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			1156 lines
		
	
	
	
		
			32 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
		
		
			
		
	
	
			1156 lines
		
	
	
	
		
			32 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
|   | /*************************************************/ | ||
|  | /*  rasterizer_gles2.h                            */ | ||
|  | /*************************************************/ | ||
|  | /*            This file is part of:              */ | ||
|  | /*                GODOT ENGINE                   */ | ||
|  | /*************************************************/ | ||
|  | /*       Source code within this file is:        */ | ||
|  | /*  (c) 2007-2010 Juan Linietsky, Ariel Manzur   */ | ||
|  | /*             All Rights Reserved.              */ | ||
|  | /*************************************************/ | ||
|  | 
 | ||
|  | #ifndef RASTERIZER_FLASH_H
 | ||
|  | #define RASTERIZER_FLASH_H
 | ||
|  | 
 | ||
|  | #include "servers/visual/rasterizer.h"
 | ||
|  | 
 | ||
|  | #include "servers/visual/shader_language.h"
 | ||
|  | #include "image.h"
 | ||
|  | #include "rid.h"
 | ||
|  | #include "servers/visual_server.h"
 | ||
|  | #include "list.h"
 | ||
|  | #include "map.h"
 | ||
|  | #include "camera_matrix.h"
 | ||
|  | #include "sort.h"
 | ||
|  | #include "self_list.h"
 | ||
|  | 
 | ||
|  | #include "platform_config.h"
 | ||
|  | 
 | ||
|  | #include "servers/visual/particle_system_sw.h"
 | ||
|  | 
 | ||
|  | /**
 | ||
|  |         @author Juan Linietsky <reduzio@gmail.com> | ||
|  | */ | ||
|  | class RasterizerFlash : public Rasterizer { | ||
|  | 
 | ||
|  | 	enum { | ||
|  | 
 | ||
|  | 		MAX_SCENE_LIGHTS=2048, | ||
|  | 		LIGHT_SPOT_BIT=0x80, | ||
|  | 		DEFAULT_SKINNED_BUFFER_SIZE = 1024 * 1024, // 10k vertices
 | ||
|  | 		MAX_HW_LIGHTS = 1, | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	uint8_t *skinned_buffer; | ||
|  | 	int skinned_buffer_size; | ||
|  | 	bool pvr_supported; | ||
|  | 	bool s3tc_supported; | ||
|  | 	bool etc_supported; | ||
|  | 	bool npo2_textures_available; | ||
|  | 
 | ||
|  | 	struct Texture { | ||
|  | 
 | ||
|  | 		uint32_t flags; | ||
|  | 		int width,height; | ||
|  | 		int alloc_width, alloc_height; | ||
|  | 		Image::Format format; | ||
|  | 
 | ||
|  | 		int mipmaps; | ||
|  | 		int data_size; //original data size, useful for retrieving back
 | ||
|  | 		bool has_alpha; | ||
|  | 		bool format_has_alpha; | ||
|  | 		bool compressed; | ||
|  | 		bool disallow_mipmaps; | ||
|  | 		int total_data_size; | ||
|  | 
 | ||
|  | 		Image image[6]; | ||
|  | 
 | ||
|  | 		bool active; | ||
|  | 		bool gen_mipmap; | ||
|  | 
 | ||
|  | 		Texture() { | ||
|  | 
 | ||
|  | 			flags=width=height=0; | ||
|  | 			data_size=0; | ||
|  | 			format=Image::FORMAT_GRAYSCALE; | ||
|  | 			format_has_alpha=false; | ||
|  | 			has_alpha=false; | ||
|  | 			active=false; | ||
|  | 			disallow_mipmaps=false; | ||
|  | 			gen_mipmap=true; | ||
|  | 			compressed=false; | ||
|  | 			total_data_size=0; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		~Texture() { | ||
|  | 
 | ||
|  | 		} | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	mutable RID_Owner<Texture> texture_owner; | ||
|  | 
 | ||
|  | 	struct Shader { | ||
|  | 
 | ||
|  | 		String vertex_code; | ||
|  | 		String fragment_code; | ||
|  | 		int vertex_line; | ||
|  | 		int fragment_line; | ||
|  | 		VS::ShaderMode mode; | ||
|  | 
 | ||
|  | 		uint32_t custom_code_id; | ||
|  | 		uint32_t version; | ||
|  | 
 | ||
|  | 
 | ||
|  | 		bool valid; | ||
|  | 		bool has_alpha; | ||
|  | 
 | ||
|  | 		Map<StringName,ShaderLanguage::Uniform> uniforms; | ||
|  | 
 | ||
|  | 
 | ||
|  | 		SelfList<Shader> dirty_list; | ||
|  | 
 | ||
|  | 		Shader() : dirty_list(this) { | ||
|  | 
 | ||
|  | 			valid=false; | ||
|  | 			custom_code_id=0; | ||
|  | 			has_alpha=false; | ||
|  | 			version=1; | ||
|  | 			vertex_line=0; | ||
|  | 			fragment_line=0; | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	mutable RID_Owner<Shader> shader_owner; | ||
|  | 	mutable SelfList<Shader>::List _shader_dirty_list; | ||
|  | 	_FORCE_INLINE_ void _shader_make_dirty(Shader* p_shader); | ||
|  | 	void _update_shader( Shader* p_shader) const; | ||
|  | 
 | ||
|  | 	struct Material { | ||
|  | 
 | ||
|  | 		bool flags[VS::MATERIAL_FLAG_MAX]; | ||
|  | 		bool hints[VS::MATERIAL_HINT_MAX]; | ||
|  | 
 | ||
|  | 		VS::MaterialShadeModel shade_model; | ||
|  | 		VS::MaterialBlendMode blend_mode; | ||
|  | 
 | ||
|  | 		float line_width; | ||
|  | 		bool has_alpha; | ||
|  | 
 | ||
|  | 		mutable uint32_t shader_version; | ||
|  | 
 | ||
|  | 		RID shader; // shader material
 | ||
|  | 		Shader *shader_cache; | ||
|  | 
 | ||
|  | 		struct UniformData { | ||
|  | 
 | ||
|  | 			bool istexture; | ||
|  | 			Variant value; | ||
|  | 			int index; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		mutable Map<StringName,UniformData> shader_params; | ||
|  | 
 | ||
|  | 		uint64_t last_pass; | ||
|  | 
 | ||
|  | 
 | ||
|  | 		Material() { | ||
|  | 
 | ||
