1277 lines
46 KiB
C++
1277 lines
46 KiB
C++
/*************************************************************************/
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/* rasterizer.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZER_H
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#define RASTERIZER_H
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#include "core/math/camera_matrix.h"
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#include "servers/visual_server.h"
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#include "core/pair.h"
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#include "core/self_list.h"
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class RasterizerScene {
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public:
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/* SHADOW ATLAS API */
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virtual RID shadow_atlas_create() = 0;
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virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
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virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
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virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
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virtual void directional_shadow_atlas_set_size(int p_size) = 0;
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virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
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virtual void set_directional_shadow_count(int p_count) = 0;
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/* SKY API */
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virtual RID sky_create() = 0;
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virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
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virtual void sky_set_mode(RID p_sky, VS::SkyMode p_samples) = 0;
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virtual void sky_set_texture(RID p_sky, RID p_panorama) = 0;
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/* ENVIRONMENT API */
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virtual RID environment_create() = 0;
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virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0;
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virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
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virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
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virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
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virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
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virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
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virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
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virtual 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) = 0;
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
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#endif
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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;
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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;
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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, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0;
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virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
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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;
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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, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
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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;
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virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
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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;
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virtual 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) = 0;
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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;
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virtual bool is_environment(RID p_env) const = 0;
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virtual VS::EnvironmentBG environment_get_background(RID p_env) const = 0;
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virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
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struct InstanceBase;
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struct InstanceDependency {
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void instance_notify_changed(bool p_aabb, bool p_dependencies);
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void instance_notify_deleted(RID p_deleted);
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~InstanceDependency();
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private:
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friend class InstanceBase;
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Map<InstanceBase *, uint32_t> instances;
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};
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struct InstanceBase {
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VS::InstanceType base_type;
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RID base;
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RID skeleton;
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RID material_override;
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RID instance_data;
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Transform transform;
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int depth_layer;
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uint32_t layer_mask;
