1 /*************************************************************************/ 2 /* rasterizer_dummy.h */ 3 /*************************************************************************/ 4 /* This file is part of: */ 5 /* GODOT ENGINE */ 6 /* https://godotengine.org */ 7 /*************************************************************************/ 8 /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ 9 /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ 10 /* */ 11 /* Permission is hereby granted, free of charge, to any person obtaining */ 12 /* a copy of this software and associated documentation files (the */ 13 /* "Software"), to deal in the Software without restriction, including */ 14 /* without limitation the rights to use, copy, modify, merge, publish, */ 15 /* distribute, sublicense, and/or sell copies of the Software, and to */ 16 /* permit persons to whom the Software is furnished to do so, subject to */ 17 /* the following conditions: */ 18 /* */ 19 /* The above copyright notice and this permission notice shall be */ 20 /* included in all copies or substantial portions of the Software. */ 21 /* */ 22 /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ 23 /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ 24 /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ 25 /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ 26 /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ 27 /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ 28 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ 29 /*************************************************************************/ 30 #ifndef RASTERIZER_DUMMY_H 31 #define RASTERIZER_DUMMY_H 32 33 #include "servers/visual/rasterizer.h" 34 35 #include "camera_matrix.h" 36 #include "image.h" 37 #include "list.h" 38 #include "map.h" 39 #include "rid.h" 40 #include "servers/visual_server.h" 41 #include "sort.h" 42 43 #include "servers/visual/particle_system_sw.h" 44 45 /** 46 @author Juan Linietsky <reduzio@gmail.com> 47 */ 48 class RasterizerDummy : public Rasterizer { 49 50 struct Texture { 51 52 uint32_t flags; 53 int width, height; 54 Image::Format format; 55 Image image[6]; TextureTexture56 Texture() { 57 58 flags = width = height = 0; 59 format = Image::FORMAT_GRAYSCALE; 60 } 61 ~TextureTexture62 ~Texture() { 63 } 64 }; 65 66 mutable RID_Owner<Texture> texture_owner; 67 68 struct Shader { 69 70 String vertex_code; 71 String fragment_code; 72 String light_code; 73 VS::ShaderMode mode; 74 Map<StringName, Variant> params; 75 int fragment_line; 76 int vertex_line; 77 int light_line; 78 bool valid; 79 bool has_alpha; 80 bool use_world_transform; 81 }; 82 83 mutable RID_Owner<Shader> shader_owner; 84 85 struct Material { 86 87 bool flags[VS::MATERIAL_FLAG_MAX]; 88 89 VS::MaterialDepthDrawMode depth_draw_mode; 90 91 VS::MaterialBlendMode blend_mode; 92 93 float line_width; 94 float point_size; 95 96 RID shader; // shader material 97 98 Map<StringName, Variant> shader_params; 99 MaterialMaterial100 Material() { 101 102 for (int i = 0; i < VS::MATERIAL_FLAG_MAX; i++) 103 flags[i] = false; 104 flags[VS::MATERIAL_FLAG_VISIBLE] = true; 105 106 depth_draw_mode = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY; 107 line_width = 1; 108 blend_mode = VS::MATERIAL_BLEND_MODE_MIX; 109 point_size = 1.0; 110 } 111 }; 112 mutable RID_Owner<Material> material_owner; 113 114 void _material_check_alpha(Material *p_material); 115 116 struct Geometry { 117 118 enum Type { 119 GEOMETRY_INVALID, 120 GEOMETRY_SURFACE, 121 GEOMETRY_POLY, 122 GEOMETRY_PARTICLES, 123 GEOMETRY_MULTISURFACE, 124 }; 125 126 Type type; 127 RID material; 128 bool has_alpha; 129 bool material_owned; 130 GeometryGeometry131 Geometry() { 132 has_alpha = false; 133 material_owned = false; 134 } ~GeometryGeometry135 virtual ~Geometry(){}; 136 }; 137 138 struct GeometryOwner { 139 ~GeometryOwnerGeometryOwner140 virtual ~GeometryOwner() {} 141 }; 142 143 class Mesh; 144 145 struct Surface : public Geometry { 146 147 Array data; 148 Array morph_data; 149 150 bool packed; 151 bool alpha_sort; 152 int morph_target_count; 153 AABB aabb; 154 155 VS::PrimitiveType primitive; 156 157 uint32_t format; 158 uint32_t morph_format; 159 SurfaceSurface160 Surface() { 161 162 packed = false; 163 morph_target_count = 0; 164 material_owned = false; 165 format = 0; 166 morph_format = 0; 167 168 primitive = VS::PRIMITIVE_POINTS; 169 } 170 ~SurfaceSurface171 ~Surface() { 172 } 173 }; 174 175 struct Mesh { 176 177 bool active; 178 Vector<Surface *> surfaces; 179 int morph_target_count; 180 VS::MorphTargetMode morph_target_mode; 181 AABB custom_aabb; 