|  | 			for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++) | ||
|  | 				flags[i]=false; | ||
|  | 			flags[VS::MATERIAL_FLAG_VISIBLE]=true; | ||
|  | 			for(int i=0;i<VS::MATERIAL_HINT_MAX;i++) | ||
|  | 				hints[i]=false; | ||
|  | 
 | ||
|  | 			line_width=1; | ||
|  | 			has_alpha=false; | ||
|  | 			blend_mode=VS::MATERIAL_BLEND_MODE_MIX; | ||
|  | 			last_pass = 0; | ||
|  | 			shader_version=0; | ||
|  | 			shader_cache=NULL; | ||
|  | 
 | ||
|  | 		} | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	_FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const; | ||
|  | 	mutable RID_Owner<Material> material_owner; | ||
|  | 
 | ||
|  | 
 | ||
|  | 
 | ||
|  | 	struct Geometry { | ||
|  | 
 | ||
|  | 		enum Type { | ||
|  | 			GEOMETRY_INVALID, | ||
|  | 			GEOMETRY_SURFACE, | ||
|  | 			GEOMETRY_POLY, | ||
|  | 			GEOMETRY_PARTICLES, | ||
|  | 			GEOMETRY_MULTISURFACE, | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		Type type; | ||
|  | 		RID material; | ||
|  | 		bool has_alpha; | ||
|  | 		bool material_owned; | ||
|  | 
 | ||
|  | 		Geometry() { has_alpha=false; material_owned = false; } | ||
|  | 		virtual ~Geometry() {}; | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	struct GeometryOwner { | ||
|  | 
 | ||
|  | 		virtual ~GeometryOwner() {} | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	class Mesh; | ||
|  | 
 | ||
|  | 	struct Surface : public Geometry { | ||
|  | 
 | ||
|  | 		struct ArrayData { | ||
|  | 
 | ||
|  | 			uint32_t ofs,size,datatype,count; | ||
|  | 			bool normalize; | ||
|  | 			bool bind; | ||
|  | 
 | ||
|  | 			ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;} | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		Mesh *mesh; | ||
|  | 
 | ||
|  | 		Array data; | ||
|  | 		Array morph_data; | ||
|  | 		ArrayData array[VS::ARRAY_MAX]; | ||
|  | 
 | ||
|  | 		// no support for the above, array in localmem.
 | ||
|  | 		uint8_t *array_local; | ||
|  | 		uint8_t *index_array_local; | ||
|  | 
 | ||
|  | 		bool packed; | ||
|  | 
 | ||
|  | 		struct MorphTarget { | ||
|  | 			uint32_t configured_format; | ||
|  | 			uint8_t *array; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		MorphTarget* morph_targets_local; | ||
|  | 		int morph_target_count; | ||
|  | 		AABB aabb; | ||
|  | 
 | ||
|  | 		int array_len; | ||
|  | 		int index_array_len; | ||
|  | 		int max_bone; | ||
|  | 
 | ||
|  | 		float vertex_scale; | ||
|  | 		float uv_scale; | ||
|  | 		float uv2_scale; | ||
|  | 
 | ||
|  | 		VS::PrimitiveType primitive; | ||
|  | 
 | ||
|  | 		uint32_t format; | ||
|  | 		uint32_t configured_format; | ||
|  | 
 | ||
|  | 		int stride; | ||
|  | 		int local_stride; | ||
|  | 		uint32_t morph_format; | ||
|  | 
 | ||
|  | 		bool active; | ||
|  | 
 | ||
|  | 		Point2 uv_min; | ||
|  | 		Point2 uv_max; | ||
|  | 
 | ||
|  | 		Surface() { | ||
|  | 
 | ||
|  | 			array_len=0; | ||
|  | 			local_stride=0; | ||
|  | 			morph_format=0; | ||
|  | 			type=GEOMETRY_SURFACE; | ||
|  | 			primitive=VS::PRIMITIVE_POINTS; | ||
|  | 			index_array_len=0; | ||
|  | 			vertex_scale=1.0; | ||
|  | 			uv_scale=1.0; | ||
|  | 			uv2_scale=1.0; | ||
|  | 
 | ||
|  | 			format=0; | ||
|  | 			stride=0; | ||
|  | 			morph_targets_local=0; | ||
|  | 			morph_target_count=0; | ||
|  | 
 | ||
|  | 			array_local = index_array_local = 0; | ||
|  | 
 | ||
|  | 			active=false; | ||
|  | 			packed=false; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		~Surface() { | ||
|  | 
 | ||
|  | 		} | ||
|  | 	}; | ||
|  | 
 | ||
|  | 
 | ||
|  | 	struct Mesh { | ||
|  | 
 | ||
|  | 		bool active; | ||
|  | 		Vector<Surface*> surfaces; | ||
|  | 		int morph_target_count; | ||
|  | 		VS::MorphTargetMode morph_target_mode; | ||
|  | 
 | ||
|  | 		mutable uint64_t last_pass; | ||
|  | 		Mesh() { | ||
|  | 			morph_target_mode=VS::MORPH_MODE_NORMALIZED; | ||
|  | 			morph_target_count=0; | ||
|  | 			last_pass=0; | ||
|  | 			active=false; | ||
|  | 		} | ||
|  | 	}; | ||
|  | 	mutable RID_Owner<Mesh> mesh_owner; | ||
|  | 
 | ||
|  | 	Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main); | ||
|  | 
 | ||
|  | 
 | ||
|  | 	struct MultiMesh; | ||
|  | 
 | ||
|  | 	struct MultiMeshSurface : public Geometry { | ||
|  | 
 | ||
|  | 		Surface *surface; | ||
|  | 		MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; } | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	struct MultiMesh : public GeometryOwner { | ||
|  | 
 | ||
|  | 		struct Element { | ||
|  | 
 | ||
|  | 			float matrix[16]; | ||
|  | 			uint8_t color[4]; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		AABB aabb; | ||
|  | 		RID mesh; | ||
|  | 		int visible; | ||
|  | 
 | ||
|  | 		//IDirect3DVertexBuffer9* instance_buffer;
 | ||
|  | 		Vector<Element> elements; | ||
|  | 		Vector<MultiMeshSurface> cache_surfaces; | ||
|  | 		mutable uint64_t last_pass; | ||
|  | 
 | ||
|  | 		MultiMesh() { | ||
|  | 
 | ||
|  | 			last_pass=0; | ||
|  | 			visible = -1; | ||
|  | 		} | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	mutable RID_Owner<MultiMesh> multimesh_owner; | ||
