rasterizer.h 25 KB

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  1. /*************************************************************************/
  2. /* rasterizer.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifndef RASTERIZER_H
  30. #define RASTERIZER_H
  31. /**
  32. @author Juan Linietsky <reduzio@gmail.com>
  33. */
  34. #include "servers/visual_server.h"
  35. #include "camera_matrix.h"
  36. #include "map.h"
  37. #include "self_list.h"
  38. class Rasterizer {
  39. protected:
  40. RID create_default_material();
  41. RID create_overdraw_debug_material();
  42. /* Fixed Material Shader API */
  43. union FixedMaterialShaderKey {
  44. struct {
  45. uint16_t texcoord_mask;
  46. uint8_t texture_mask;
  47. uint8_t light_shader:2;
  48. bool use_alpha:1;
  49. bool use_color_array:1;
  50. bool use_pointsize:1;
  51. bool discard_alpha:1;
  52. bool use_xy_normalmap:1;
  53. bool valid:1;
  54. };
  55. uint32_t key;
  56. _FORCE_INLINE_ bool operator<(const FixedMaterialShaderKey& p_key) const { return key<p_key.key; }
  57. };
  58. struct FixedMaterialShader {
  59. int refcount;
  60. RID shader;
  61. };
  62. Map<FixedMaterialShaderKey,FixedMaterialShader> fixed_material_shaders;
  63. RID _create_shader(const FixedMaterialShaderKey& p_key);
  64. void _free_shader(const FixedMaterialShaderKey& p_key);
  65. struct FixedMaterial {
  66. RID self;
  67. bool use_alpha;
  68. bool use_color_array;
  69. bool discard_alpha;
  70. bool use_pointsize;
  71. bool use_xy_normalmap;
  72. float point_size;
  73. Transform uv_xform;
  74. VS::FixedMaterialLightShader light_shader;
  75. RID texture[VS::FIXED_MATERIAL_PARAM_MAX];
  76. Variant param[VS::FIXED_MATERIAL_PARAM_MAX];
  77. VS::FixedMaterialTexCoordMode texture_tc[VS::FIXED_MATERIAL_PARAM_MAX];
  78. SelfList<FixedMaterial> dirty_list;
  79. FixedMaterialShaderKey current_key;
  80. _FORCE_INLINE_ FixedMaterialShaderKey get_key() const {
  81. FixedMaterialShaderKey k;
  82. k.key=0;
  83. k.use_alpha=use_alpha;
  84. k.use_color_array=use_color_array;
  85. k.use_pointsize=use_pointsize;
  86. k.use_xy_normalmap=use_xy_normalmap;
  87. k.discard_alpha=discard_alpha;
  88. k.light_shader=light_shader;
  89. k.valid=true;
  90. for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
  91. if (texture[i].is_valid()) {
  92. //print_line("valid: "+itos(i));
  93. k.texture_mask|=(1<<i);
  94. k.texcoord_mask|=(texture_tc[i])<<(i*2);
  95. }
  96. }
  97. return k;
  98. }
  99. FixedMaterial() : dirty_list(this) {
  100. use_alpha=false;
  101. use_color_array=false;
  102. use_pointsize=false;
  103. discard_alpha=false;
  104. use_xy_normalmap=false;
  105. point_size=1.0;
  106. light_shader=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT;
  107. for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
  108. texture_tc[i]=VS::FIXED_MATERIAL_TEXCOORD_UV;
  109. }
  110. param[VS::FIXED_MATERIAL_PARAM_DIFFUSE]=Color(1,1,1);
  111. param[VS::FIXED_MATERIAL_PARAM_DETAIL]=1.0;
  112. param[VS::FIXED_MATERIAL_PARAM_EMISSION]=Color(0,0,0);
  113. param[VS::FIXED_MATERIAL_PARAM_GLOW]=0;
  114. param[VS::FIXED_MATERIAL_PARAM_SHADE_PARAM]=0;
  115. param[VS::FIXED_MATERIAL_PARAM_SPECULAR]=Color(0.0,0.0,0.0);
  116. param[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]=40;
  117. param[VS::FIXED_MATERIAL_PARAM_NORMAL]=1;
  118. current_key.key=0;
  119. }
  120. };
  121. StringName _fixed_material_param_names[VS::FIXED_MATERIAL_PARAM_MAX];
  122. StringName _fixed_material_tex_names[VS::FIXED_MATERIAL_PARAM_MAX];
  123. StringName _fixed_material_uv_xform_name;
  124. StringName _fixed_material_point_size_name;
  125. Map<RID,FixedMaterial*> fixed_materials;
  126. SelfList<FixedMaterial>::List fixed_material_dirty_list;
  127. protected:
  128. void _update_fixed_materials();
  129. void _free_fixed_material(const RID& p_material);
  130. public:
  131. enum ShadowFilterTechnique {
  132. SHADOW_FILTER_NONE,
  133. SHADOW_FILTER_PCF5,
  134. SHADOW_FILTER_PCF13,
  135. SHADOW_FILTER_ESM,
  136. SHADOW_FILTER_VSM,
  137. };
  138. /* TEXTURE API */
  139. virtual RID texture_create()=0;
  140. RID texture_create_from_image(const Image& p_image,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); // helper
  141. virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT)=0;
  142. virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT)=0;
  143. virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const=0;
