godot/drivers/dummy/rasterizer_dummy.h
2020-03-19 18:30:39 -07:00

891 lines
41 KiB
C++

/*************************************************************************/
/* rasterizer_dummy.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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_DUMMY_H
#define RASTERIZER_DUMMY_H
#include "core/math/camera_matrix.h"
#include "core/rid_owner.h"
#include "core/self_list.h"
#include "scene/resources/mesh.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual_server.h"
class RasterizerSceneDummy : public RasterizerScene {
public:
/* SHADOW ATLAS API */
RID shadow_atlas_create() { return RID(); }
void shadow_atlas_set_size(RID p_atlas, int p_size) {}
void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {}
bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { return false; }
void directional_shadow_atlas_set_size(int p_size) {}
int get_directional_light_shadow_size(RID p_light_intance) { return 0; }
void set_directional_shadow_count(int p_count) {}
/* SKY API */
RID sky_create() { return RID(); }
void sky_set_radiance_size(RID p_sky, int p_radiance_size) {}
void sky_set_mode(RID p_sky, VS::SkyMode p_samples) {}
void sky_set_texture(RID p_sky, RID p_panorama) {}
void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) {}
/* ENVIRONMENT API */
RID environment_create() { return RID(); }
void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) {}
void environment_set_sky(RID p_env, RID p_sky) {}
void environment_set_sky_custom_fov(RID p_env, float p_scale) {}
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {}
void environment_set_bg_material(RID p_env, RID p_material) {}
void environment_set_bg_color(RID p_env, const Color &p_color) {}
void environment_set_bg_energy(RID p_env, float p_energy) {}
void environment_set_canvas_max_layer(RID p_env, int p_max_layer) {}
void environment_set_ambient_light(RID p_env, const Color &p_color, VS::EnvironmentAmbientSource p_ambient = VS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, VS::EnvironmentReflectionSource p_reflection_source = VS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) {}
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) {}
#endif
void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {}
void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
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) {}
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
virtual void environment_set_ssao_quality(VS::EnvironmentSSAOQuality p_quality, bool p_half_size) {}
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) {}
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
bool is_environment(RID p_env) const { return false; }
VS::EnvironmentBG environment_get_background(RID p_env) const { return VS::ENV_BG_KEEP; }
int environment_get_canvas_max_layer(RID p_env) const { return 0; }
virtual RID camera_effects_create() { return RID(); }
virtual void camera_effects_set_dof_blur_quality(VS::DOFBlurQuality p_quality, bool p_use_jitter) {}
virtual void camera_effects_set_dof_blur_bokeh_shape(VS::DOFBokehShape p_shape) {}
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {}
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {}
RID light_instance_create(RID p_light) { return RID(); }
void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {}
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) {}
void light_instance_mark_visible(RID p_light_instance) {}
RID reflection_atlas_create() { return RID(); }
virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {}
RID reflection_probe_instance_create(RID p_probe) { return RID(); }
void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {}
void reflection_probe_release_atlas_index(RID p_instance) {}
bool reflection_probe_instance_needs_redraw(RID p_instance) { return false; }
bool reflection_probe_instance_has_reflection(RID p_instance) { return false; }
bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { return false; }
bool reflection_probe_instance_postprocess_step(RID p_instance) { return true; }
virtual RID gi_probe_instance_create(RID p_gi_probe) { return RID(); }
void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {}
void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {}
virtual bool gi_probe_needs_update(RID p_probe) const { return false; }
virtual void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, int p_dynamic_object_count, InstanceBase **p_dynamic_objects) {}
virtual void render_scene(RID p_render_buffers, 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_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {}
void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {}
virtual void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {}
void set_scene_pass(uint64_t p_pass) {}
virtual void set_time(double p_time, double p_step) {}