|  | 
 | ||
|  | 	struct Particles : public Geometry { | ||
|  | 
 | ||
|  | 		ParticleSystemSW data; // software particle system
 | ||
|  | 
 | ||
|  | 		Particles() { | ||
|  | 			type=GEOMETRY_PARTICLES; | ||
|  | 
 | ||
|  | 		} | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	mutable RID_Owner<Particles> particles_owner; | ||
|  | 
 | ||
|  | 	struct ParticlesInstance : public GeometryOwner { | ||
|  | 
 | ||
|  | 		RID particles; | ||
|  | 
 | ||
|  | 		ParticleSystemProcessSW particles_process; | ||
|  | 		Transform transform; | ||
|  | 
 | ||
|  | 		ParticlesInstance() {  } | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	mutable RID_Owner<ParticlesInstance> particles_instance_owner; | ||
|  | 	ParticleSystemDrawInfoSW particle_draw_info; | ||
|  | 
 | ||
|  | 	struct Skeleton { | ||
|  | 
 | ||
|  | 		Vector<Transform> bones; | ||
|  | 
 | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	mutable RID_Owner<Skeleton> skeleton_owner; | ||
|  | 
 | ||
|  | 
 | ||
|  | 	struct Light { | ||
|  | 
 | ||
|  | 		VS::LightType type; | ||
|  | 		float vars[VS::LIGHT_PARAM_MAX]; | ||
|  | 		Color colors[3]; | ||
|  | 		bool shadow_enabled; | ||
|  | 		RID projector; | ||
|  | 		bool volumetric_enabled; | ||
|  | 		Color volumetric_color; | ||
|  | 
 | ||
|  | 
 | ||
|  | 		Light() { | ||
|  | 
 | ||
|  | 			vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1; | ||
|  | 			vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45; | ||
|  | 			vars[VS::LIGHT_PARAM_ATTENUATION]=1.0; | ||
|  | 			vars[VS::LIGHT_PARAM_ENERGY]=1.0; | ||
|  | 			vars[VS::LIGHT_PARAM_RADIUS]=1.0; | ||
|  | 			colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0); | ||
|  | 			colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1); | ||
|  | 			colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1); | ||
|  | 			shadow_enabled=false; | ||
|  | 			volumetric_enabled=false; | ||
|  | 		} | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	struct Environment { | ||
|  | 
 | ||
|  | 
 | ||
|  | 		VS::EnvironmentBG bg_mode; | ||
|  | 		Variant bg_param[VS::ENV_BG_PARAM_MAX]; | ||
|  | 		bool fx_enabled[VS::ENV_FX_MAX]; | ||
|  | 		Variant fx_param[VS::ENV_FX_PARAM_MAX]; | ||
|  | 
 | ||
|  | 		Environment() { | ||
|  | 
 | ||
|  | 			bg_mode=VS::ENV_BG_DEFAULT_COLOR; | ||
|  | 			bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0); | ||
|  | 			bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID(); | ||
|  | 			bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID(); | ||
|  | 			bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0; | ||
|  | 
 | ||
|  | 			for(int i=0;i<VS::ENV_FX_MAX;i++) | ||
|  | 				fx_enabled[i]=false; | ||
|  | 
 | ||
|  | 			fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]=1; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]=0.0; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]=0.5; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]=8.0; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]=0.5; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]=100.0; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]=1.0; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]=Color(0,0,0); | ||
|  | 			fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]=Color(0,0,0); | ||
|  | 			fx_param[VS::ENV_FX_PARAM_FOG_BG]=true; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0; | ||
|  | 			fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	mutable RID_Owner<Environment> environment_owner; | ||
|  | 
 | ||
|  | 
 | ||
|  | 	struct ShadowBuffer; | ||
|  | 
 | ||
|  | 	struct LightInstance { | ||
|  | 
 | ||
|  | 		struct SplitInfo { | ||
|  | 
 | ||
|  | 			CameraMatrix camera; | ||
|  | 			Transform transform; | ||
|  | 			float near; | ||
|  | 			float far; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		RID light; | ||
|  | 		Light *base; | ||
|  | 		Transform transform; | ||
|  | 		CameraMatrix projection; | ||
|  | 
 | ||
|  | 		Transform custom_transform; | ||
|  | 		CameraMatrix custom_projection; | ||
|  | 
 | ||
|  | 		Vector3 light_vector; | ||
|  | 		Vector3 spot_vector; | ||
|  | 		float linear_att; | ||
|  | 
 | ||
|  | 		uint64_t shadow_pass; | ||
|  | 		uint64_t last_pass; | ||
|  | 		uint16_t sort_key; | ||
|  | 
 | ||
|  | 		Vector<ShadowBuffer*> shadow_buffers; | ||
|  | 
 | ||
|  | 		void clear_shadow_buffers() { | ||
|  | 
 | ||
|  | 			for (int i=0;i<shadow_buffers.size();i++) { | ||
|  | 
 | ||
|  | 				ShadowBuffer *sb=shadow_buffers[i]; | ||
|  | 				ERR_CONTINUE( sb->owner != this ); | ||
|  | 
 | ||
|  | 				sb->owner=NULL; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			shadow_buffers.clear(); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; } | ||
|  | 
 | ||
|  | 	}; | ||
|  | 	mutable RID_Owner<Light> light_owner; | ||
|  | 	mutable RID_Owner<LightInstance> light_instance_owner; | ||
|  | 
 | ||
|  | 	LightInstance *light_instances[MAX_SCENE_LIGHTS]; | ||
|  | 	LightInstance *directional_lights[4]; | ||
|  | 	int light_instance_count; | ||