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uint32_t instance_version;
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//RID sampled_light;
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Vector<RID> materials;
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Vector<RID> light_instances;
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Vector<RID> reflection_probe_instances;
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Vector<RID> gi_probe_instances;
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Vector<float> blend_values;
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VS::ShadowCastingSetting cast_shadows;
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//fit in 32 bits
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bool mirror : 8;
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bool receive_shadows : 8;
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bool visible : 8;
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bool baked_light : 4; //this flag is only to know if it actually did use baked light
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bool redraw_if_visible : 4;
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float depth; //used for sorting
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SelfList<InstanceBase> dependency_item;
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InstanceBase *lightmap_capture;
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RID lightmap;
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Vector<Color> lightmap_capture_data; //in a array (12 values) to avoid wasting space if unused. Alpha is unused, but needed to send to shader
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virtual void dependency_deleted(RID p_dependency) = 0;
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virtual void dependency_changed(bool p_aabb, bool p_dependencies) = 0;
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Set<InstanceDependency *> dependencies;
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void instance_increase_version() {
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instance_version++;
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}
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void update_dependency(InstanceDependency *p_dependency) {
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dependencies.insert(p_dependency);
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p_dependency->instances[this] = instance_version;
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}
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void clean_up_dependencies() {
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List<Pair<InstanceDependency *, Map<InstanceBase *, uint32_t>::Element *> > to_clean_up;
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for (Set<InstanceDependency *>::Element *E = dependencies.front(); E; E = E->next()) {
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InstanceDependency *dep = E->get();
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Map<InstanceBase *, uint32_t>::Element *F = dep->instances.find(this);
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ERR_CONTINUE(!F);
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if (F->get() != instance_version) {
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Pair<InstanceDependency *, Map<InstanceBase *, uint32_t>::Element *> p;
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p.first = dep;
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p.second = F;
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to_clean_up.push_back(p);
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}
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}
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while (to_clean_up.size()) {
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to_clean_up.front()->get().first->instances.erase(to_clean_up.front()->get().second);
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to_clean_up.pop_front();
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}
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}
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void clear_dependencies() {
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for (Set<InstanceDependency *>::Element *E = dependencies.front(); E; E = E->next()) {
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InstanceDependency *dep = E->get();
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dep->instances.erase(this);
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}
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dependencies.clear();
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}
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InstanceBase() :
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dependency_item(this) {
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base_type = VS::INSTANCE_NONE;
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cast_shadows = VS::SHADOW_CASTING_SETTING_ON;
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receive_shadows = true;
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visible = true;
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depth_layer = 0;
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layer_mask = 1;
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instance_version = 0;
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baked_light = false;
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redraw_if_visible = false;
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lightmap_capture = NULL;
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}
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virtual ~InstanceBase() {
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clear_dependencies();
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}
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};
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virtual RID light_instance_create(RID p_light) = 0;
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virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
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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;
