_immediate, RID p_material) {}
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RID immediate_get_material(RID p_immediate) const { return RID(); }
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AABB immediate_get_aabb(RID p_immediate) const { return AABB(); }
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/* SKELETON API */
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RID skeleton_create() { return RID(); }
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void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) {}
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void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {}
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void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {}
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int skeleton_get_bone_count(RID p_skeleton) const { return 0; }
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void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {}
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Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const { return Transform(); }
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void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {}
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Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { return Transform2D(); }
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/* Light API */
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RID light_create(VS::LightType p_type) { return RID(); }
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RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); }
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RID omni_light_create() { return light_create(VS::LIGHT_OMNI); }
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RID spot_light_create() { return light_create(VS::LIGHT_SPOT); }
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void light_set_color(RID p_light, const Color &p_color) {}
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void light_set_param(RID p_light, VS::LightParam p_param, float p_value) {}
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void light_set_shadow(RID p_light, bool p_enabled) {}
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void light_set_shadow_color(RID p_light, const Color &p_color) {}
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void light_set_projector(RID p_light, RID p_texture) {}
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void light_set_negative(RID p_light, bool p_enable) {}
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void light_set_cull_mask(RID p_light, uint32_t p_mask) {}
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void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {}
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void light_set_use_gi(RID p_light, bool p_enabled) {}
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void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {}
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void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) {}
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void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {}
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void light_directional_set_blend_splits(RID p_light, bool p_enable) {}
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bool light_directional_get_blend_splits(RID p_light) const { return false; }
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void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) {}
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VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const { return VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; }
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VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) { return VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
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VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) { return VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }
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bool light_has_shadow(RID p_light) const { return false; }
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VS::LightType light_get_type(RID p_light) const { return VS::LIGHT_OMNI; }
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AABB light_get_aabb(RID p_light) const { return AABB(); }
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float light_get_param(RID p_light, VS::LightParam p_param) { return 0.0; }
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Color light_get_color(RID p_light) { return Color(); }
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bool light_get_use_gi(RID p_light) { return false; }
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uint64_t light_get_version(RID p_light) const { return 0; }
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/* PROBE API */
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RID reflection_probe_create() { return RID(); }
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void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {}
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void reflection_probe_set_intensity(RID p_probe, float p_intensity) {}
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void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) {}
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void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {}
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void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) {}
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void reflection_probe_set_max_distance(RID p_probe, float p_distance) {}
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void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {}
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void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {}
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void reflection_probe_set_as_interior(RID p_probe, bool p_enable) {}
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void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {}
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void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {}
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void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {}
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void reflection_probe_set_resolution(RID p_probe, int p_resolution) {}
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AABB reflection_probe_get_aabb(RID p_probe) const { return AABB(); }
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VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const { return VisualServer::REFLECTION_PROBE_UPDATE_ONCE; }
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uint32_t reflection_probe_get_cull_mask(RID p_probe) const { return 0; }
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Vector3 reflection_probe_get_extents(RID p_probe) const { return Vector3(); }
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Vector3 reflection_probe_get_origin_offset(RID p_probe) const { return Vector3(); }
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float reflection_probe_get_origin_max_distance(RID p_probe) const { return 0.0; }
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bool reflection_probe_renders_shadows(RID p_probe) const { return false; }
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void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {}
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|
void skeleton_update_dependency(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {}
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|
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/* GI PROBE API */
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RID gi_probe_create() { return RID(); }
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void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) {}