  144. virtual void texture_set_flags(RID p_texture,uint32_t p_flags)=0;
  145. virtual uint32_t texture_get_flags(RID p_texture) const=0;
  146. virtual Image::Format texture_get_format(RID p_texture) const=0;
  147. virtual uint32_t texture_get_width(RID p_texture) const=0;
  148. virtual uint32_t texture_get_height(RID p_texture) const=0;
  149. virtual bool texture_has_alpha(RID p_texture) const=0;
  150. virtual void texture_set_size_override(RID p_texture,int p_width, int p_height)=0;
  151. virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const=0;
  152. /* SHADER API */
  153. virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL)=0;
  154. virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0;
  155. virtual VS::ShaderMode shader_get_mode(RID p_shader) const=0;
  156. virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0)=0;
  157. virtual String shader_get_fragment_code(RID p_shader) const=0;
  158. virtual String shader_get_vertex_code(RID p_shader) const=0;
  159. virtual String shader_get_light_code(RID p_shader) const=0;
  160. virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0;
  161. /* COMMON MATERIAL API */
  162. virtual RID material_create()=0;
  163. virtual void material_set_shader(RID p_shader_material, RID p_shader)=0;
  164. virtual RID material_get_shader(RID p_shader_material) const=0;
  165. virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value)=0;
  166. virtual Variant material_get_param(RID p_material, const StringName& p_param) const=0;
  167. virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled)=0;
  168. virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const=0;
  169. virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode)=0;
  170. virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0;
  171. virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)=0;
  172. virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const=0;
  173. virtual void material_set_line_width(RID p_material,float p_line_width)=0;
  174. virtual float material_get_line_width(RID p_material) const=0;
  175. /* FIXED MATERIAL */
  176. virtual RID fixed_material_create();
  177. virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled);
  178. virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const;
  179. virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value);
  180. virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const;
  181. virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
  182. virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;
  183. virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
  184. virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;
  185. virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
  186. virtual Transform fixed_material_get_uv_transform(RID p_material) const;
  187. virtual void fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader);
  188. virtual VS::FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
  189. virtual void fixed_material_set_point_size(RID p_material,float p_size);
  190. virtual float fixed_material_get_point_size(RID p_material) const;
  191. /* MESH API */
  192. virtual RID mesh_create()=0;
  193. virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false)=0;
  194. virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const=0;
  195. virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const=0;
  196. virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat)=0;
  197. virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0;
  198. virtual int mesh_get_morph_target_count(RID p_mesh) const=0;
  199. virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode)=0;
  200. virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const=0;
  201. virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false)=0;
  202. virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const=0;
  203. virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const=0;
  204. virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const=0;
  205. virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const=0;
  206. virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const=0;
  207. virtual void mesh_remove_surface(RID p_mesh,int p_index)=0;
  208. virtual int mesh_get_surface_count(RID p_mesh) const=0;
  209. virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) const=0;
  210. virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb)=0;
