godot/servers/visual/rasterizer.h
Juan Linietsky eedb39091a Several fixes to directional shadows, closes #10926
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-09-07 18:00:47 -03:00

1032 lines
37 KiB
C++

/*************************************************************************/
/* rasterizer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_H
#define RASTERIZER_H
#include "camera_matrix.h"
#include "servers/visual_server.h"
#include "self_list.h"
class RasterizerScene {
public:
/* SHADOW ATLAS API */
virtual RID shadow_atlas_create() = 0;
virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
virtual void set_directional_shadow_count(int p_count) = 0;
/* ENVIRONMENT API */
virtual RID environment_create() = 0;
virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0;
virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
virtual void environment_set_sky_scale(RID p_env, float p_scale) = 0;
virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) = 0;
virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, bool p_blur) = 0;
virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
virtual bool is_environment(RID p_env) = 0;
virtual VS::EnvironmentBG environment_get_background(RID p_env) = 0;
virtual int environment_get_canvas_max_layer(RID p_env) = 0;
struct InstanceBase : RID_Data {
VS::InstanceType base_type;
RID base;
RID skeleton;
RID material_override;
Transform transform;
int depth_layer;
uint32_t layer_mask;
//RID sampled_light;
Vector<RID> materials;
Vector<RID> light_instances;
Vector<RID> reflection_probe_instances;
Vector<RID> gi_probe_instances;
Vector<float> blend_values;
VS::ShadowCastingSetting cast_shadows;
bool mirror : 8;
bool receive_shadows : 8;
bool visible : 8;
bool baked_light : 8; //this flag is only to know if it actually did use baked light
float depth; //used for sorting
SelfList<InstanceBase> dependency_item;
virtual void base_removed() = 0;
virtual void base_changed() = 0;
virtual void base_material_changed() = 0;
InstanceBase()
: dependency_item(this) {
base_type = VS::INSTANCE_NONE;
cast_shadows = VS::SHADOW_CASTING_SETTING_ON;
receive_shadows = true;
visible = true;
depth_layer = 0;
layer_mask = 1;
baked_light = false;
}
};
virtual RID light_instance_create(RID p_light) = 0;
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0;
virtual void light_instance_mark_visible(RID p_light_instance) = 0;
virtual RID reflection_atlas_create() = 0;
virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size) = 0;
virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) = 0;
virtual RID reflection_probe_instance_create(RID p_probe) = 0;
virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
virtual void reflection_probe_release_atlas_index(RID p_instance) = 0;
virtual bool reflection_probe_instance_needs_redraw(RID p_instance) = 0;
virtual bool reflection_probe_instance_has_reflection(RID p_instance) = 0;
virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0;
virtual bool reflection_probe_instance_postprocess_step(RID p_instance) = 0;
virtual RID gi_probe_instance_create() = 0;
virtual void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) = 0;
virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) = 0;
virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) = 0;
virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;
virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) = 0;
virtual void set_scene_pass(uint64_t p_pass) = 0;
virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) = 0;
virtual bool free(RID p_rid) = 0;
virtual ~RasterizerScene() {}
};
class RasterizerStorage {
public:
/* TEXTURE API */
virtual RID texture_create() = 0;
virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) = 0;
virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) = 0;
virtual Ref<Image> texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const = 0;
virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0;
virtual uint32_t texture_get_flags(RID p_texture) const = 0;
virtual Image::Format texture_get_format(RID p_texture) const = 0;
virtual uint32_t texture_get_texid(RID p_texture) const = 0;
virtual uint32_t texture_get_width(RID p_texture) const = 0;
virtual uint32_t texture_get_height(RID p_texture) const = 0;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
virtual String texture_get_path(RID p_texture) const = 0;
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 0;
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info) = 0;
virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const = 0;
virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void textures_keep_original(bool p_enable) = 0;
/* SKY API */
virtual RID sky_create() = 0;
virtual void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) = 0;
/* SHADER API */
virtual RID shader_create() = 0;
virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
virtual String shader_get_code(RID p_shader) const = 0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
/* COMMON MATERIAL API */
virtual RID material_create() = 0;
virtual void material_set_render_priority(RID p_material, int priority) = 0;
virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
virtual RID material_get_shader(RID p_shader_material) const = 0;
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
virtual void material_set_line_width(RID p_material, float p_width) = 0;
virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
virtual bool material_is_animated(RID p_material) = 0;
virtual bool material_casts_shadows(RID p_material) = 0;
virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0;
virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0;
/* MESH API */
virtual RID mesh_create() = 0;
virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const Rect3 &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<Rect3> &p_bone_aabbs = Vector<Rect3>()) = 0;
virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount) = 0;
virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;
virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) = 0;
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0;
virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const = 0;
virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const = 0;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0;
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0;
virtual Rect3 mesh_surface_get_aabb(RID p_mesh, int p_surface) const = 0;
virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const = 0;
virtual Vector<Rect3> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const = 0;
virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0;
virtual int mesh_get_surface_count(RID p_mesh) const = 0;
virtual void mesh_set_custom_aabb(RID p_mesh, const Rect3 &p_aabb) = 0;
virtual Rect3 mesh_get_custom_aabb(RID p_mesh) const = 0;
virtual Rect3 mesh_get_aabb(RID p_mesh, RID p_skeleton) const = 0;
virtual void mesh_clear(RID p_mesh) = 0;
/* MULTIMESH API */
virtual RID multimesh_create() = 0;
virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format) = 0;
virtual int multimesh_get_instance_count(RID p_multimesh) const = 0;
virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0;
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;
virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0;
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;
virtual Rect3 multimesh_get_aabb(RID p_multimesh) const = 0;
/* IMMEDIATE API */
virtual RID immediate_create() = 0;
virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) = 0;
virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0;
virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0;
virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0;
virtual void immediate_color(RID p_immediate, const Color &p_color) = 0;
virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0;
virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0;
virtual void immediate_end(RID p_immediate) = 0;
virtual void immediate_clear(RID p_immediate) = 0;
virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;
virtual RID immediate_get_material(RID p_immediate) const = 0;
virtual Rect3 immediate_get_aabb(RID p_immediate) const = 0;
/* SKELETON API */
virtual RID skeleton_create() = 0;
virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0;
virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0;
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
/* Light API */
virtual RID light_create(VS::LightType p_type) = 0;
virtual void light_set_color(RID p_light, const Color &p_color) = 0;
virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value) = 0;
virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0;
virtual void light_set_projector(RID p_light, RID p_texture) = 0;
virtual void light_set_negative(RID p_light, bool p_enable) = 0;
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;
virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 0;
virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) = 0;
virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
virtual bool light_directional_get_blend_splits(RID p_light) const = 0;
virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;
virtual bool light_has_shadow(RID p_light) const = 0;
virtual VS::LightType light_get_type(RID p_light) const = 0;
virtual Rect3 light_get_aabb(RID p_light) const = 0;
virtual float light_get_param(RID p_light, VS::LightParam p_param) = 0;
virtual Color light_get_color(RID p_light) = 0;
virtual uint64_t light_get_version(RID p_light) const = 0;
/* PROBE API */
virtual RID reflection_probe_create() = 0;
virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) = 0;
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0;
virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) = 0;
virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) = 0;
virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) = 0;
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0;
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0;
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0;
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
virtual Rect3 reflection_probe_get_aabb(RID p_probe) const = 0;
virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0;
virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0;
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0;
virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0;
virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0;
virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0;
virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0;
virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0;
/* GI PROBE API */
virtual RID gi_probe_create() = 0;
virtual void gi_probe_set_bounds(RID p_probe, const Rect3 &p_bounds) = 0;
virtual Rect3 gi_probe_get_bounds(RID p_probe) const = 0;
virtual void gi_probe_set_cell_size(RID p_probe, float p_range) = 0;
virtual float gi_probe_get_cell_size(RID p_probe) const = 0;
virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) = 0;
virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const = 0;
virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) = 0;
virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const = 0;
virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range) = 0;
virtual int gi_probe_get_dynamic_range(RID p_probe) const = 0;
virtual void gi_probe_set_energy(RID p_probe, float p_range) = 0;
virtual float gi_probe_get_energy(RID p_probe) const = 0;
virtual void gi_probe_set_bias(RID p_probe, float p_range) = 0;
virtual float gi_probe_get_bias(RID p_probe) const = 0;
virtual void gi_probe_set_normal_bias(RID p_probe, float p_range) = 0;
virtual float gi_probe_get_normal_bias(RID p_probe) const = 0;
virtual void gi_probe_set_propagation(RID p_probe, float p_range) = 0;
virtual float gi_probe_get_propagation(RID p_probe) const = 0;
virtual void gi_probe_set_interior(RID p_probe, bool p_enable) = 0;
virtual bool gi_probe_is_interior(RID p_probe) const = 0;
virtual void gi_probe_set_compress(RID p_probe, bool p_enable) = 0;
virtual bool gi_probe_is_compressed(RID p_probe) const = 0;
virtual uint32_t gi_probe_get_version(RID p_probe) = 0;
enum GIProbeCompression {
GI_PROBE_UNCOMPRESSED,
GI_PROBE_S3TC,
GI_PROBE_ETC2
};
virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const = 0;
virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) = 0;
virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) = 0;
/* PARTICLES */
virtual RID particles_create() = 0;
virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0;
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;
virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0;
virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0;
virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0;
virtual void particles_set_custom_aabb(RID p_particles, const Rect3 &p_aabb) = 0;
virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
virtual void particles_restart(RID p_particles) = 0;
virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) = 0;
virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0;
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;
virtual void particles_request_process(RID p_particles) = 0;
virtual Rect3 particles_get_current_aabb(RID p_particles) = 0;
virtual Rect3 particles_get_aabb(RID p_particles) const = 0;
virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0;
virtual int particles_get_draw_passes(RID p_particles) const = 0;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0;
/* RENDER TARGET */
enum RenderTargetFlags {
RENDER_TARGET_VFLIP,
RENDER_TARGET_TRANSPARENT,
RENDER_TARGET_NO_3D_EFFECTS,
RENDER_TARGET_NO_3D,
RENDER_TARGET_NO_SAMPLING,
RENDER_TARGET_HDR,
RENDER_TARGET_FLAG_MAX
};
virtual RID render_target_create() = 0;
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height) = 0;
virtual RID render_target_get_texture(RID p_render_target) const = 0;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0;
virtual bool render_target_was_used(RID p_render_target) = 0;
virtual void render_target_clear_used(RID p_render_target) = 0;
virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) = 0;
/* CANVAS SHADOW */
virtual RID canvas_light_shadow_buffer_create(int p_width) = 0;
/* LIGHT SHADOW MAPPING */
virtual RID canvas_light_occluder_create() = 0;
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) = 0;
virtual VS::InstanceType get_base_type(RID p_rid) const = 0;
virtual bool free(RID p_rid) = 0;
virtual bool has_os_feature(const String &p_feature) const = 0;