182 183 mutable uint64_t last_pass; MeshMesh184 Mesh() { 185 morph_target_mode = VS::MORPH_MODE_NORMALIZED; 186 morph_target_count = 0; 187 last_pass = 0; 188 active = false; 189 } 190 }; 191 mutable RID_Owner<Mesh> mesh_owner; 192 193 struct MultiMesh; 194 195 struct MultiMeshSurface : public Geometry { 196 197 Surface *surface; MultiMeshSurfaceMultiMeshSurface198 MultiMeshSurface() { type = GEOMETRY_MULTISURFACE; } 199 }; 200 201 struct MultiMesh : public GeometryOwner { 202 203 struct Element { 204 205 Transform xform; 206 Color color; 207 }; 208 209 AABB aabb; 210 RID mesh; 211 int visible; 212 213 //IDirect3DVertexBuffer9* instance_buffer; 214 Vector<Element> elements; 215 MultiMeshMultiMesh216 MultiMesh() { 217 visible = -1; 218 } 219 }; 220 221 mutable RID_Owner<MultiMesh> multimesh_owner; 222 223 struct Immediate { 224 225 RID material; 226 int empty; 227 }; 228 229 mutable RID_Owner<Immediate> immediate_owner; 230 231 struct Particles : public Geometry { 232 233 ParticleSystemSW data; // software particle system 234 ParticlesParticles235 Particles() { 236 type = GEOMETRY_PARTICLES; 237 } 238 }; 239 240 mutable RID_Owner<Particles> particles_owner; 241 242 struct ParticlesInstance : public GeometryOwner { 243 244 RID particles; 245 246 ParticleSystemProcessSW particles_process; 247 Transform transform; 248 ParticlesInstanceParticlesInstance249 ParticlesInstance() {} 250 }; 251 252 mutable RID_Owner<ParticlesInstance> particles_instance_owner; 253 ParticleSystemDrawInfoSW particle_draw_info; 254 255 struct Skeleton { 256 257 Vector<Transform> bones; 258 }; 259 260 mutable RID_Owner<Skeleton> skeleton_owner; 261 262 struct Light { 263 264 VS::LightType type; 265 float vars[VS::LIGHT_PARAM_MAX]; 266 Color colors[3]; 267 bool shadow_enabled; 268 RID projector; 269 bool volumetric_enabled; 270 Color volumetric_color; 271 LightLight272 Light() { 273 274 vars[VS::LIGHT_PARAM_SPOT_ATTENUATION] = 1; 275 vars[VS::LIGHT_PARAM_SPOT_ANGLE] = 45; 276 vars[VS::LIGHT_PARAM_ATTENUATION] = 1.0; 277 vars[VS::LIGHT_PARAM_ENERGY] = 1.0; 278 vars[VS::LIGHT_PARAM_RADIUS] = 1.0; 279 vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET] = 0.05; 280 281 colors[VS::LIGHT_COLOR_DIFFUSE] = Color(1, 1, 1); 282 colors[VS::LIGHT_COLOR_SPECULAR] = Color(1, 1, 1); 283 shadow_enabled = false; 284 volumetric_enabled = false; 285 } 286 }; 287 288 struct Environment { 289 290 VS::EnvironmentBG bg_mode; 291 Variant bg_param[VS::ENV_BG_PARAM_MAX]; 292 bool fx_enabled[VS::ENV_FX_MAX]; 293 Variant fx_param[VS::ENV_FX_PARAM_MAX]; 294 EnvironmentEnvironment295 Environment() { 296 297 bg_mode = VS::ENV_BG_DEFAULT_COLOR; 298 bg_param[VS::ENV_BG_PARAM_COLOR] = Color(0, 0, 0); 299 bg_param[VS::ENV_BG_PARAM_TEXTURE] = RID(); 300 bg_param[VS::ENV_BG_PARAM_CUBEMAP] = RID(); 301 bg_param[VS::ENV_BG_PARAM_ENERGY] = 1.0; 302 303 for (int i = 0; i < VS::ENV_FX_MAX; i++) 304 fx_enabled[i] = false; 305 306 fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES] = 1; 307 fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM] = 0.0; 308 fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD] = 0.5; 309 fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES] = 1; 310 fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN] = 100.0; 311 fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE] = 10.0; 312 fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE] = 0.4; 313 fx_param[VS::ENV_FX_PARAM_HDR_WHITE] = 1.0; 314 fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD] = 0.95; 315 fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE] = 0.2; 316 fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE] = 0.4; 317 fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE] = 8.0; 318 fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED] = 0.5; 319 fx_param[VS::ENV_FX_PARAM_FOG_BEGIN] = 100.0; 320 fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION] = 1.0; 321 fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR] = Color(0, 0, 0); 322 fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR] = Color(0, 0, 0); 323 fx_param[VS::ENV_FX_PARAM_FOG_BG] = true; 324 fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS] = 1.0; 325 fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST] = 1.0; 326 fx_param[VS::ENV_FX_PARAM_BCS_SATURATION] = 1.0; 327 } 328 }; 329 330 mutable RID_Owner<Environment> environment_owner; 331 332 struct SampledLight { 333 334 int w, h; 335 }; 336 337 mutable RID_Owner<SampledLight> sampled_light_owner; 338 339 struct ShadowBuffer; 340 341 struct LightInstance { 342 343 struct SplitInfo { 344 345 CameraMatrix camera; 346 Transform