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virtual void light_instance_mark_visible(RID p_light_instance) = 0;
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virtual bool light_instances_can_render_shadow_cube() const { return true; }
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virtual RID reflection_atlas_create() = 0;
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virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) = 0;
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virtual RID reflection_probe_instance_create(RID p_probe) = 0;
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virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
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virtual void reflection_probe_release_atlas_index(RID p_instance) = 0;
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virtual bool reflection_probe_instance_needs_redraw(RID p_instance) = 0;
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virtual bool reflection_probe_instance_has_reflection(RID p_instance) = 0;
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virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0;
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virtual bool reflection_probe_instance_postprocess_step(RID p_instance) = 0;
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virtual RID gi_probe_instance_create(RID p_gi_probe) = 0;
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virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) = 0;
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virtual bool gi_probe_needs_update(RID p_probe) const = 0;
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virtual void gi_probe_update(RID p_probe, const Vector<RID> &p_light_instances) = 0;
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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_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;
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virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) = 0;
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virtual void set_scene_pass(uint64_t p_pass) = 0;
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virtual void set_time(double p_time) = 0;
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virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) = 0;
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virtual RID render_buffers_create() = 0;
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virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0;
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virtual bool free(RID p_rid) = 0;
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virtual void update() = 0;
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virtual ~RasterizerScene() {}
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};
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class RasterizerStorage {
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Color default_clear_color;
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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) = 0;
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virtual RID texture_2d_layered_create(const Vector<Ref<Image> > &p_layers, VS::TextureLayeredType p_layered_type) = 0;
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virtual RID texture_3d_create(const Vector<Ref<Image> > &p_slices) = 0; //all slices, then all the mipmaps, must be coherent
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virtual RID texture_proxy_create(RID p_base) = 0; //all slices, then all the mipmaps, must be coherent
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virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 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) = 0;
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virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap) = 0;
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virtual void texture_proxy_update(RID p_proxy, RID p_base) = 0;
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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() = 0;
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virtual RID texture_2d_layered_placeholder_create() = 0;
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virtual RID texture_3d_placeholder_create() = 0;
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virtual Ref<Image> texture_2d_get(RID p_texture) const = 0;
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virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0;
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virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const = 0;
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virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
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virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0;
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#endif
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virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
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virtual String texture_get_path(RID p_texture) const = 0;
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virtual void texture_set_detect_3d_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata) = 0;
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virtual void texture_set_detect_normal_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata) = 0;
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virtual void texture_set_detect_roughness_callback(RID p_texture, VS::TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0;
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virtual void texture_debug_usage(List<VS::TextureInfo> *r_info) = 0;
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virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
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virtual Size2 texture_size_with_proxy(RID p_proxy) = 0;
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/* SHADER API */
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virtual RID shader_create() = 0;
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virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