|  | 	int directional_light_count; | ||
|  | 	int last_light_id; | ||
|  | 	bool current_depth_test; | ||
|  | 	bool current_depth_mask; | ||
|  | 
 | ||
|  | 	bool fragment_lighting; | ||
|  | 
 | ||
|  | 
 | ||
|  | 	struct RenderList { | ||
|  | 
 | ||
|  | 		enum { | ||
|  | 			MAX_ELEMENTS=4096, | ||
|  | 			MAX_LIGHTS=4 | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		struct Element { | ||
|  | 
 | ||
|  | 
 | ||
|  | 			float depth; | ||
|  | 			const InstanceData *instance; | ||
|  | 			const Skeleton *skeleton; | ||
|  | 			union { | ||
|  | 				uint16_t lights[MAX_HW_LIGHTS]; | ||
|  | 				uint64_t light_key; | ||
|  | 			}; | ||
|  | 			uint16_t light_count; | ||
|  | 			const Geometry *geometry; | ||
|  | 			const Geometry *geometry_cmp; | ||
|  | 			const Material *material; | ||
|  | 			const GeometryOwner *owner; | ||
|  | 			bool *additive_ptr; | ||
|  | 			uint8_t light_type; | ||
|  | 			bool additive; | ||
|  | 			bool mirror; | ||
|  | 		}; | ||
|  | 
 | ||
|  | 
 | ||
|  | 		Element _elements[MAX_ELEMENTS]; | ||
|  | 		Element *elements[MAX_ELEMENTS]; | ||
|  | 		int element_count; | ||
|  | 
 | ||
|  | 		void clear() { | ||
|  | 
 | ||
|  | 			element_count=0; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		struct SortZ { | ||
|  | 
 | ||
|  | 			_FORCE_INLINE_ bool operator()(const Element* A,  const Element* B ) const { | ||
|  | 
 | ||
|  | 				return A->depth > B->depth; | ||
|  | 			} | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		void sort_z() { | ||
|  | 
 | ||
|  | 			SortArray<Element*,SortZ> sorter; | ||
|  | 			sorter.sort(elements,element_count); | ||
|  | 		} | ||
|  | 
 | ||
|  | 
 | ||
|  | 		struct SortMat { | ||
|  | 
 | ||
|  | 			_FORCE_INLINE_ bool operator()(const Element* A,  const Element* B ) const { | ||
|  | 				// TODO move to a single uint64 (one comparison)
 | ||
|  | 				if (A->material->shader_cache == B->material->shader_cache) { | ||
|  | 					if (A->material == B->material) { | ||
|  | 
 | ||
|  | 						return A->light_key < B->light_key; | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						return (A->material < B->material); | ||
|  | 					} | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					return B->material->shader_cache < B->material->shader_cache; | ||
|  | 				} | ||
|  | 			} | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		void sort_mat() { | ||
|  | 
 | ||
|  | 			SortArray<Element*,SortMat> sorter; | ||
|  | 			sorter.sort(elements,element_count); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		struct SortMatLight { | ||
|  | 
 | ||
|  | 			_FORCE_INLINE_ bool operator()(const Element* A,  const Element* B ) const { | ||
|  | 
 | ||
|  | 				if (A->geometry_cmp == B->geometry_cmp) { | ||
|  | 
 | ||
|  | 					if (A->material == B->material) { | ||
|  | 
 | ||
|  | 						return A->light_key<B->light_key; | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						return (A->material < B->material); | ||
|  | 					} | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					return (A->geometry_cmp < B->geometry_cmp); | ||
|  | 				} | ||
|  | 			} | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		void sort_mat_light() { | ||
|  | 
 | ||
|  | 			SortArray<Element*,SortMatLight> sorter; | ||
|  | 			sorter.sort(elements,element_count); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		struct SortMatLightType { | ||
|  | 
 | ||
|  | 			_FORCE_INLINE_ bool operator()(const Element* A,  const Element* B ) const { | ||
|  | 
 | ||
|  | 				if (A->light_type == B->light_type) { | ||
|  | 					if (A->geometry_cmp == B->geometry_cmp) { | ||
|  | 
 | ||
|  | 						return (A->material < B->material); | ||
|  | 					} else { | ||
|  | 
 | ||
|  | 						return (A->geometry_cmp < B->geometry_cmp); | ||
|  | 					} | ||
|  | 				} else { | ||
|  | 
 | ||
|  | 					return A->light_type < B->light_type; | ||
|  | 				} | ||
|  | 			} | ||
|  | 		}; | ||
|  | 
 | ||
|  | 		void sort_mat_light_type() { | ||
|  | 
 | ||
|  | 			SortArray<Element*,SortMatLightType> sorter; | ||
|  | 			sorter.sort(elements,element_count); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		_FORCE_INLINE_ Element* add_element() { | ||
|  | 
 | ||
|  | 			if (element_count>MAX_ELEMENTS) | ||
|  | 				return NULL; | ||
|  | 			elements[element_count]=&_elements[element_count]; | ||
|  | 			return elements[element_count++]; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		RenderList() { | ||
|  | 
 | ||
|  | 			element_count = 0; | ||
|  | 			for (int i=0;i<MAX_ELEMENTS;i++) | ||
|  | 				elements[i]=&_elements[i]; // assign elements
 | ||
|  | 		} | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	RenderList opaque_render_list; | ||
|  | 	RenderList alpha_render_list; | ||
|  | 
 | ||
|  | 	RID default_material; | ||
|  | 
 | ||
|  | 	struct FX { | ||
|  | 
 | ||
|  | 		bool bgcolor_active; | ||
|  | 		Color bgcolor; | ||
|  | 
 | ||
|  | 		bool skybox_active; | ||
|  | 		RID skybox_cubemap; | ||
|  | 
 | ||
|  | 		bool antialias_active; | ||
|  | 		float antialias_tolerance; | ||
|  | 
 | ||