  211. virtual AABB mesh_get_custom_aabb(RID p_mesh) const=0;
  212. /* MULTIMESH API */
  213. virtual RID multimesh_create()=0;
  214. virtual void multimesh_set_instance_count(RID p_multimesh,int p_count)=0;
  215. virtual int multimesh_get_instance_count(RID p_multimesh) const=0;
  216. virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh)=0;
  217. virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb)=0;
  218. virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform)=0;
  219. virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color)=0;
  220. virtual RID multimesh_get_mesh(RID p_multimesh) const=0;
  221. virtual AABB multimesh_get_aabb(RID p_multimesh) const=0;;
  222. virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0;
  223. virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const=0;
  224. virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible)=0;
  225. virtual int multimesh_get_visible_instances(RID p_multimesh) const=0;
  226. /* BAKED LIGHT */
  227. /* IMMEDIATE API */
  228. virtual RID immediate_create()=0;
  229. virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID())=0;
  230. virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex)=0;
  231. virtual void immediate_normal(RID p_immediate,const Vector3& p_normal)=0;
  232. virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent)=0;
  233. virtual void immediate_color(RID p_immediate,const Color& p_color)=0;
  234. virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv)=0;
  235. virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv)=0;
  236. virtual void immediate_end(RID p_immediate)=0;
  237. virtual void immediate_clear(RID p_immediate)=0;
  238. virtual AABB immediate_get_aabb(RID p_immediate) const=0;
  239. virtual void immediate_set_material(RID p_immediate,RID p_material)=0;
  240. virtual RID immediate_get_material(RID p_immediate) const=0;
  241. /* PARTICLES API */
  242. virtual RID particles_create()=0;
  243. virtual void particles_set_amount(RID p_particles, int p_amount)=0;
  244. virtual int particles_get_amount(RID p_particles) const=0;
  245. virtual void particles_set_emitting(RID p_particles, bool p_emitting)=0;
  246. virtual bool particles_is_emitting(RID p_particles) const=0;
  247. virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility)=0;
  248. virtual AABB particles_get_visibility_aabb(RID p_particles) const=0;
  249. virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents)=0;
  250. virtual Vector3 particles_get_emission_half_extents(RID p_particles) const=0;
  251. virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity)=0;
  252. virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const=0;
  253. virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points)=0;
  254. virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const=0;
  255. virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal)=0;
  256. virtual Vector3 particles_get_gravity_normal(RID p_particles) const=0;
  257. virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value)=0;
  258. virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const=0;
  259. virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness)=0;
  260. virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const=0;
  261. virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos)=0;
  262. virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const=0;
  263. virtual void particles_set_color_phases(RID p_particles, int p_phases)=0;
  264. virtual int particles_get_color_phases(RID p_particles) const=0;
  265. virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color)=0;
  266. virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const=0;
  267. virtual void particles_set_attractors(RID p_particles, int p_attractors)=0;
  268. virtual int particles_get_attractors(RID p_particles) const=0;
  269. virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos)=0;
  270. virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const=0;
  271. virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force)=0;
  272. virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const=0;
  273. virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false)=0;
  274. virtual RID particles_get_material(RID p_particles) const=0;
  275. virtual AABB particles_get_aabb(RID p_particles) const=0;
  276. virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable)=0;