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virtual String shader_get_code(RID p_shader) const = 0;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
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virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
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virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
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virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const = 0;
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/* COMMON MATERIAL API */
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virtual RID material_create() = 0;
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virtual void material_set_render_priority(RID p_material, int priority) = 0;
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virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
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virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
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virtual bool material_is_animated(RID p_material) = 0;
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virtual bool material_casts_shadows(RID p_material) = 0;
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virtual void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0;
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/* MESH API */
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virtual RID mesh_create() = 0;
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/// Returns stride
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virtual void mesh_add_surface(RID p_mesh, const VS::SurfaceData &p_surface) = 0;
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virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;
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virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) = 0;
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virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
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virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0;
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virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
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virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
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virtual VS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const = 0;
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virtual int mesh_get_surface_count(RID p_mesh) const = 0;
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virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
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virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
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virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) = 0;
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virtual void mesh_clear(RID p_mesh) = 0;
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/* MULTIMESH API */
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virtual RID multimesh_create() = 0;
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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) = 0;
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virtual int multimesh_get_instance_count(RID p_multimesh) const = 0;
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virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
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virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;
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virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0;
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virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
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virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0;
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virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;
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virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
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virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0;
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virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
|
|
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;
|
|
|
|
virtual void multimesh_set_buffer(RID p_multimesh, const PoolVector<float> &p_buffer) = 0;
|
|
virtual PoolVector<float> multimesh_get_buffer(RID p_multimesh) 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 AABB 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 AABB 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;
|
|
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
|
|
|
|
/* Light API */
|
|
|
|
virtual RID light_create(VS::LightType p_type) = 0;
|
|
|
|
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); }
|
|
|
|
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_set_use_gi(RID p_light, bool p_enable) = 0;
|
|
|
|
virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 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 AABB 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 bool light_get_use_gi(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_resolution(RID p_probe, int p_resolution) = 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 AABB 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 base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0;
|
|
virtual void skeleton_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0;
|
|
|
|
/* GI PROBE API */
|
|
|
|
virtual RID gi_probe_create() = 0;
|
|
|
|
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 PoolVector<uint8_t> &p_octree_cells, const PoolVector<uint8_t> &p_data_cells, const PoolVector<int> &p_level_counts) = 0;
|
|
|
|
virtual AABB gi_probe_get_bounds(RID p_gi_probe) const = 0;
|
|
virtual Vector3i gi_probe_get_octree_size(RID p_gi_probe) const = 0;
|
|
virtual PoolVector<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const = 0;
|
|
virtual PoolVector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const = 0;
|
|
virtual PoolVector<int> gi_probe_get_level_counts(RID p_gi_probe) const = 0;
|
|