virtual void update_dirty_resources() = 0;
virtual void set_debug_generate_wireframes(bool p_generate) = 0;
virtual void render_info_begin_capture() = 0;
virtual void render_info_end_capture() = 0;
virtual int get_captured_render_info(VS::RenderInfo p_info) = 0;
virtual int get_render_info(VS::RenderInfo p_info) = 0;
static RasterizerStorage *base_singleton;
RasterizerStorage();
virtual ~RasterizerStorage() {}
};
class RasterizerCanvas {
public:
enum CanvasRectFlags {
CANVAS_RECT_REGION = 1,
CANVAS_RECT_TILE = 2,
CANVAS_RECT_FLIP_H = 4,
CANVAS_RECT_FLIP_V = 8,
CANVAS_RECT_TRANSPOSE = 16,
CANVAS_RECT_CLIP_UV = 32
};
struct Light : public RID_Data {
bool enabled;
Color color;
Transform2D xform;
float height;
float energy;
float scale;
int z_min;
int z_max;
int layer_min;
int layer_max;
int item_mask;
int item_shadow_mask;
VS::CanvasLightMode mode;
RID texture;
Vector2 texture_offset;
RID canvas;
RID shadow_buffer;
int shadow_buffer_size;
float shadow_gradient_length;
VS::CanvasLightShadowFilter shadow_filter;
Color shadow_color;
float shadow_smooth;
void *texture_cache; // implementation dependent
Rect2 rect_cache;
Transform2D xform_cache;
float radius_cache; //used for shadow far plane
CameraMatrix shadow_matrix_cache;
Transform2D light_shader_xform;
Vector2 light_shader_pos;
Light *shadows_next_ptr;
Light *filter_next_ptr;
Light *next_ptr;
Light *mask_next_ptr;
RID light_internal;
Light() {
enabled = true;
color = Color(1, 1, 1);
shadow_color = Color(0, 0, 0, 0);
height = 0;
z_min = -1024;
z_max = 1024;
layer_min = 0;
layer_max = 0;
item_mask = 1;
scale = 1.0;
energy = 1.0;
item_shadow_mask = -1;
mode = VS::CANVAS_LIGHT_MODE_ADD;
texture_cache = NULL;
next_ptr = NULL;
mask_next_ptr = NULL;
filter_next_ptr = NULL;
shadow_buffer_size = 256;
shadow_gradient_length = 0;
shadow_filter = VS::CANVAS_LIGHT_FILTER_NONE;
shadow_smooth = 0.0;
}
};
virtual RID light_internal_create() = 0;
virtual void light_internal_update(RID p_rid, Light *p_light) = 0;
virtual void light_internal_free(RID p_rid) = 0;
struct Item : public RID_Data {
struct Command {
enum Type {
TYPE_LINE,
TYPE_POLYLINE,
TYPE_RECT,
TYPE_NINEPATCH,
TYPE_PRIMITIVE,
TYPE_POLYGON,
TYPE_MESH,
TYPE_MULTIMESH,
TYPE_PARTICLES,
TYPE_CIRCLE,
TYPE_TRANSFORM,
TYPE_CLIP_IGNORE,
};
Type type;
virtual ~Command() {}
};
struct CommandLine : public Command {
Point2 from, to;
Color color;
float width;
bool antialiased;
CommandLine() { type = TYPE_LINE; }
};
struct CommandPolyLine : public Command {
bool antialiased;
Vector<Point2> triangles;
Vector<Color> triangle_colors;
Vector<Point2> lines;
Vector<Color> line_colors;
CommandPolyLine() {
type = TYPE_POLYLINE;
antialiased = false;
}
};
struct CommandRect : public Command {
Rect2 rect;
RID texture;
RID normal_map;
Color modulate;
Rect2 source;
uint8_t flags;
CommandRect() {
flags = 0;
type = TYPE_RECT;
}
};
struct CommandNinePatch : public Command {
Rect2 rect;
Rect2 source;
RID texture;
RID normal_map;
float margin[4];
bool draw_center;
Color color;
VS::NinePatchAxisMode axis_x;
VS::NinePatchAxisMode axis_y;
CommandNinePatch() {
draw_center = true;
type = TYPE_NINEPATCH;
}
};
struct CommandPrimitive : public Command {
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
RID texture;
RID normal_map;
float width;
CommandPrimitive() {
type = TYPE_PRIMITIVE;
width = 1;
}
};
struct CommandPolygon : public Command {
Vector<int> indices;
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
RID texture;
RID normal_map;
int count;
bool antialiased;
CommandPolygon() {
type = TYPE_POLYGON;
count = 0;
}
};
struct CommandMesh : public Command {
RID mesh;
RID skeleton;
CommandMesh() { type = TYPE_MESH; }
};
struct CommandMultiMesh : public Command {
RID multimesh;
RID skeleton;
CommandMultiMesh() { type = TYPE_MULTIMESH; }
};
struct CommandParticles : public Command {
RID particles;
RID texture;
RID normal_map;
int h_frames;
int v_frames;
CommandParticles() { type = TYPE_PARTICLES; }
};
struct CommandCircle : public Command {
Point2 pos;
float radius;
Color color;
CommandCircle() { type = TYPE_CIRCLE; }
};
struct CommandTransform : public Command {
Transform2D xform;
CommandTransform() { type = TYPE_TRANSFORM; }
};
struct CommandClipIgnore : public Command {
bool ignore;
CommandClipIgnore() {
type = TYPE_CLIP_IGNORE;
ignore = false;
}
};
struct ViewportRender {
VisualServer *owner;
void *udata;
Rect2 rect;
};
Transform2D xform;
bool clip;
bool visible;
bool behind;
//VS::MaterialBlendMode blend_mode;
int light_mask;
Vector<Command *> commands;
mutable bool custom_rect;
mutable bool rect_dirty;
mutable Rect2 rect;
RID material;
Item *next;
struct CopyBackBuffer {
Rect2 rect;
Rect2 screen_rect;
bool full;
};
CopyBackBuffer *copy_back_buffer;
Color final_modulate;
Transform2D final_transform;
Rect2 final_clip_rect;
Item *final_clip_owner;
Item *material_owner;