|  | 		bool glow_active; | ||
|  | 		int glow_passes; | ||
|  | 		float glow_attenuation; | ||
|  | 		float glow_bloom; | ||
|  | 
 | ||
|  | 		bool ssao_active; | ||
|  | 		float ssao_attenuation; | ||
|  | 		float ssao_radius; | ||
|  | 		float ssao_max_distance; | ||
|  | 		float ssao_range_max; | ||
|  | 		float ssao_range_min; | ||
|  | 		bool ssao_only; | ||
|  | 
 | ||
|  | 		bool fog_active; | ||
|  | 		float fog_near; | ||
|  | 		float fog_far; | ||
|  | 		float fog_attenuation; | ||
|  | 		Color fog_color_near; | ||
|  | 		Color fog_color_far; | ||
|  | 		bool fog_bg; | ||
|  | 
 | ||
|  | 		bool toon_active; | ||
|  | 		float toon_treshold; | ||
|  | 		float toon_soft; | ||
|  | 
 | ||
|  | 		bool edge_active; | ||
|  | 		Color edge_color; | ||
|  | 		float edge_size; | ||
|  | 
 | ||
|  | 		FX(); | ||
|  | 
 | ||
|  | 	}; | ||
|  | 	mutable RID_Owner<FX> fx_owner; | ||
|  | 
 | ||
|  | 
 | ||
|  | 	FX *scene_fx; | ||
|  | 	CameraMatrix camera_projection; | ||
|  | 	Transform camera_transform; | ||
|  | 	Transform camera_transform_inverse; | ||
|  | 	float camera_z_near; | ||
|  | 	float camera_z_far; | ||
|  | 	Size2 camera_vp_size; | ||
|  | 
 | ||
|  | 	Plane camera_plane; | ||
|  | 
 | ||
|  | 	void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner); | ||
|  | 	void _render_list_forward(RenderList *p_render_list,bool p_reverse_cull=false,bool p_fragment_light=false); | ||
|  | 
 | ||
|  | 	//void _setup_light(LightInstance* p_instance, int p_idx);
 | ||
|  | 	void _setup_lights(const uint16_t * p_lights,int p_light_count); | ||
|  | 
 | ||
|  | 	_FORCE_INLINE_ void _setup_shader_params(const Material *p_material); | ||
|  | 	bool _setup_material(const Geometry *p_geometry,const Material *p_material,bool p_vertexlit,bool p_no_const_light); | ||
|  | 
 | ||
|  | 	Error _setup_geometry(const Geometry *p_geometry, const Material* p_material,const Skeleton *p_skeleton, const float *p_morphs); | ||
|  | 	void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner); | ||
|  | 
 | ||
|  | 
 | ||
|  | 	/***********/ | ||
|  | 	/* SHADOWS */ | ||
|  | 	/***********/ | ||
|  | 
 | ||
|  | 	struct ShadowBuffer { | ||
|  | 
 | ||
|  | 		int size; | ||
|  | 		int fbo; | ||
|  | 		int depth; | ||
|  | 		LightInstance *owner; | ||
|  | 		void init(int p_size); | ||
|  | 		ShadowBuffer() { size=0; depth=0; owner=NULL; } | ||
|  | 	}; | ||
|  | 
 | ||
|  | 	Vector<ShadowBuffer> near_shadow_buffers; | ||
|  | 	Vector<ShadowBuffer> far_shadow_buffers; | ||
|  | 
 | ||
|  | 	LightInstance *shadow; | ||
|  | 	int shadow_pass; | ||
|  | 	void _init_shadow_buffers(); | ||
|  | 
 | ||
|  | 	float shadow_near_far_split_size_ratio; | ||
|  | 
 | ||
|  | 
 | ||
|  | 	/***********/ | ||
|  | 	/*  FBOs   */ | ||
|  | 	/***********/ | ||
|  | 
 | ||
|  | 
 | ||
|  | 	struct FrameBuffer { | ||
|  | 
 | ||
|  | 		int fbo; | ||
|  | 		int color; | ||
|  | 		int depth; | ||
|  | 		int width,height; | ||
|  | 		bool buff16; | ||
|  | 		bool active; | ||
|  | 
 | ||
|  | 		struct Blur { | ||
|  | 
 | ||
|  | 			int fbo; | ||
|  | 			int color; | ||
|  | 		} blur[2]; | ||
|  | 
 | ||
|  | 	} framebuffer; | ||
|  | 
 | ||
|  | 	void _update_framebuffer(); | ||
|  | 	void _process_glow_and_bloom(); | ||
|  | 
 | ||
|  | 	/*********/ | ||
|  | 	/* FRAME */ | ||
|  | 	/*********/ | ||
|  | 
 | ||
|  | 	struct _Rinfo { | ||
|  | 
 | ||
|  | 		int texture_mem; | ||
|  | 		int vertex_count; | ||
|  | 		int object_count; | ||
|  | 		int mat_change_count; | ||
|  | 		int shader_change_count; | ||
|  | 
 | ||
|  | 	} _rinfo; | ||
|  | 
 | ||
|  | 	int white_tex; | ||
|  | 	RID canvas_tex; | ||
|  | 	float canvas_opacity; | ||
|  | 	_FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture); | ||
|  | 	VS::MaterialBlendMode canvas_blend_mode; | ||
|  | 
 | ||
|  | 	int _setup_geometry_vinfo; | ||
|  | 
 | ||
|  | 	bool pack_arrays; | ||
|  | 	bool keep_copies; | ||
|  | 	bool cull_front; | ||
|  | 	_FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false); | ||
|  | 
 | ||
|  | 	Size2 window_size; | ||
|  | 	VS::ViewportRect viewport; | ||
|  | 	double last_time; | ||
|  | 	double time_delta; | ||
|  | 	uint64_t frame; | ||
|  | 	uint64_t scene_pass; | ||
|  | 
 | ||
|  | 	void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1); | ||
|  | 	_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs); | ||
|  | 	void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false ); | ||
|  | 	void _draw_quad(const Rect2& p_rect); | ||
|  | 
 | ||
|  | public: | ||
|  | 
 | ||
|  | 	/* TEXTURE API */ | ||
|  | 
 | ||
|  | 	virtual RID texture_create(); | ||
|  | 	virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT,int p_mipmap_count=-1); | ||
|  | 	virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT); | ||
|  | 	virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const; | ||
|  | 	virtual void texture_set_flags(RID p_texture,uint32_t p_flags); | ||
|  | 	virtual uint32_t texture_get_flags(RID p_texture) const; | ||
|  | 	virtual Image::Format texture_get_format(RID p_texture) const; | ||