virtual Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range) = 0;
|
|
virtual float gi_probe_get_dynamic_range(RID p_gi_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_propagation(RID p_gi_probe, float p_range) = 0;
|
|
virtual float gi_probe_get_propagation(RID p_gi_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_energy(RID p_gi_probe, float p_energy) = 0;
|
|
virtual float gi_probe_get_energy(RID p_gi_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_bias(RID p_gi_probe, float p_bias) = 0;
|
|
virtual float gi_probe_get_bias(RID p_gi_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_normal_bias(RID p_gi_probe, float p_range) = 0;
|
|
virtual float gi_probe_get_normal_bias(RID p_gi_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_interior(RID p_gi_probe, bool p_enable) = 0;
|
|
virtual bool gi_probe_is_interior(RID p_gi_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable) = 0;
|
|
virtual bool gi_probe_is_using_two_bounces(RID p_gi_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength) = 0;
|
|
virtual float gi_probe_get_anisotropy_strength(RID p_gi_probe) const = 0;
|
|
|
|
virtual uint32_t gi_probe_get_version(RID p_probe) = 0;
|
|
|
|
/* LIGHTMAP CAPTURE */
|
|
|
|
struct LightmapCaptureOctree {
|
|
|
|
enum {
|
|
CHILD_EMPTY = 0xFFFFFFFF
|
|
};
|
|
|
|
uint16_t light[6][3]; //anisotropic light
|
|
float alpha;
|
|
uint32_t children[8];
|
|
};
|
|
|
|
virtual RID lightmap_capture_create() = 0;
|
|
virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) = 0;
|
|
virtual AABB lightmap_capture_get_bounds(RID p_capture) const = 0;
|
|
virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) = 0;
|
|
virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const = 0;
|
|
virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) = 0;
|
|
virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const = 0;
|
|
virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) = 0;
|
|
virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const = 0;
|
|
virtual void lightmap_capture_set_energy(RID p_capture, float p_energy) = 0;
|
|
virtual float lightmap_capture_get_energy(RID p_capture) const = 0;
|
|
virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const = 0;
|
|
|
|
/* PARTICLES */
|
|
|
|
virtual RID particles_create() = 0;
|
|
|
|
virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
|
|
virtual bool particles_get_emitting(RID p_particles) = 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 AABB &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 bool particles_is_inactive(RID p_particles) const = 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 AABB particles_get_current_aabb(RID p_particles) = 0;
|
|
virtual AABB 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_TRANSPARENT,
|
|
RENDER_TARGET_DIRECT_TO_SCREEN,
|
|
RENDER_TARGET_FLAG_MAX
|
|
};
|
|
|
|
virtual RID render_target_create() = 0;
|
|
virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 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) = 0;
|
|
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) = 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_set_as_unused(RID p_render_target) = 0;
|
|
|
|
virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) = 0;
|
|
virtual bool render_target_is_clear_requested(RID p_render_target) = 0;
|
|
virtual Color render_target_get_clear_request_color(RID p_render_target) = 0;
|
|
virtual void render_target_disable_clear_request(RID p_render_target) = 0;
|
|
virtual void render_target_do_clear_request(RID p_render_target) = 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;
|
|
virtual String get_video_adapter_name() const = 0;
|
|
virtual String get_video_adapter_vendor() const = 0;
|
|
|
|
static RasterizerStorage *base_singleton;
|
|
|
|
void set_default_clear_color(const Color &p_color) {
|
|
default_clear_color = p_color;
|
|
}
|
|
|
|
Color get_default_clear_color() const {
|
|
return default_clear_color;
|
|
}
|
|
#define RENDER_TIMESTAMP(m_text) \
|
|
{ \
|
|
if (VSG::storage->capturing_timestamps) VSG::storage->capture_timestamp(m_text); \
|
|
}
|
|
|
|
bool capturing_timestamps = false;
|
|
|
|
virtual void capture_timestamps_begin() = 0;
|
|
virtual void capture_timestamp(const String &p_name) = 0;
|
|
virtual uint32_t get_captured_timestamps_count() const = 0;
|
|
virtual uint64_t get_captured_timestamps_frame() const = 0;
|
|
virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const = 0;
|
|
virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const = 0;
|
|
virtual String get_captured_timestamp_name(uint32_t p_index) const = 0;
|
|
|
|
RasterizerStorage();
|
|
virtual ~RasterizerStorage() {}
|
|
};
|
|
|
|
class RasterizerCanvas {
|
|
public:
|
|
static RasterizerCanvas *singleton;
|
|
|
|
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 {
|
|
|
|
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;
|
|
bool use_shadow;
|
|
int shadow_buffer_size;
|
|
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;
|
|
uint64_t version;
|
|
|
|
int32_t render_index_cache;
|
|
|
|
Light() {
|
|
version = 0;
|
|
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;
|
|
use_shadow = false;
|
|
shadow_buffer_size = 2048;
|
|
shadow_filter = VS::CANVAS_LIGHT_FILTER_NONE;
|
|
shadow_smooth = 0.0;
|
|
render_index_cache = -1;
|
|
}
|
|
};
|
|
|
|
typedef uint64_t TextureBindingID;
|
|
|
|
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) = 0;
|
|
virtual void free_texture_binding(TextureBindingID p_binding) = 0;
|
|
|
|
//easier wrap to avoid mistakes
|
|
|
|
struct Item;
|
|
|
|
struct TextureBinding {
|
|
|
|
TextureBindingID binding_id;
|
|
|
|
_FORCE_INLINE_ void create(VS::CanvasItemTextureFilter p_item_filter, VS::CanvasItemTextureRepeat p_item_repeat, RID p_texture, RID p_normalmap, RID p_specular, VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
|
|
if (p_filter == VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
|
|
p_filter = p_item_filter;
|
|
}
|
|
if (p_repeat == VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
|
|
p_repeat = p_item_repeat;
|
|
}
|
|
if (p_texture != RID() || p_normalmap != RID() || p_specular != RID() || p_filter != VS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT || p_repeat != VS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT || p_multimesh.is_valid()) {
|
|