void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) {}
virtual RID render_buffers_create() { return RID(); }
virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) {}
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve) {}
virtual bool screen_space_roughness_limiter_is_active() const { return false; }
bool free(RID p_rid) { return true; }
virtual void update() {}
RasterizerSceneDummy() {}
~RasterizerSceneDummy() {}
};
class RasterizerStorageDummy : public RasterizerStorage {
public:
/* TEXTURE API */
struct DummyTexture {
int width;
int height;
uint32_t flags;
Image::Format format;
Ref<Image> image;
String path;
};
struct DummySurface {
uint32_t format;
VS::PrimitiveType primitive;
Vector<uint8_t> array;
int vertex_count;
Vector<uint8_t> index_array;
int index_count;
AABB aabb;
Vector<Vector<uint8_t>> blend_shapes;
Vector<AABB> bone_aabbs;
};
struct DummyMesh {
Vector<DummySurface> surfaces;
int blend_shape_count;
VS::BlendShapeMode blend_shape_mode;
};
mutable RID_PtrOwner<DummyTexture> texture_owner;
mutable RID_PtrOwner<DummyMesh> mesh_owner;
virtual RID texture_2d_create(const Ref<Image> &p_image) { return RID(); }
virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, VS::TextureLayeredType p_layered_type) { return RID(); }
virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices) { return RID(); }
virtual RID texture_proxy_create(RID p_base) { return RID(); }
virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) {}
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) {}
virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap) {}
virtual void texture_proxy_update(RID p_proxy, RID p_base) {}
virtual RID texture_2d_placeholder_create() { return RID(); }
virtual RID texture_2d_layered_placeholder_create() { return RID(); }
virtual RID texture_3d_placeholder_create() { return RID(); }
virtual Ref<Image> texture_2d_get(RID p_texture) const { return Ref<Image>(); }
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const { return Ref<Image>(); }
virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const { return Ref<Image>(); }
virtual void texture_replace(RID p_texture, RID p_by_texture) {}
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) {}
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0;
#endif
virtual void texture_set_path(RID p_texture, const String &p_path) {}
virtual String texture_get_path(RID p_texture) const { return String(); }
virtual void texture_set_detect_3d_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata) {}
virtual void texture_set_detect_normal_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata) {}
virtual void texture_set_detect_roughness_callback(RID p_texture, VS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {}
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info) {}
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {}
virtual Size2 texture_size_with_proxy(RID p_proxy) { return Size2(); }
#if 0
RID texture_create() {
DummyTexture *texture = memnew(DummyTexture);
ERR_FAIL_COND_V(!texture, RID());
return texture_owner.make_rid(texture);
}
void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VisualServer::TextureType p_type = VS::TEXTURE_TYPE_2D, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) {
DummyTexture *t = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!t);
t->width = p_width;
t->height = p_height;
t->flags = p_flags;
t->format = p_format;
t->image = Ref<Image>(memnew(Image));
t->image->create(p_width, p_height, false, p_format);
}
void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_level) {
DummyTexture *t = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!t);
t->width = p_image->get_width();
t->height = p_image->get_height();
t->format = p_image->get_format();
t->image->create(t->width, t->height, false, t->format, p_image->get_data());
}
void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_level) {
DummyTexture *t = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!t);
ERR_FAIL_COND_MSG(p_image.is_null(), "It's not a reference to a valid Image object.");
ERR_FAIL_COND(t->format != p_image->get_format());
ERR_FAIL_COND(src_w <= 0 || src_h <= 0);
ERR_FAIL_COND(src_x < 0 || src_y < 0 || src_x + src_w > p_image->get_width() || src_y + src_h > p_image->get_height());
ERR_FAIL_COND(dst_x < 0 || dst_y < 0 || dst_x + src_w > t->width || dst_y + src_h > t->height);
t->image->blit_rect(p_image, Rect2(src_x, src_y, src_w, src_h), Vector2(dst_x, dst_y));
}
Ref<Image> texture_get_data(RID p_texture, int p_level) const {
DummyTexture *t = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!t, Ref<Image>());
return t->image;
}
void texture_set_flags(RID p_texture, uint32_t p_flags) {
DummyTexture *t = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!t);
t->flags = p_flags;
}
uint32_t texture_get_flags(RID p_texture) const {