|  | 	virtual uint32_t texture_get_width(RID p_texture) const; | ||
|  | 	virtual uint32_t texture_get_height(RID p_texture) const; | ||
|  | 	virtual bool texture_has_alpha(RID p_texture) const; | ||
|  | 	virtual void texture_set_size_override(RID p_texture,int p_width, int p_height); | ||
|  | 
 | ||
|  | 	virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const {}; | ||
|  | 
 | ||
|  | 	/* SHADER API */ | ||
|  | 
 | ||
|  | 	virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL); | ||
|  | 
 | ||
|  | 	virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode); | ||
|  | 	virtual VS::ShaderMode shader_get_mode(RID p_shader) const; | ||
|  | 
 | ||
|  | 	virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0); | ||
|  | 	virtual String shader_get_fragment_code(RID p_shader) const; | ||
|  | 	virtual String shader_get_vertex_code(RID p_shader) const; | ||
|  | 
 | ||
|  | 	virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; | ||
|  | 
 | ||
|  | 
 | ||
|  | 	/* COMMON MATERIAL API */ | ||
|  | 
 | ||
|  | 	virtual RID material_create(); | ||
|  | 
 | ||
|  | 	virtual void material_set_shader(RID p_shader_material, RID p_shader); | ||
|  | 	virtual RID material_get_shader(RID p_shader_material) const; | ||
|  | 
 | ||
|  | 	virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value); | ||
|  | 	virtual Variant material_get_param(RID p_material, const StringName& p_param) const; | ||
|  | 
 | ||
|  | 	virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled); | ||
|  | 	virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const; | ||
|  | 
 | ||
|  | 	virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled); | ||
|  | 	virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const; | ||
|  | 
 | ||
|  | 	virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model); | ||
|  | 	virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const; | ||
|  | 
 | ||
|  | 	virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); | ||
|  | 	virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const; | ||
|  | 
 | ||
|  | 	virtual void material_set_line_width(RID p_material,float p_line_width); | ||
|  | 	virtual float material_get_line_width(RID p_material) const; | ||
|  | 
 | ||
|  | 
 | ||
|  | 	/* MESH API */ | ||
|  | 
 | ||
|  | 	virtual RID mesh_create(); | ||
|  | 
 | ||
|  | 	virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array()); | ||
|  | 	virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const; | ||
|  | 	virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const; | ||
|  | 	virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); | ||
|  | 
 | ||
|  | 	virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount); | ||
|  | 	virtual int mesh_get_morph_target_count(RID p_mesh) const; | ||
|  | 
 | ||
|  | 	virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode); | ||
|  | 	virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const; | ||
|  | 
 | ||
|  | 	virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false); | ||
|  | 	virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; | ||
|  | 
 | ||
|  | 	virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; | ||
|  | 	virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; | ||
|  | 	virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; | ||
|  | 	virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; | ||
|  | 
 | ||
|  | 	virtual void mesh_remove_surface(RID p_mesh,int p_index); | ||
|  | 	virtual int mesh_get_surface_count(RID p_mesh) const; | ||
|  | 
 | ||
|  | 	virtual AABB mesh_get_aabb(RID p_mesh) const; | ||
|  | 
 | ||
|  | 	/* MULTIMESH API */ | ||
|  | 
 | ||
|  | 	virtual RID multimesh_create(); | ||
|  | 
 | ||
|  | 	virtual void multimesh_set_instance_count(RID p_multimesh,int p_count); | ||
|  | 	virtual int multimesh_get_instance_count(RID p_multimesh) const; | ||
|  | 
 | ||
|  | 	virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh); | ||
|  | 	virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb); | ||
|  | 	virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform); | ||
|  | 	virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color); | ||
|  | 
 | ||
|  | 	virtual RID multimesh_get_mesh(RID p_multimesh) const; | ||
|  | 	virtual AABB multimesh_get_aabb(RID p_multimesh) const;; | ||
|  | 
 | ||
|  | 	virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const; | ||
|  | 	virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const; | ||
|  | 
 | ||
|  | 	virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible); | ||
|  | 	virtual int multimesh_get_visible_instances(RID p_multimesh) const; | ||
|  | 
 | ||
|  | 	/* PARTICLES API */ | ||
|  | 
 | ||
|  | 	virtual RID particles_create(); | ||
|  | 
 | ||
|  | 	virtual void particles_set_amount(RID p_particles, int p_amount); | ||
|  | 	virtual int particles_get_amount(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_emitting(RID p_particles, bool p_emitting); | ||
|  | 	virtual bool particles_is_emitting(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility); | ||