  277. virtual bool particles_has_height_from_velocity(RID p_particles) const=0;
  278. virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable)=0;
  279. virtual bool particles_is_using_local_coordinates(RID p_particles) const=0;
  280. /* SKELETON API */
  281. virtual RID skeleton_create()=0;
  282. virtual void skeleton_resize(RID p_skeleton,int p_bones)=0;
  283. virtual int skeleton_get_bone_count(RID p_skeleton) const=0;
  284. virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform)=0;
  285. virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone)=0;
  286. /* LIGHT API */
  287. virtual RID light_create(VS::LightType p_type)=0;
  288. virtual VS::LightType light_get_type(RID p_light) const=0;
  289. virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color)=0;
  290. virtual Color light_get_color(RID p_light,VS::LightColor p_type) const=0;
  291. virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
  292. virtual bool light_has_shadow(RID p_light) const=0;
  293. virtual void light_set_volumetric(RID p_light,bool p_enabled)=0;
  294. virtual bool light_is_volumetric(RID p_light) const=0;
  295. virtual void light_set_projector(RID p_light,RID p_texture)=0;
  296. virtual RID light_get_projector(RID p_light) const=0;
  297. virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value)=0;
  298. virtual float light_get_var(RID p_light, VS::LightParam p_var) const=0;
  299. virtual void light_set_operator(RID p_light,VS::LightOp p_op)=0;
  300. virtual VS::LightOp light_get_operator(RID p_light) const=0;
  301. virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0;
  302. virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const=0;
  303. virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
  304. virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const=0;
  305. virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value)=0;
  306. virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const=0;
  307. virtual AABB light_get_aabb(RID p_poly) const=0;
  308. virtual RID light_instance_create(RID p_light)=0;
  309. virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform)=0;
  310. enum ShadowType {
  311. SHADOW_NONE,
  312. SHADOW_SIMPLE,
  313. SHADOW_ORTHOGONAL,
  314. SHADOW_DUAL_PARABOLOID,
  315. SHADOW_CUBE,
  316. SHADOW_PSSM, //parallel split shadow map
  317. SHADOW_PSM //perspective shadow map
  318. };
  319. enum ShadowPass {
  320. PASS_DUAL_PARABOLOID_FRONT=0,
  321. PASS_DUAL_PARABOLOID_BACK=1,
  322. PASS_CUBE_FRONT=0,
  323. PASS_CUBE_BACK=1,
  324. PASS_CUBE_TOP=2,
  325. PASS_CUBE_BOTTOM=3,
  326. PASS_CUBE_LEFT=4,
  327. PASS_CUBE_RIGHT=5,
  328. };
  329. virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const=0;
  330. virtual int light_instance_get_shadow_passes(RID p_light_instance) const=0;
  331. 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)=0;
  332. virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const=0;
  333. virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const=0;
  334. /* SHADOWS */
  335. virtual void shadow_clear_near()=0;
  336. virtual bool shadow_allocate_near(RID p_light)=0; //true on successful alloc
  337. virtual bool shadow_allocate_far(RID p_light)=0; //true on successful alloc
  338. /* PARTICLES INSTANCE */
  339. virtual RID particles_instance_create(RID p_particles)=0;
  340. virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform)=0;
  341. /* RENDER API */
  342. /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
  343. /* VIEWPORT API */
  344. virtual RID viewport_data_create()=0;
  345. virtual RID render_target_create()=0;
  346. virtual void render_target_set_size(RID p_render_target, int p_width, int p_height)=0;
  347. virtual RID render_target_get_texture(RID p_render_target) const=0;
  348. virtual bool render_target_renedered_in_frame(RID p_render_target)=0;
  349. virtual void begin_frame()=0;
  350. virtual void set_viewport(const VS::ViewportRect& p_viewport)=0;
  351. virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false)=0;
  352. virtual void clear_viewport(const Color& p_color)=0;
  353. virtual void capture_viewport(Image* r_capture)=0;
  354. virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug)=0;
  355. virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass )=0;
  356. virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection)=0;
  357. virtual void add_light( RID p_light_instance )=0; ///< all "add_light" calls happen before add_geometry calls