ViewportRender *vp_render;
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;
}
Transform2D xf;
bool found_xform = false;
bool first = true;
const Item::Command *const *cmd = &commands[0];
for (int i = 0; i < s; i++) {
const Item::Command *c = cmd[i];
Rect2 r;
switch (c->type) {
case Item::Command::TYPE_LINE: {
const Item::CommandLine *line = static_cast<const Item::CommandLine *>(c);
r.position = line->from;
r.expand_to(line->to);
} break;
case Item::Command::TYPE_POLYLINE: {
const Item::CommandPolyLine *pline = static_cast<const Item::CommandPolyLine *>(c);
if (pline->triangles.size()) {
for (int j = 0; j < pline->triangles.size(); j++) {
if (j == 0) {
r.position = pline->triangles[j];
} else {
r.expand_to(pline->triangles[j]);
}
}
} else {
for (int j = 0; j < pline->lines.size(); j++) {
if (j == 0) {
r.position = pline->lines[j];
} else {
r.expand_to(pline->lines[j]);
}
}
}
} break;
case Item::Command::TYPE_RECT: {
const Item::CommandRect *crect = static_cast<const Item::CommandRect *>(c);
r = crect->rect;
} break;
case Item::Command::TYPE_NINEPATCH: {
const Item::CommandNinePatch *style = static_cast<const Item::CommandNinePatch *>(c);
r = style->rect;
} break;
case Item::Command::TYPE_PRIMITIVE: {
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
r.position = primitive->points[0];
for (int i = 1; i < primitive->points.size(); i++) {
r.expand_to(primitive->points[i]);
}
} break;
case Item::Command::TYPE_POLYGON: {
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
int l = polygon->points.size();
const Point2 *pp = &polygon->points[0];
r.position = pp[0];
for (int i = 1; i < l; i++) {
r.expand_to(pp[i]);
}
} break;
case Item::Command::TYPE_MESH: {
const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
Rect3 aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, mesh->skeleton);
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
} break;
case Item::Command::TYPE_MULTIMESH: {
const Item::CommandMultiMesh *multimesh = static_cast<const Item::CommandMultiMesh *>(c);
Rect3 aabb = RasterizerStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh);
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
} break;
case Item::Command::TYPE_PARTICLES: {
const Item::CommandParticles *particles_cmd = static_cast<const Item::CommandParticles *>(c);
if (particles_cmd->particles.is_valid()) {
Rect3 aabb = RasterizerStorage::base_singleton->particles_get_aabb(particles_cmd->particles);
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
}
} break;
case Item::Command::TYPE_CIRCLE: {
const Item::CommandCircle *circle = static_cast<const Item::CommandCircle *>(c);
r.position = Point2(-circle->radius, -circle->radius) + circle->pos;
r.size = Point2(circle->radius * 2.0, circle->radius * 2.0);
} break;
case Item::Command::TYPE_TRANSFORM: {
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
xf = transform->xform;
found_xform = true;
continue;
} break;
case Item::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;
}
Item() {
light_mask = 1;
vp_render = NULL;
next = NULL;
final_clip_owner = NULL;
clip = false;
final_modulate = Color(1, 1, 1, 1);
visible = true;
rect_dirty = true;
custom_rect = false;
behind = false;
material_owner = NULL;
copy_back_buffer = NULL;
distance_field = false;
light_masked = false;
}
virtual ~Item() {
clear();
if (copy_back_buffer) memdelete(copy_back_buffer);
}
};
virtual void canvas_begin() = 0;
virtual void canvas_end() = 0;
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light) = 0;
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
struct LightOccluderInstance : public RID_Data {
bool enabled;
RID canvas;
RID polygon;
RID polygon_buffer;
Rect2 aabb_cache;
Transform2D xform;
Transform2D xform_cache;
int light_mask;
VS::CanvasOccluderPolygonCullMode cull_cache;
LightOccluderInstance *next;
LightOccluderInstance() {
enabled = true;
next = NULL;
light_mask = 1;
cull_cache = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
}
};
virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache) = 0;
virtual void reset_canvas() = 0;
virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0;
virtual ~RasterizerCanvas() {}
};
class Rasterizer {
protected:
static Rasterizer *(*_create_func)();
public:
static Rasterizer *create();
virtual RasterizerStorage *get_storage() = 0;
virtual RasterizerCanvas *get_canvas() = 0;
virtual RasterizerScene *get_scene() = 0;
virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale) = 0;
virtual void initialize() = 0;
virtual void begin_frame() = 0;
virtual void set_current_render_target(RID p_render_target) = 0;
virtual void restore_render_target() = 0;
virtual void clear_render_target(const Color &p_color) = 0;
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) = 0;
virtual void end_frame() = 0;
virtual void finalize() = 0;
virtual ~Rasterizer() {}
};
#endif // RASTERIZER_H