|  | 	virtual AABB particles_get_visibility_aabb(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents); | ||
|  | 	virtual Vector3 particles_get_emission_half_extents(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity); | ||
|  | 	virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points); | ||
|  | 	virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal); | ||
|  | 	virtual Vector3 particles_get_gravity_normal(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value); | ||
|  | 	virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness); | ||
|  | 	virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos); | ||
|  | 	virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_color_phases(RID p_particles, int p_phases); | ||
|  | 	virtual int particles_get_color_phases(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color); | ||
|  | 	virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_attractors(RID p_particles, int p_attractors); | ||
|  | 	virtual int particles_get_attractors(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos); | ||
|  | 	virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force); | ||
|  | 	virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false); | ||
|  | 	virtual RID particles_get_material(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual AABB particles_get_aabb(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable); | ||
|  | 	virtual bool particles_has_height_from_velocity(RID p_particles) const; | ||
|  | 
 | ||
|  | 	virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); | ||
|  | 	virtual bool particles_is_using_local_coordinates(RID p_particles) const; | ||
|  | 
 | ||
|  | 	/* SKELETON API */ | ||
|  | 
 | ||
|  | 	virtual RID skeleton_create(); | ||
|  | 	virtual void skeleton_resize(RID p_skeleton,int p_bones); | ||
|  | 	virtual int skeleton_get_bone_count(RID p_skeleton) const; | ||
|  | 	virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform); | ||
|  | 	virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone); | ||
|  | 
 | ||
|  | 
 | ||
|  | 	/* LIGHT API */ | ||
|  | 
 | ||
|  | 	virtual RID light_create(VS::LightType p_type); | ||
|  | 	virtual VS::LightType light_get_type(RID p_light) const; | ||
|  | 
 | ||
|  | 	virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color); | ||
|  | 	virtual Color light_get_color(RID p_light,VS::LightColor p_type) const; | ||
|  | 
 | ||
|  | 	virtual void light_set_shadow(RID p_light,bool p_enabled); | ||
|  | 	virtual bool light_has_shadow(RID p_light) const; | ||
|  | 
 | ||
|  | 	virtual void light_set_volumetric(RID p_light,bool p_enabled); | ||
|  | 	virtual bool light_is_volumetric(RID p_light) const; | ||
|  | 
 | ||
|  | 	virtual void light_set_projector(RID p_light,RID p_texture); | ||
|  | 	virtual RID light_get_projector(RID p_light) const; | ||
|  | 
 | ||
|  | 	virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value); | ||
|  | 	virtual float light_get_var(RID p_light, VS::LightParam p_var) const; | ||
|  | 
 | ||
|  | 	virtual void light_set_operator(RID p_light,VS::LightOp p_op); | ||
|  | 	virtual VS::LightOp light_get_operator(RID p_light) const; | ||
|  | 
 | ||
|  | 	virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode); | ||
|  | 	virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const; | ||
|  | 
 | ||
|  | 	virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode); | ||
|  | 	virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const; | ||
|  | 	virtual void light_directional_set_shadow_max_distance(RID p_light,float p_distance); | ||
|  | 	virtual float light_directional_get_shadow_max_distance(RID p_light) const; | ||
|  | 	virtual void light_directional_set_pssm_split_weight(RID p_light,float p_weight); | ||
|  | 	virtual float light_directional_get_pssm_split_weight(RID p_light) const; | ||
|  | 	virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value); | ||
|  | 	virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const; | ||
|  | 
 | ||
|  | 	virtual AABB light_get_aabb(RID p_poly) const; | ||
|  | 
 | ||
|  | 	virtual RID light_instance_create(RID p_light); | ||
|  | 	virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform); | ||
|  | 
 | ||
|  | 	virtual void light_instance_set_active_hint(RID p_light_instance); | ||
|  | 	virtual bool light_instance_has_shadow(RID p_light_instance) const; | ||
|  | 	virtual bool light_instance_assign_shadow(RID p_light_instance); | ||
|  | 	virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const; | ||
|  | 	virtual int light_instance_get_shadow_passes(RID p_light_instance) const; | ||
|  | 	virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0); | ||
|  | 	virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; } | ||
|  | 
 | ||
|  | 	virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const { return	SHADOW_NONE; }; | ||
|  | 	virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0) {}; | ||
|  | 
 | ||
|  | 	/* SHADOWS */ | ||
|  | 
 | ||