  358. typedef Map<StringName,Variant> ParamOverrideMap;
  359. struct BakedLightData {
  360. VS::BakedLightMode mode;
  361. RID octree_texture;
  362. RID light_texture;
  363. float color_multiplier; //used for both lightmaps and octree
  364. Transform octree_transform;
  365. Map<int,RID> lightmaps;
  366. //cache
  367. float octree_lattice_size;
  368. float octree_lattice_divide;
  369. float texture_multiplier;
  370. float lightmap_multiplier;
  371. int octree_steps;
  372. Vector2 octree_tex_pixel_size;
  373. Vector2 light_tex_pixel_size;
  374. };
  375. struct InstanceData {
  376. Transform transform;
  377. RID skeleton;
  378. RID material_override;
  379. RID sampled_light;
  380. Vector<RID> light_instances;
  381. Vector<float> morph_values;
  382. BakedLightData *baked_light;
  383. Transform *baked_light_octree_xform;
  384. int baked_lightmap_id;
  385. bool mirror :8;
  386. bool depth_scale :8;
  387. bool billboard :8;
  388. bool billboard_y :8;
  389. };
  390. virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data)=0;
  391. virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data)=0;
  392. virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data)=0;
  393. virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data)=0;
  394. virtual void end_scene()=0;
  395. virtual void end_shadow_map()=0;
  396. virtual void end_frame()=0;
  397. virtual void flush_frame(); //not necesary in most cases
  398. /* CANVAS API */
  399. enum CanvasRectFlags {
  400. CANVAS_RECT_REGION=1,
  401. CANVAS_RECT_TILE=2,
  402. CANVAS_RECT_FLIP_H=4,
  403. CANVAS_RECT_FLIP_V=8
  404. };
  405. virtual void canvas_begin()=0;
  406. virtual void canvas_disable_blending()=0;
  407. virtual void canvas_set_opacity(float p_opacity)=0;
  408. virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode)=0;
  409. virtual void canvas_begin_rect(const Matrix32& p_transform)=0;;
  410. virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect)=0;
  411. virtual void canvas_end_rect()=0;
  412. virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width)=0;
  413. virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate)=0;
  414. 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))=0;
  415. 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)=0;
  416. 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)=0;
  417. virtual void canvas_set_transform(const Matrix32& p_transform)=0;
  418. /* ENVIRONMENT */
  419. virtual RID environment_create()=0;
  420. virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg)=0;
  421. virtual VS::EnvironmentBG environment_get_background(RID p_env) const=0;
  422. virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value)=0;
  423. virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const=0;
  424. virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled)=0;
  425. virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const=0;
  426. virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value)=0;
  427. virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const=0;
  428. /* SAMPLED LIGHT */
  429. virtual RID sampled_light_dp_create(int p_width,int p_height)=0;
  430. virtual void sampled_light_dp_update(RID p_sampled_light,const Color *p_data,float p_multiplier)=0;
  431. /*MISC*/
  432. virtual bool is_texture(const RID& p_rid) const=0;
  433. virtual bool is_material(const RID& p_rid) const=0;
  434. virtual bool is_mesh(const RID& p_rid) const=0;
  435. virtual bool is_multimesh(const RID& p_rid) const=0;
  436. virtual bool is_immediate(const RID& p_rid) const=0;
  437. virtual bool is_particles(const RID &p_beam) const=0;
  438. virtual bool is_light(const RID& p_rid) const=0;
  439. virtual bool is_light_instance(const RID& p_rid) const=0;
  440. virtual bool is_particles_instance(const RID& p_rid) const=0;
  441. virtual bool is_skeleton(const RID& p_rid) const=0;
  442. virtual bool is_environment(const RID& p_rid) const=0;
  443. virtual bool is_shader(const RID& p_rid) const=0;
  444. virtual void free(const RID& p_rid)=0;
  445. virtual void init()=0;
  446. virtual void finish()=0;
  447. virtual bool needs_to_draw_next_frame() const=0;
  448. virtual void reload_vram() {}
  449. virtual bool has_feature(VS::Features p_feature) const=0;
  450. virtual int get_render_info(VS::RenderInfo p_info)=0;
  451. Rasterizer();
  452. virtual ~Rasterizer() {}
  453. };
  454. #endif