DummyTexture *t = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!t, 0);
return t->flags;
}
Image::Format texture_get_format(RID p_texture) const {
DummyTexture *t = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!t, Image::FORMAT_RGB8);
return t->format;
}
VisualServer::TextureType texture_get_type(RID p_texture) const { return VS::TEXTURE_TYPE_2D; }
uint32_t texture_get_texid(RID p_texture) const { return 0; }
uint32_t texture_get_width(RID p_texture) const { return 0; }
uint32_t texture_get_height(RID p_texture) const { return 0; }
uint32_t texture_get_depth(RID p_texture) const { return 0; }
void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth_3d) {}
void texture_bind(RID p_texture, uint32_t p_texture_no) {}
void texture_set_path(RID p_texture, const String &p_path) {
DummyTexture *t = texture_owner.getornull(p_texture);
ERR_FAIL_COND(!t);
t->path = p_path;
}
String texture_get_path(RID p_texture) const {
DummyTexture *t = texture_owner.getornull(p_texture);
ERR_FAIL_COND_V(!t, String());
return t->path;
}
void texture_set_shrink_all_x2_on_set_data(bool p_enable) {}
void texture_debug_usage(List<VS::TextureInfo> *r_info) {}
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const { return RID(); }
void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {}
void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {}
void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) {}
void textures_keep_original(bool p_enable) {}
void texture_set_proxy(RID p_proxy, RID p_base) {}
virtual Size2 texture_size_with_proxy(RID p_texture) const { return Size2(); }
void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {}
#endif
/* SHADER API */
RID shader_create() { return RID(); }
void shader_set_code(RID p_shader, const String &p_code) {}
String shader_get_code(RID p_shader) const { return ""; }
void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {}
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {}
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const { return RID(); }
virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const { return Variant(); }
/* COMMON MATERIAL API */
RID material_create() { return RID(); }
void material_set_render_priority(RID p_material, int priority) {}
void material_set_shader(RID p_shader_material, RID p_shader) {}
void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {}
Variant material_get_param(RID p_material, const StringName &p_param) const { return Variant(); }
void material_set_next_pass(RID p_material, RID p_next_material) {}
bool material_is_animated(RID p_material) { return false; }
bool material_casts_shadows(RID p_material) { return false; }
void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance) {}
/* MESH API */
RID mesh_create() {
DummyMesh *mesh = memnew(DummyMesh);
ERR_FAIL_COND_V(!mesh, RID());
mesh->blend_shape_count = 0;
mesh->blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED;
return mesh_owner.make_rid(mesh);
}
void mesh_add_surface(RID p_mesh, const VS::SurfaceData &p_surface) {}
#if 0
void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t> > &p_blend_shapes = Vector<Vector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!m);
m->surfaces.push_back(DummySurface());
DummySurface *s = &m->surfaces.write[m->surfaces.size() - 1];
s->format = p_format;
s->primitive = p_primitive;
s->array = p_array;
s->vertex_count = p_vertex_count;
s->index_array = p_index_array;
s->index_count = p_index_count;
s->aabb = p_aabb;
s->blend_shapes = p_blend_shapes;
s->bone_aabbs = p_bone_aabbs;
}
void mesh_set_blend_shape_count(RID p_mesh, int p_amount) {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!m);
m->blend_shape_count = p_amount;
}
#endif
int mesh_get_blend_shape_count(RID p_mesh) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, 0);
return m->blend_shape_count;
}
void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!m);
m->blend_shape_mode = p_mode;
}
VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, VS::BLEND_SHAPE_MODE_NORMALIZED);
return m->blend_shape_mode;
}
void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {}
void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {}
RID mesh_surface_get_material(RID p_mesh, int p_surface) const { return RID(); }
#if 0
int mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, 0);
return m->surfaces[p_surface].vertex_count;
}
int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, 0);
return m->surfaces[p_surface].index_count;
}
Vector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, Vector<uint8_t>());
return m->surfaces[p_surface].array;
}
Vector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, Vector<uint8_t>());
return m->surfaces[p_surface].index_array;
}
uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, 0);
return m->surfaces[p_surface].format;
}
VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, VS::PRIMITIVE_POINTS);
return m->surfaces[p_surface].primitive;
}
AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, AABB());
return m->surfaces[p_surface].aabb;
}
Vector<Vector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, Vector<Vector<uint8_t> >());
return m->surfaces[p_surface].blend_shapes;
}
Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, Vector<AABB>());
return m->surfaces[p_surface].bone_aabbs;
}
void mesh_remove_surface(RID p_mesh, int p_index) {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND(!m);
ERR_FAIL_COND(p_index >= m->surfaces.size());
m->surfaces.remove(p_index);
}
#endif
VS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const { return VS::SurfaceData(); }
int mesh_get_surface_count(RID p_mesh) const {
DummyMesh *m = mesh_owner.getornull(p_mesh);
ERR_FAIL_COND_V(!m, 0);
return m->surfaces.size();
}
void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {}
AABB mesh_get_custom_aabb(RID p_mesh) const { return AABB(); }
AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) { return AABB(); }
void mesh_clear(RID p_mesh) {}
/* MULTIMESH API */
virtual RID multimesh_create() { return RID(); }
virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) {}
int multimesh_get_instance_count(RID p_multimesh) const { return 0; }
void multimesh_set_mesh(RID p_multimesh, RID p_mesh) {}
void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {}
void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {}
void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {}
void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {}
RID multimesh_get_mesh(RID p_multimesh) const { return RID(); }
AABB multimesh_get_aabb(RID p_multimesh) const { return AABB(); }
Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const { return Transform(); }
Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const { return Transform2D(); }
Color multimesh_instance_get_color(RID p_multimesh, int p_index) const { return Color(); }
Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const { return Color(); }
virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {}
virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const { return Vector<float>(); }
void multimesh_set_visible_instances(RID p_multimesh, int p_visible) {}
int multimesh_get_visible_instances(RID p_multimesh) const { return 0; }
/* IMMEDIATE API */
RID immediate_create() { return RID(); }
void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {}
void immediate_normal(RID p_immediate, const Vector3 &p_normal) {}
void immediate_tangent(RID p_immediate, const Plane &p_tangent) {}
void immediate_color(RID p_immediate, const Color &p_color) {}
void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {}
void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {}
void immediate_end(RID p_immediate) {}
void immediate_clear(RID p_immediate) {}
void immediate_set_material(RID p_immediate, RID p_material) {}
RID immediate_get_material(RID p_immediate) const { return RID(); }
AABB immediate_get_aabb(RID p_immediate) const { return AABB(); }
/* SKELETON API */
RID skeleton_create() { return RID(); }
void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) {}
void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {}
void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {}
int skeleton_get_bone_count(RID p_skeleton) const { return 0; }
void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {}
Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const { return Transform(); }
void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {}
Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { return Transform2D(); }
/* Light API */
RID light_create(VS::LightType p_type) { return RID(); }
RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); }
RID omni_light_create() { return light_create(VS::LIGHT_OMNI); }
RID spot_light_create() { return light_create(VS::LIGHT_SPOT); }
void light_set_color(RID p_light, const Color &p_color) {}
void light_set_param(RID p_light, VS::LightParam p_param, float p_value) {}
void light_set_shadow(RID p_light, bool p_enabled) {}
void light_set_shadow_color(RID p_light, const Color &p_color) {}
void light_set_projector(RID p_light, RID p_texture) {}
void light_set_negative(RID p_light, bool p_enable) {}
void light_set_cull_mask(RID p_light, uint32_t p_mask) {}
void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {}
void light_set_use_gi(RID p_light, bool p_enabled) {}
void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {}
void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {}
void light_directional_set_blend_splits(RID p_light, bool p_enable) {}
bool light_directional_get_blend_splits(RID p_light) const { return false; }
void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) {}
VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const { return VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; }
VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) { return VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) { return VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }
bool light_has_shadow(RID p_light) const { return false; }
VS::LightType light_get_type(RID p_light) const { return VS::LIGHT_OMNI; }
AABB light_get_aabb(RID p_light) const { return AABB(); }
float light_get_param(RID p_light, VS::LightParam p_param) { return 0.0; }
Color light_get_color(RID p_light) { return Color(); }
bool light_get_use_gi(RID p_light) { return false; }
uint64_t light_get_version(RID p_light) const { return 0; }
/* PROBE API */
RID reflection_probe_create() { return RID(); }
void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {}
void reflection_probe_set_intensity(RID p_probe, float p_intensity) {}
void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) {}
void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {}
void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) {}
void reflection_probe_set_max_distance(RID p_probe, float p_distance) {}
void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {}
void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {}
void reflection_probe_set_as_interior(RID p_probe, bool p_enable) {}
void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {}
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {}
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {}
void reflection_probe_set_resolution(RID p_probe, int p_resolution) {}
AABB reflection_probe_get_aabb(RID p_probe) const { return AABB(); }
VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const { return VisualServer::REFLECTION_PROBE_UPDATE_ONCE; }
uint32_t reflection_probe_get_cull_mask(RID p_probe) const { return 0; }
Vector3 reflection_probe_get_extents(RID p_probe) const { return Vector3(); }
Vector3 reflection_probe_get_origin_offset(RID p_probe) const { return Vector3(); }
float reflection_probe_get_origin_max_distance(RID p_probe) const { return 0.0; }
bool reflection_probe_renders_shadows(RID p_probe) const { return false; }
virtual void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {}
virtual void skeleton_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {}
/* GI PROBE API */
RID gi_probe_create() { return RID(); }
virtual void gi_probe_allocate(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {}
virtual AABB gi_probe_get_bounds(RID p_gi_probe) const { return AABB(); }
virtual Vector3i gi_probe_get_octree_size(RID p_gi_probe) const { return Vector3i(); }
virtual Vector<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const { return Vector<uint8_t>(); }
virtual Vector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const { return Vector<uint8_t>(); }
virtual Vector<uint8_t> gi_probe_get_distance_field(RID p_gi_probe) const { return Vector<uint8_t>(); }
virtual Vector<int> gi_probe_get_level_counts(RID p_gi_probe) const { return Vector<int>(); }
virtual Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const { return Transform(); }
virtual void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range) {}
virtual float gi_probe_get_dynamic_range(RID p_gi_probe) const { return 0; }
virtual void gi_probe_set_propagation(RID p_gi_probe, float p_range) {}
virtual float gi_probe_get_propagation(RID p_gi_probe) const { return 0; }
void gi_probe_set_energy(RID p_gi_probe, float p_range) {}
float gi_probe_get_energy(RID p_gi_probe) const { return 0.0; }
virtual void gi_probe_set_ao(RID p_gi_probe, float p_ao) {}
virtual float gi_probe_get_ao(RID p_gi_probe) const { return 0; }
virtual void gi_probe_set_ao_size(RID p_gi_probe, float p_strength) {}
virtual float gi_probe_get_ao_size(RID p_gi_probe) const { return 0; }
void gi_probe_set_bias(RID p_gi_probe, float p_range) {}
float gi_probe_get_bias(RID p_gi_probe) const { return 0.0; }
void gi_probe_set_normal_bias(RID p_gi_probe, float p_range) {}
float gi_probe_get_normal_bias(RID p_gi_probe) const { return 0.0; }
void gi_probe_set_interior(RID p_gi_probe, bool p_enable) {}
bool gi_probe_is_interior(RID p_gi_probe) const { return false; }
virtual void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable) {}
virtual bool gi_probe_is_using_two_bounces(RID p_gi_probe) const { return false; }
virtual void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength) {}
virtual float gi_probe_get_anisotropy_strength(RID p_gi_probe) const { return 0; }
uint32_t gi_probe_get_version(RID p_gi_probe) { return 0; }
/* LIGHTMAP CAPTURE */
struct Instantiable {
SelfList<RasterizerScene::InstanceBase>::List instance_list;
_FORCE_INLINE_ void instance_change_notify(bool p_aabb = true, bool p_materials = true) {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