transform; 347 float near; 348 float far; 349 }; 350 351 RID light; 352 Light *base; 353 Transform transform; 354 CameraMatrix projection; 355 356 Transform custom_transform; 357 CameraMatrix custom_projection; 358 359 Vector3 light_vector; 360 Vector3 spot_vector; 361 float linear_att; 362 LightInstanceLightInstance363 LightInstance() { linear_att = 1.0; } 364 }; 365 366 mutable RID_Owner<Light> light_owner; 367 mutable RID_Owner<LightInstance> light_instance_owner; 368 369 RID default_material; 370 371 public: 372 /* TEXTURE API */ 373 374 virtual RID texture_create(); 375 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); 376 virtual void texture_set_data(RID p_texture, const Image &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT); 377 virtual Image texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const; 378 virtual void texture_set_flags(RID p_texture, uint32_t p_flags); 379 virtual uint32_t texture_get_flags(RID p_texture) const; 380 virtual Image::Format texture_get_format(RID p_texture) const; 381 virtual uint32_t texture_get_width(RID p_texture) const; 382 virtual uint32_t texture_get_height(RID p_texture) const; 383 virtual bool texture_has_alpha(RID p_texture) const; 384 virtual void texture_set_size_override(RID p_texture, int p_width, int p_height); 385 virtual void texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const; 386 texture_set_path(RID p_texture,const String & p_path)387 virtual void texture_set_path(RID p_texture, const String &p_path) {} texture_get_path(RID p_texture)388 virtual String texture_get_path(RID p_texture) const { return String(); } texture_debug_usage(List<VS::TextureInfo> * r_info)389 virtual void texture_debug_usage(List<VS::TextureInfo> *r_info) {} 390 texture_set_shrink_all_x2_on_set_data(bool p_enable)391 virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) {} 392 393 /* SHADER API */ 394 395 virtual RID shader_create(VS::ShaderMode p_mode = VS::SHADER_MATERIAL); 396 397 virtual void shader_set_mode(RID p_shader, VS::ShaderMode p_mode); 398 virtual VS::ShaderMode shader_get_mode(RID p_shader) const; 399 400 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); 401 virtual String shader_get_fragment_code(RID p_shader) const; 402 virtual String shader_get_vertex_code(RID p_shader) const; 403 virtual String shader_get_light_code(RID p_shader) const; 404 405 virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; 406 407 virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture); 408 virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const; 409 410 virtual Variant shader_get_default_param(RID p_shader, const StringName &p_name); 411 412 /* COMMON MATERIAL API */ 413 414 virtual RID material_create(); 415 416 virtual void material_set_shader(RID p_shader_material, RID p_shader); 417 virtual RID material_get_shader(RID p_shader_material) const; 418 419 virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value); 420 virtual Variant material_get_param(RID p_material, const StringName &p_param) const; 421 422 virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled); 423 virtual bool material_get_flag(RID p_material, VS::MaterialFlag p_flag) const; 424 425 virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode); 426 virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const; 427 428 virtual void material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode); 429 virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const; 430 431 virtual void material_set_line_width(RID p_material, float p_line_width); 432 virtual float material_get_line_width(RID p_material) const; 433 434 /* MESH API */ 435 436 virtual RID mesh_create(); 437 438 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); 439 virtual Array mesh_get_surface_arrays(RID p_mesh, int p_surface) const; 440 virtual Array mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const; 441 virtual void mesh_add_custom_surface(RID p_mesh, const Variant &p_dat); 442 443 virtual void mesh_set_morph_target_count(RID p_mesh, int p_amount); 444 virtual int mesh_get_morph_target_count(RID p_mesh) const; 445 446 virtual void mesh_set_morph_target_mode(RID p_mesh, VS::MorphTargetMode p_mode); 447 virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const; 448 449 virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned = false); 450 virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; 451 452 virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; 453 virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; 454 virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; 455 virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; 456 457 virtual void mesh_remove_surface(RID p_mesh, int p_index); 458 virtual int mesh_get_surface_count(RID p_mesh) const; 459 460 virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) const; 461 462 virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb); 463 virtual AABB mesh_get_custom_aabb(RID p_mesh) const; 464 465 /* MULTIMESH API */ 466 467 virtual RID multimesh_create(); 468 469 virtual void multimesh_set_instance_count(RID p_multimesh, int p_count); 470 virtual int multimesh_get_instance_count(RID p_multimesh) const; 471 472 virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh); 473 virtual void multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb); 474 virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform); 475 virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color); 476 477 virtual RID multimesh_get_mesh(RID p_multimesh) const; 478 virtual AABB multimesh_get_aabb(RID p_multimesh) const; 479 ; 480 481 virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const; 482 virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const; 483 484 virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible); 485 virtual int multimesh_get_visible_instances(RID p_multimesh) const; 486 487 /* IMMEDIATE API */ 488 489 virtual RID immediate_create(); 490 virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()); 491 virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex); 492 virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal); 493 virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent); 494 virtual void immediate_color(RID p_immediate, const Color &p_color); 495 virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv); 496 virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv); 497 virtual void immediate_end(RID p_immediate); 498 virtual void immediate_clear(RID p_immediate); 499 virtual void immediate_set_material(RID p_immediate, RID p_material); 500 virtual RID immediate_get_material(RID p_immediate) const; 501 502 virtual AABB immediate_get_aabb(RID p_mesh) const; 503 504 /* PARTICLES API */ 505 506 virtual RID particles_create(); 507 508 virtual void particles_set_amount(RID p_particles, int p_amount); 509 virtual int particles_get_amount(RID p_particles) const; 510 511 virtual void particles_set_emitting(RID p_particles, bool p_emitting); 512 virtual bool particles_is_emitting(RID p_particles) const; 513 514 virtual void particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility); 515 virtual AABB particles_get_visibility_aabb(RID p_particles) const; 516 517 virtual void particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents); 518 virtual Vector3 particles_get_emission_half_extents(RID p_particles) const; 519 520 virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity); 521 virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const; 522 523 virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3> &p_points); 524 virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const; 525 526 virtual void particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal); 527 virtual Vector3 particles_get_gravity_normal(RID p_particles) const; 528 529 virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value); 530 virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const; 531 532 virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness); 533 virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const; 534 535 virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos); 536 virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const; 537 538 virtual void particles_set_color_phases(RID p_particles, int p_phases); 539 virtual int particles_get_color_phases(RID p_particles) const; 540 541 virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color); 542 virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const; 543 544 virtual void particles_set_attractors(RID p_particles, int p_attractors); 545 virtual int particles_get_attractors(RID p_particles) const; 546 547 virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos); 548 virtual Vector3 particles_get_attractor_pos(RID p_particles, int p_attractor) const; 549 550 virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force); 551 virtual float particles_get_attractor_strength(RID p_particles, int p_attractor) const; 552 553 virtual void particles_set_material(RID p_particles, RID p_material, bool p_owned = false); 554 virtual RID particles_get_material(RID p_particles) const; 555 556 virtual AABB particles_get_aabb(RID p_particles) const; 