|  | 	virtual void shadow_clear_near() { }; | ||
|  | 	virtual bool shadow_allocate_near(RID p_light) { return false; }; //true on successful alloc
 | ||
|  | 	virtual bool shadow_allocate_far(RID p_light) { return false; }; //true on successful alloc
 | ||
|  | 
 | ||
|  | 
 | ||
|  | 	/* PARTICLES INSTANCE */ | ||
|  | 
 | ||
|  | 	virtual RID particles_instance_create(RID p_particles); | ||
|  | 	virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform); | ||
|  | 
 | ||
|  | 	/* RENDER API */ | ||
|  | 	/* all calls (inside begin/end shadow) are always warranted to be in the following order: */ | ||
|  | 
 | ||
|  | 	virtual void begin_frame(); | ||
|  | 
 | ||
|  | 	virtual void set_viewport(const VS::ViewportRect& p_viewport); | ||
|  | 	virtual void clear_viewport(const Color& p_color); | ||
|  | 
 | ||
|  | 	virtual void begin_scene(bool p_copy_bg,RID p_fx=RID(),VS::ScenarioDebugMode p_debug=VS::SCENARIO_DEBUG_DISABLED); | ||
|  | 	virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass ); | ||
|  | 
 | ||
|  | 	virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection); | ||
|  | 
 | ||
|  | 	virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls
 | ||
|  | 
 | ||
|  | 	typedef Map<StringName,Variant> ParamOverrideMap; | ||
|  | 
 | ||
|  | 	virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data); | ||
|  | 	virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data); | ||
|  | 	virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data); | ||
|  | 
 | ||
|  | 	virtual void end_scene(); | ||
|  | 	virtual void end_shadow_map(); | ||
|  | 
 | ||
|  | 	virtual void end_frame(); | ||
|  | 
 | ||
|  | 	/* CANVAS API */ | ||
|  | 
 | ||
|  | 	virtual void canvas_begin(); | ||
|  | 	virtual void canvas_set_opacity(float p_opacity); | ||
|  | 	virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode); | ||
|  | 	virtual void canvas_begin_rect(const Matrix32& p_transform); | ||
|  | 	virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect); | ||
|  | 	virtual void canvas_end_rect(); | ||
|  | 	virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width); | ||
|  | 	virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate); | ||
|  | 	virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1)); | ||
|  | 	virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width); | ||
|  | 	virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor); | ||
|  | 	virtual void canvas_set_transform(const Matrix32& p_transform); | ||
|  | 
 | ||
|  | 	/* ENVIRONMENT */ | ||
|  | 
 | ||
|  | 
 | ||
|  | 	virtual RID environment_create(); | ||
|  | 
 | ||
|  | 	virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg); | ||
|  | 	virtual VS::EnvironmentBG environment_get_background(RID p_env) const; | ||
|  | 
 | ||
|  | 	virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value); | ||
|  | 	virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const; | ||
|  | 
 | ||
|  | 	virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled); | ||
|  | 	virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const; | ||
|  | 
 | ||
|  | 	virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value); | ||
|  | 	virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const; | ||
|  | 
 | ||
|  | 	/* FX */ | ||
|  | 
 | ||
|  | 	virtual RID fx_create(); | ||
|  | 	virtual void fx_get_effects(RID p_fx,List<String> *p_effects) const; | ||
|  | 	virtual void fx_set_active(RID p_fx,const String& p_effect, bool p_active); | ||
|  | 	virtual bool fx_is_active(RID p_fx,const String& p_effect) const; | ||
|  | 	virtual void fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const; | ||
|  | 	virtual Variant fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const; | ||
|  | 	virtual void fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue); | ||
|  | 
 | ||
|  | 	/*MISC*/ | ||
|  | 
 | ||
|  | 	virtual bool is_texture(const RID& p_rid) const; | ||
|  | 	virtual bool is_material(const RID& p_rid) const; | ||
|  | 	virtual bool is_mesh(const RID& p_rid) const; | ||
|  | 	virtual bool is_multimesh(const RID& p_rid) const; | ||
|  | 	virtual bool is_particles(const RID &p_beam) const; | ||
|  | 
 | ||
|  | 	virtual bool is_light(const RID& p_rid) const; | ||
|  | 	virtual bool is_light_instance(const RID& p_rid) const; | ||
|  | 	virtual bool is_particles_instance(const RID& p_rid) const; | ||
|  | 	virtual bool is_skeleton(const RID& p_rid) const; | ||
|  | 	virtual bool is_environment(const RID& p_rid) const; | ||
|  | 	virtual bool is_fx(const RID& p_rid) const; | ||
|  | 	virtual bool is_shader(const RID& p_rid) const; | ||
|  | 
 | ||
|  | 	virtual void free(const RID& p_rid); | ||
|  | 
 | ||
|  | 	virtual void init(); | ||
|  | 	virtual void finish(); | ||
|  | 
 | ||
|  | 	virtual int get_render_info(VS::RenderInfo p_info); | ||
|  | 
 | ||
|  | 	virtual void flush_frame(); //not necesary in most cases
 | ||
|  | 	RasterizerFlash(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true); | ||
|  | 	virtual ~RasterizerFlash(); | ||
|  | }; | ||
|  | 
 | ||
|  | #endif
 |