ERR_FAIL_COND(binding_id != 0);
|
|
binding_id = singleton->request_texture_binding(p_texture, p_normalmap, p_specular, p_filter, p_repeat, p_multimesh);
|
|
}
|
|
}
|
|
|
|
_FORCE_INLINE_ TextureBinding() { binding_id = 0; }
|
|
_FORCE_INLINE_ ~TextureBinding() {
|
|
if (binding_id) singleton->free_texture_binding(binding_id);
|
|
}
|
|
};
|
|
|
|
typedef uint64_t PolygonID;
|
|
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>()) = 0;
|
|
virtual void free_polygon(PolygonID p_polygon) = 0;
|
|
|
|
//also easier to wrap to avoid mistakes
|
|
struct Polygon {
|
|
|
|
PolygonID polygon_id;
|
|
Rect2 rect_cache;
|
|
|
|
_FORCE_INLINE_ void create(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>()) {
|
|
ERR_FAIL_COND(polygon_id != 0);
|
|
{
|
|
uint32_t pc = p_points.size();
|
|
const Vector2 *v2 = p_points.ptr();
|
|
rect_cache.position = *v2;
|
|
for (uint32_t i = 1; i < pc; i++) {
|
|
rect_cache.expand_to(v2[i]);
|
|
}
|
|
}
|
|
polygon_id = singleton->request_polygon(p_indices, p_points, p_colors, p_uvs, p_bones, p_weights);
|
|
}
|
|
|
|
_FORCE_INLINE_ Polygon() { polygon_id = 0; }
|
|
_FORCE_INLINE_ ~Polygon() {
|
|
if (polygon_id) singleton->free_polygon(polygon_id);
|
|
}
|
|
};
|
|
|
|
//item
|
|
|
|
struct Item {
|
|
|
|
//commands are allocated in blocks of 4k to improve performance
|
|
//and cache coherence.
|
|
//blocks always grow but never shrink.
|
|
|
|
struct CommandBlock {
|
|
enum {
|
|
MAX_SIZE = 4096
|
|
};
|
|
uint32_t usage;
|
|
uint8_t *memory;
|
|
};
|
|
|
|
struct Command {
|
|
|
|
enum Type {
|
|
|
|
TYPE_RECT,
|
|
TYPE_NINEPATCH,
|
|
TYPE_POLYGON,
|
|
TYPE_PRIMITIVE,
|
|
TYPE_MESH,
|
|
TYPE_MULTIMESH,
|
|
TYPE_PARTICLES,
|
|
TYPE_TRANSFORM,
|
|
TYPE_CLIP_IGNORE,
|
|
};
|
|
|
|
Command *next;
|
|
Type type;
|
|
virtual ~Command() {}
|
|
};
|
|
|
|
struct CommandRect : public Command {
|
|
|
|
Rect2 rect;
|
|
Color modulate;
|
|
Rect2 source;
|
|
uint8_t flags;
|
|
Color specular_shininess;
|
|
|
|
TextureBinding texture_binding;
|
|
|
|
CommandRect() {
|
|
flags = 0;
|
|
type = TYPE_RECT;
|
|
}
|
|
};
|
|
|
|
struct CommandNinePatch : public Command {
|
|
|
|
Rect2 rect;
|
|
Rect2 source;
|
|
float margin[4];
|
|
bool draw_center;
|
|
Color color;
|
|
VS::NinePatchAxisMode axis_x;
|
|
VS::NinePatchAxisMode axis_y;
|
|
Color specular_shininess;
|
|
TextureBinding texture_binding;
|
|
CommandNinePatch() {
|
|
draw_center = true;
|
|
type = TYPE_NINEPATCH;
|
|
}
|
|
};
|
|
|
|
struct CommandPolygon : public Command {
|
|
|
|
VS::PrimitiveType primitive;
|
|
Polygon polygon;
|
|
Color specular_shininess;
|
|
TextureBinding texture_binding;
|
|
CommandPolygon() {
|
|
type = TYPE_POLYGON;
|
|
}
|
|
};
|
|
|
|
struct CommandPrimitive : public Command {
|
|
|
|
uint32_t point_count;
|
|
Vector2 points[4];
|
|
Vector2 uvs[4];
|
|
Color colors[4];
|
|
Color specular_shininess;
|
|
TextureBinding texture_binding;
|
|
CommandPrimitive() {
|
|
type = TYPE_PRIMITIVE;
|
|
}
|
|
};
|
|
|
|
struct CommandMesh : public Command {
|
|
|
|
RID mesh;
|
|
Transform2D transform;
|
|
Color modulate;
|
|
Color specular_shininess;
|
|
TextureBinding texture_binding;
|
|
CommandMesh() { type = TYPE_MESH; }
|
|
};
|
|
|
|
struct CommandMultiMesh : public Command {
|
|
|
|
RID multimesh;
|
|
Color specular_shininess;
|
|
TextureBinding texture_binding;
|
|
CommandMultiMesh() { type = TYPE_MULTIMESH; }
|
|
};
|
|
|
|
struct CommandParticles : public Command {
|
|
|
|
RID particles;
|
|
Color specular_shininess;
|
|
TextureBinding texture_binding;
|
|
CommandParticles() { type = TYPE_PARTICLES; }
|
|
};
|
|
|
|
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;
|
|
bool update_when_visible;
|
|
//VS::MaterialBlendMode blend_mode;
|
|
int light_mask;
|
|
int z_final;
|
|
|
|
mutable bool custom_rect;
|
|
mutable bool rect_dirty;
|
|
mutable Rect2 rect;
|
|
RID material;
|
|
RID skeleton;
|
|
|
|
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 && !update_when_visible))
|
|
return rect;
|
|
|
|
//must update rect
|
|
|
|
if (commands == NULL) {
|
|
|
|
rect = Rect2();
|
|
rect_dirty = false;
|
|
return rect;
|
|
}
|
|
|
|
Transform2D xf;
|
|
bool found_xform = false;
|
|
bool first = true;
|
|
|
|
const Item::Command *c = commands;
|
|
|
|
while (c) {
|
|
|
|
Rect2 r;
|
|
|
|
switch (c->type) {
|
|
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_POLYGON: {
|
|
|
|
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
|
|
r = polygon->polygon.rect_cache;
|
|
} break;
|
|
case Item::Command::TYPE_PRIMITIVE: {
|
|
|
|
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
|
|
for (uint32_t j = 0; j < primitive->point_count; j++) {
|
|
if (j == 0) {
|
|
r.position = primitive->points[0];
|
|
} else {
|
|
r.expand_to(primitive->points[j]);
|
|
}
|
|
}
|
|
} break;
|
|
case Item::Command::TYPE_MESH: {
|
|
|
|
const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
|
|
AABB aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID());
|
|
|
|
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);
|
|
AABB 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()) {
|
|
AABB 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_TRANSFORM: {
|
|
|
|
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
|
|
xf = transform->xform;
|
|
found_xform = true;
|
|
|
|
} //passthrough
|
|
default: {
|
|
c = c->next;
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (found_xform) {
|
|
r = xf.xform(r);
|
|
found_xform = false;
|
|
}
|
|
|
|
if (first) {
|
|
rect = r;
|
|
first = false;
|
|
} else {
|
|
rect = rect.merge(r);
|
|
}
|
|
c = c->next;
|
|
}
|
|
|
|
rect_dirty = false;
|
|
return rect;
|
|
}
|
|
|
|
Command *commands;
|
|
Command *last_command;
|
|
Vector<CommandBlock> blocks;
|
|
uint32_t current_block;
|
|
|
|
template <class T>
|
|
T *alloc_command() {
|
|
T *command;
|
|
if (commands == NULL) {
|
|
// As the most common use case of canvas items is to
|
|
// use only one command, the first is done with it's
|
|
// own allocation. The rest of them use blocks.
|
|
command = memnew(T);
|
|
command->next = NULL;
|
|
commands = command;
|
|
last_command = command;
|
|
} else {
|
|
//Subsequent commands go into a block.
|
|
|
|
while (true) {
|
|
if (unlikely(current_block == (uint32_t)blocks.size())) {
|
|
// If we need more blocks, we allocate them
|
|
// (they won't be freed until this CanvasItem is
|
|
// deleted, though).