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AABB gi_probe_get_bounds(RID p_probe) const { return AABB(); }
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void gi_probe_set_cell_size(RID p_probe, float p_range) {}
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float gi_probe_get_cell_size(RID p_probe) const { return 0.0; }
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void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) {}
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Transform gi_probe_get_to_cell_xform(RID p_probe) const { return Transform(); }
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|
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void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) {}
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|
PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const {
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|
PoolVector<int> p;
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|
return p;
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|
}
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void gi_probe_set_dynamic_range(RID p_probe, int p_range) {}
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int gi_probe_get_dynamic_range(RID p_probe) const { return 0; }
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void gi_probe_set_energy(RID p_probe, float p_range) {}
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float gi_probe_get_energy(RID p_probe) const { return 0.0; }
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void gi_probe_set_bias(RID p_probe, float p_range) {}
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float gi_probe_get_bias(RID p_probe) const { return 0.0; }
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void gi_probe_set_normal_bias(RID p_probe, float p_range) {}
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|
float gi_probe_get_normal_bias(RID p_probe) const { return 0.0; }
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|
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void gi_probe_set_propagation(RID p_probe, float p_range) {}
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|
float gi_probe_get_propagation(RID p_probe) const { return 0.0; }
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|
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void gi_probe_set_interior(RID p_probe, bool p_enable) {}
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|
bool gi_probe_is_interior(RID p_probe) const { return false; }
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|
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void gi_probe_set_compress(RID p_probe, bool p_enable) {}
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|
bool gi_probe_is_compressed(RID p_probe) const { return false; }
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|
|
|
uint32_t gi_probe_get_version(RID p_probe) { return 0; }
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|
|
GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const { return GI_PROBE_UNCOMPRESSED; }
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|
RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) { return RID(); }
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|
void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) {}
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|
|
/* LIGHTMAP CAPTURE */
|
|
|
|
void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {}
|
|
AABB lightmap_capture_get_bounds(RID p_capture) const { return AABB(); }
|
|
void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) {}
|
|
RID lightmap_capture_create() {
|
|
return RID();
|
|
}
|
|
PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const {
|
|
return PoolVector<uint8_t>();
|
|
}
|
|
void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {}
|
|
Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const { return Transform(); }
|
|
void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {}
|
|
int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const { return 0; }
|
|
void lightmap_capture_set_energy(RID p_capture, float p_energy) {}
|
|
float lightmap_capture_get_energy(RID p_capture) const { return 0.0; }
|
|
const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const {
|
|
return NULL;
|
|
}
|
|
|
|
/* PARTICLES */
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|
|
|
RID particles_create() { return RID(); }
|
|
|
|
void particles_set_emitting(RID p_particles, bool p_emitting) {}
|
|
void particles_set_amount(RID p_particles, int p_amount) {}
|
|
void particles_set_lifetime(RID p_particles, float p_lifetime) {}
|
|
void particles_set_one_shot(RID p_particles, bool p_one_shot) {}
|
|
void particles_set_pre_process_time(RID p_particles, float p_time) {}
|
|
void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {}
|
|
void particles_set_randomness_ratio(RID p_particles, float p_ratio) {}
|
|
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {}
|
|
void particles_set_speed_scale(RID p_particles, float p_scale) {}
|
|
void particles_set_use_local_coordinates(RID p_particles, bool p_enable) {}
|
|
void particles_set_process_material(RID p_particles, RID p_material) {}
|
|
void particles_set_fixed_fps(RID p_particles, int p_fps) {}
|
|
void particles_set_fractional_delta(RID p_particles, bool p_enable) {}
|
|
void particles_restart(RID p_particles) {}
|
|
|
|
void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) {}
|
|
|
|
void particles_set_draw_passes(RID p_particles, int p_count) {}
|
|
void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {}
|
|
|
|
void particles_request_process(RID p_particles) {}
|
|
AABB particles_get_current_aabb(RID p_particles) { return AABB(); }
|
|
AABB particles_get_aabb(RID p_particles) const { return AABB(); }
|
|
|
|
void particles_set_emission_transform(RID p_particles, const Transform &p_transform) {}
|
|
|
|
bool particles_get_emitting(RID p_particles) { return false; }
|
|
int particles_get_draw_passes(RID p_particles) const { return 0; }
|
|
RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); }
|
|
|
|
virtual bool particles_is_inactive(RID p_particles) const { return false; }
|
|
|
|
/* RENDER TARGET API */
|
|
|
|
RID render_target_create();
|
|
void render_target_set_position(RID p_render_target, int p_x, int p_y);
|
|
void render_target_set_size(RID p_render_target, int p_width, int p_height);
|
|
RID render_target_get_texture(RID p_render_target);
|
|
void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
|
|
void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
|
|
bool render_target_was_used(RID p_render_target);
|
|
void render_target_set_as_unused(RID p_render_target);
|
|
|
|
virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color);
|
|
virtual bool render_target_is_clear_requested(RID p_render_target);
|
|
virtual Color render_target_get_clear_request_color(RID p_render_target);
|
|
virtual void render_target_disable_clear_request(RID p_render_target);
|
|
virtual void render_target_do_clear_request(RID p_render_target);
|
|
|
|
Size2 render_target_get_size(RID p_render_target);
|
|
RID render_target_get_rd_framebuffer(RID p_render_target);
|
|
|
|
VS::InstanceType get_base_type(RID p_rid) const {
|
|
if (mesh_owner.owns(p_rid)) {
|
|
return VS::INSTANCE_MESH;
|
|
}
|
|
|
|
return VS::INSTANCE_NONE;
|
|
}
|
|
|
|
bool free(RID p_rid);
|
|
|
|
bool has_os_feature(const String &p_feature) const { return false; }
|
|
|
|
void update_dirty_resources();
|
|
|
|
void set_debug_generate_wireframes(bool p_generate) {}
|
|
|
|
void render_info_begin_capture() {}
|
|
void render_info_end_capture() {}
|
|
int get_captured_render_info(VS::RenderInfo p_info) { return 0; }
|
|
|
|
int get_render_info(VS::RenderInfo p_info) { return 0; }
|
|
String get_video_adapter_name() const { return String(); }
|
|
String get_video_adapter_vendor() const { return String(); }
|
|
|
|
static RasterizerStorage *base_singleton;
|
|
|
|
RasterizerStorageRD();
|
|
~RasterizerStorageRD();
|
|
};
|
|
|
|
#endif // RASTERIZER_STORAGE_RD_H
|