while (instances) {
//instances->self()->base_changed(p_aabb, p_materials);
instances = instances->next();
}
}
_FORCE_INLINE_ void instance_remove_deps() {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
while (instances) {
SelfList<RasterizerScene::InstanceBase> *next = instances->next();
//instances->self()->base_removed();
instances = next;
}
}
Instantiable() {}
virtual ~Instantiable() {
}
};
struct LightmapCapture : public Instantiable {
Vector<LightmapCaptureOctree> octree;
AABB bounds;
Transform cell_xform;
int cell_subdiv;
float energy;
LightmapCapture() {
energy = 1.0;
cell_subdiv = 1;
}
};
mutable RID_PtrOwner<LightmapCapture> lightmap_capture_data_owner;
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 Vector<uint8_t> &p_octree) {}
RID lightmap_capture_create() {
LightmapCapture *capture = memnew(LightmapCapture);
return lightmap_capture_data_owner.make_rid(capture);
}
Vector<uint8_t> lightmap_capture_get_octree(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, Vector<uint8_t>());
return Vector<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 Vector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const {
const LightmapCapture *capture = lightmap_capture_data_owner.getornull(p_capture);
ERR_FAIL_COND_V(!capture, NULL);
return &capture->octree;
}
/* PARTICLES */
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 */
RID render_target_create() { return RID(); }
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) { return RID(); }
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) { return false; }
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) { return false; }
virtual Color render_target_get_clear_request_color(RID p_render_target) { return Color(); }
virtual void render_target_disable_clear_request(RID p_render_target) {}
virtual void render_target_do_clear_request(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) {
if (texture_owner.owns(p_rid)) {
// delete the texture
DummyTexture *texture = texture_owner.getornull(p_rid);
texture_owner.free(p_rid);
memdelete(texture);
}
return true;
}
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;
virtual void capture_timestamps_begin() {}
virtual void capture_timestamp(const String &p_name) {}
virtual uint32_t get_captured_timestamps_count() const { return 0; }
virtual uint64_t get_captured_timestamps_frame() const { return 0; }
virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const { return 0; }
virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const { return 0; }
virtual String get_captured_timestamp_name(uint32_t p_index) const { return String(); }
RasterizerStorageDummy() {}
~RasterizerStorageDummy() {}
};
class RasterizerCanvasDummy : public RasterizerCanvas {
public:
virtual TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat, RID p_multimesh) { return 0; }
virtual void free_texture_binding(TextureBindingID p_binding) {}
virtual PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) { return 0; }
virtual void free_polygon(PolygonID p_polygon) {}
virtual void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform) {}
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
virtual RID light_create() { return RID(); }
virtual void light_set_texture(RID p_rid, RID p_texture) {}
virtual void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution) {}
virtual void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {}
virtual RID occluder_polygon_create() { return RID(); }
virtual void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines) {}
virtual void occluder_polygon_set_cull_mode(RID p_occluder, VS::CanvasOccluderPolygonCullMode p_mode) {}
void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
virtual bool free(RID p_rid) { return true; }
virtual void update() {}
RasterizerCanvasDummy() {}
~RasterizerCanvasDummy() {}
};
class RasterizerDummy : public Rasterizer {
protected:
RasterizerCanvasDummy canvas;
RasterizerStorageDummy storage;
RasterizerSceneDummy scene;
public:
RasterizerStorage *get_storage() { return &storage; }
RasterizerCanvas *get_canvas() { return &canvas; }
RasterizerScene *get_scene() { return &scene; }
void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) {}
void initialize() {}
void begin_frame(double frame_step) {}
virtual void prepare_for_blitting_render_targets() {}
virtual void blit_render_targets_to_screen(int p_screen, const BlitToScreen *p_render_targets, int p_amount) {}
void end_frame(bool p_swap_buffers) { OS::get_singleton()->swap_buffers(); }
void finalize() {}
static Error is_viable() {
return OK;
}
static Rasterizer *_create_current() {
return memnew(RasterizerDummy);
}
static void make_current() {
_create_func = _create_current;
}
virtual bool is_low_end() const { return true; }
RasterizerDummy() {}
~RasterizerDummy() {}
};
#endif // RASTERIZER_DUMMY_H