|
|
CommandBlock cb;
|
|
cb.memory = (uint8_t *)memalloc(CommandBlock::MAX_SIZE);
|
|
cb.usage = 0;
|
|
blocks.push_back(cb);
|
|
}
|
|
|
|
CommandBlock *c = &blocks.write[current_block];
|
|
size_t space_left = CommandBlock::MAX_SIZE - c->usage;
|
|
if (space_left < sizeof(T)) {
|
|
current_block++;
|
|
continue;
|
|
}
|
|
|
|
//allocate block and add to the linked list
|
|
void *memory = c->memory + c->usage;
|
|
command = memnew_placement(memory, T);
|
|
command->next = NULL;
|
|
last_command->next = command;
|
|
last_command = command;
|
|
c->usage += sizeof(T);
|
|
break;
|
|
}
|
|
}
|
|
|
|
rect_dirty = true;
|
|
return command;
|
|
}
|
|
|
|
struct CustomData {
|
|
|
|
virtual ~CustomData() {}
|
|
};
|
|
|
|
mutable CustomData *custom_data; //implementation dependent
|
|
|
|
void clear() {
|
|
Command *c = commands;
|
|
while (c) {
|
|
Command *n = c->next;
|
|
if (c == commands) {
|
|
memdelete(commands);
|
|
} else {
|
|
c->~Command();
|
|
}
|
|
c = n;
|
|
}
|
|
{
|
|
uint32_t cbc = MIN((current_block + 1), (uint32_t)blocks.size());
|
|
CommandBlock *blockptr = blocks.ptrw();
|
|
for (uint32_t i = 0; i < cbc; i++) {
|
|
blockptr[i].usage = 0;
|
|
}
|
|
}
|
|
|
|
last_command = NULL;
|
|
commands = NULL;
|
|
current_block = 0;
|
|
clip = false;
|
|
rect_dirty = true;
|
|
final_clip_owner = NULL;
|
|
material_owner = NULL;
|
|
light_masked = false;
|
|
}
|
|
Item() {
|
|
commands = NULL;
|
|
last_command = NULL;
|
|
current_block = 0;
|
|
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;
|
|
update_when_visible = false;
|
|
z_final = 0;
|
|
custom_data = NULL;
|
|
}
|
|
virtual ~Item() {
|
|
clear();
|
|
for (int i = 0; i < blocks.size(); i++) {
|
|
memfree(blocks[i].memory);
|
|
}
|
|
if (copy_back_buffer) memdelete(copy_back_buffer);
|
|
if (custom_data) {
|
|
memdelete(custom_data);
|
|
}
|
|
}
|
|
};
|
|
|
|
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) = 0;
|
|
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
|
|
|
|
struct LightOccluderInstance {
|
|
|
|
bool enabled;
|
|
RID canvas;
|
|
RID polygon;
|
|
RID occluder;
|
|
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 RID light_create() = 0;
|
|
virtual void light_set_texture(RID p_rid, RID p_texture) = 0;
|
|
virtual void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution) = 0;
|
|
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) = 0;
|
|
|
|
virtual RID occluder_polygon_create() = 0;
|
|
virtual void occluder_polygon_set_shape_as_lines(RID p_occluder, const PoolVector<Vector2> &p_lines) = 0;
|
|
virtual void occluder_polygon_set_cull_mode(RID p_occluder, VS::CanvasOccluderPolygonCullMode p_mode) = 0;
|
|
|
|
virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0;
|
|
|
|
virtual bool free(RID p_rid) = 0;
|
|
virtual void update() = 0;
|
|
|
|
RasterizerCanvas() { singleton = this; }
|
|
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, bool p_use_filter = true) = 0;
|
|
|
|
virtual void initialize() = 0;
|
|
virtual void begin_frame(double frame_step) = 0;
|
|
|
|
struct BlitToScreen {
|
|
RID render_target;
|
|
Rect2i rect;
|
|
//lens distorted parameters for VR should go here
|
|
};
|
|
|
|
virtual void prepare_for_blitting_render_targets() = 0;
|
|
virtual void blit_render_targets_to_screen(int p_screen, const BlitToScreen *p_render_targets, int p_amount) = 0;
|
|
|
|
virtual void end_frame(bool p_swap_buffers) = 0;
|
|
virtual void finalize() = 0;
|
|
|
|
virtual bool is_low_end() const = 0;
|
|
|
|
virtual ~Rasterizer() {}
|
|
};
|
|
|
|
#endif // RASTERIZER_H
|