557 558 virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable); 559 virtual bool particles_has_height_from_velocity(RID p_particles) const; 560 561 virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); 562 virtual bool particles_is_using_local_coordinates(RID p_particles) const; 563 564 /* SKELETON API */ 565 566 virtual RID skeleton_create(); 567 virtual void skeleton_resize(RID p_skeleton, int p_bones); 568 virtual int skeleton_get_bone_count(RID p_skeleton) const; 569 virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform); 570 virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone); 571 572 /* LIGHT API */ 573 574 virtual RID light_create(VS::LightType p_type); 575 virtual VS::LightType light_get_type(RID p_light) const; 576 577 virtual void light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color); 578 virtual Color light_get_color(RID p_light, VS::LightColor p_type) const; 579 580 virtual void light_set_shadow(RID p_light, bool p_enabled); 581 virtual bool light_has_shadow(RID p_light) const; 582 583 virtual void light_set_volumetric(RID p_light, bool p_enabled); 584 virtual bool light_is_volumetric(RID p_light) const; 585 586 virtual void light_set_projector(RID p_light, RID p_texture); 587 virtual RID light_get_projector(RID p_light) const; 588 589 virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value); 590 virtual float light_get_var(RID p_light, VS::LightParam p_var) const; 591 592 virtual void light_set_operator(RID p_light, VS::LightOp p_op); 593 virtual VS::LightOp light_get_operator(RID p_light) const; 594 595 virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode); 596 virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const; 597 598 virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode); 599 virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const; 600 virtual void light_directional_set_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param, float p_value); 601 virtual float light_directional_get_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param) const; 602 603 virtual AABB light_get_aabb(RID p_poly) const; 604 605 virtual RID light_instance_create(RID p_light); 606 virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform); 607 608 virtual bool light_instance_has_shadow(RID p_light_instance) const; 609 virtual bool light_instance_assign_shadow(RID p_light_instance); 610 virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const; 611 virtual int light_instance_get_shadow_passes(RID p_light_instance) const; 612 virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const; 613 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); 614 virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index = 0) const { return 1; } 615 616 virtual ShadowType light_instance_get_shadow_type(RID p_light_instance, bool p_far = false) const; 617 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); 618 619 virtual void shadow_clear_near(); 620 virtual bool shadow_allocate_near(RID p_light); 621 virtual bool shadow_allocate_far(RID p_light); 622 623 /* PARTICLES INSTANCE */ 624 625 virtual RID particles_instance_create(RID p_particles); 626 virtual void particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform); 627 628 /* VIEWPORT */ 629 630 virtual RID viewport_data_create(); 631 632 virtual RID render_target_create(); 633 virtual void render_target_set_size(RID p_render_target, int p_width, int p_height); 634 virtual RID render_target_get_texture(RID p_render_target) const; 635 virtual bool render_target_renedered_in_frame(RID p_render_target); 636 637 /* RENDER API */ 638 /* all calls (inside begin/end shadow) are always warranted to be in the following order: */ 639 640 virtual void begin_frame(); 641 642 virtual void set_viewport(const VS::ViewportRect &p_viewport); 643 virtual void set_render_target(RID p_render_target, bool p_transparent_bg = false, bool p_vflip = false); 644 virtual void clear_viewport(const Color &p_color); 645 virtual void capture_viewport(Image *r_capture); 646 647 virtual void begin_scene(RID p_viewport_data, RID p_env, VS::ScenarioDebugMode p_debug); 648 virtual void begin_shadow_map(RID p_light_instance, int p_shadow_pass); 649 650 virtual void set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint); 651 652 virtual void add_light(RID p_light_instance); ///< all "add_light" calls happen before add_geometry calls 653 654 virtual void add_mesh(const RID &p_mesh, const InstanceData *p_data); 655 virtual void add_multimesh(const RID &p_multimesh, const InstanceData *p_data); add_immediate(const RID & p_immediate,const InstanceData * p_data)656 virtual void add_immediate(const RID &p_immediate, const InstanceData *p_data) {} 657 virtual void add_particles(const RID &p_particle_instance, const InstanceData *p_data); 658 659 virtual void end_scene(); 660 virtual void end_shadow_map(); 661 662 virtual void end_frame(); 663 664 /* CANVAS API */ 665 666 virtual void begin_canvas_bg(); 667 virtual void canvas_begin(); 668 virtual void canvas_disable_blending(); 669 virtual void canvas_set_opacity(float p_opacity); 670 virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode); 671 virtual void canvas_begin_rect(const Matrix32 &p_transform); 672 virtual void canvas_set_clip(bool p_clip, const Rect2 &p_rect); 673 virtual void canvas_end_rect(); 674 virtual void canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width); 675 virtual void canvas_draw_rect(const Rect2 &p_rect, int p_flags, const Rect2 &p_source, RID p_texture, const Color &p_modulate); 676 virtual void canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_src_region, RID p_texture, const float *p_margins, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1)); 677 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); 678 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); 679 virtual void canvas_set_transform(const Matrix32 &p_transform); 680 681 virtual void canvas_render_items(CanvasItem *p_item_list, int p_z, const Color &p_modulate, CanvasLight *p_light); 682 683 virtual RID canvas_light_occluder_create(); 684 virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2> &p_lines); 685 686 virtual RID canvas_light_shadow_buffer_create(int p_width); 687 virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32 &p_light_xform, int p_light_mask, float p_near, float p_far, CanvasLightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache); 688 689 virtual void canvas_debug_viewport_shadows(CanvasLight *p_lights_with_shadow); 690 691 /* ENVIRONMENT */ 692 693 virtual RID environment_create(); 694 695 virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg); 696 virtual VS::EnvironmentBG environment_get_background(RID p_env) const; 697 698 virtual void environment_set_background_param(RID p_env, VS::EnvironmentBGParam p_param, const Variant &p_value); 699 virtual Variant environment_get_background_param(RID p_env, VS::EnvironmentBGParam p_param) const; 700 701 virtual void environment_set_enable_fx(RID p_env, VS::EnvironmentFx p_effect, bool p_enabled); 702 virtual bool environment_is_fx_enabled(RID p_env, VS::EnvironmentFx p_effect) const; 703 704 virtual void environment_fx_set_param(RID p_env, VS::EnvironmentFxParam p_param, const Variant &p_value); 705 virtual Variant environment_fx_get_param(RID p_env, VS::EnvironmentFxParam p_param) const; 706 707 /* SAMPLED LIGHT */ 708 virtual RID sampled_light_dp_create(int p_width, int p_height); 709 virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier); 710 711 /*MISC*/ 712 713 virtual bool is_texture(const RID &p_rid) const; 714 virtual bool is_material(const RID &p_rid) const; 715 virtual bool is_mesh(const RID &p_rid) const; 716 virtual bool is_immediate(const RID &p_rid) const; 717 virtual bool is_multimesh(const RID &p_rid) const; 718 virtual bool is_particles(const RID &p_beam) const; 719 720 virtual bool is_light(const RID &p_rid) const; 721 virtual bool is_light_instance(const RID &p_rid) const; 722 virtual bool is_particles_instance(const RID &p_rid) const; 723 virtual bool is_skeleton(const RID &p_rid) const; 724 virtual bool is_environment(const RID &p_rid) const; 725 virtual bool is_canvas_light_occluder(const RID &p_rid) const; 726 727 virtual bool is_shader(const RID &p_rid) const; 728 729 virtual void free(const RID &p_rid); 730 731 virtual void custom_shade_model_set_shader(int p_model, RID p_shader); 732 virtual RID custom_shade_model_get_shader(int p_model) const; 733 virtual void custom_shade_model_set_name(int p_model, const String &p_name); 734 virtual String custom_shade_model_get_name(int p_model) const; 735 virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo> &p_info); 736 virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo> *p_info) const; 737 738 virtual void set_time_scale(float p_scale); 739 virtual void init(); 740 virtual void finish(); 741 742 virtual int get_render_info(VS::RenderInfo p_info); 743 744 virtual bool needs_to_draw_next_frame() const; 745 746 virtual bool has_feature(VS::Features p_feature) const; 747 748 virtual void restore_framebuffer(); 749 750 RasterizerDummy(); 751 virtual ~RasterizerDummy(); 752 }; 753 754 #endif // RASTERIZER_DUMMY_H 755