mirror of
https://github.com/godotengine/godot.git
synced 2024-11-25 13:43:15 +00:00
Removing rasterizer from iphone
This commit is contained in:
parent
a75623f436
commit
87b4776cbf
@ -5,7 +5,6 @@ Import('env')
|
||||
iphone_lib = [
|
||||
|
||||
'os_iphone.cpp',
|
||||
#'rasterizer_iphone.cpp',
|
||||
'audio_driver_iphone.cpp',
|
||||
'sem_iphone.cpp',
|
||||
'gl_view.mm',
|
||||
|
File diff suppressed because it is too large
Load Diff
@ -1,881 +0,0 @@
|
||||
/*************************************************************************/
|
||||
/* rasterizer_iphone.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* http://www.godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
#ifdef IPHONE_ENABLED
|
||||
|
||||
#ifndef RASTERIZER_IPHONE_H
|
||||
#define RASTERIZER_IPHONE_H
|
||||
|
||||
#include "servers/visual/rasterizer.h"
|
||||
|
||||
#include "camera_matrix.h"
|
||||
#include "image.h"
|
||||
#include "list.h"
|
||||
#include "map.h"
|
||||
#include "rid.h"
|
||||
#include "servers/visual_server.h"
|
||||
#include "sort.h"
|
||||
#include <ES1/gl.h>
|
||||
|
||||
/**
|
||||
@author Juan Linietsky <reduzio@gmail.com>
|
||||
*/
|
||||
class RasterizerIPhone : public Rasterizer {
|
||||
|
||||
enum {
|
||||
SKINNED_BUFFER_SIZE = 1024 * 128, // 10k vertices
|
||||
MAX_LIGHTS = 8,
|
||||
};
|
||||
|
||||
uint8_t skinned_buffer[SKINNED_BUFFER_SIZE];
|
||||
|
||||
struct Texture {
|
||||
|
||||
uint32_t flags;
|
||||
int width, height;
|
||||
Image::Format format;
|
||||
|
||||
GLenum target;
|
||||
GLenum gl_format_cache;
|
||||
int gl_components_cache;
|
||||
bool has_alpha;
|
||||
bool format_has_alpha;
|
||||
|
||||
bool active;
|
||||
GLuint tex_id;
|
||||
bool mipmap_dirty;
|
||||
|
||||
Texture() {
|
||||
|
||||
flags = width = height = 0;
|
||||
tex_id = 0;
|
||||
format = Image::FORMAT_L8;
|
||||
gl_components_cache = 0;
|
||||
format_has_alpha = false;
|
||||
has_alpha = false;
|
||||
active = false;
|
||||
mipmap_dirty = true;
|
||||
}
|
||||
|
||||
~Texture() {
|
||||
|
||||
if (tex_id != 0) {
|
||||
|
||||
glDeleteTextures(1, &tex_id);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
mutable RID_Owner<Texture> texture_owner;
|
||||
|
||||
struct Material {
|
||||
|
||||
bool flags[VS::MATERIAL_FLAG_MAX];
|
||||
Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX];
|
||||
RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX];
|
||||
|
||||
Transform uv_transform;
|
||||
VS::SpatialMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
|
||||
|
||||
VS::MaterialBlendMode detail_blend_mode;
|
||||
|
||||
VS::SpatialMaterialTexGenMode texgen_mode;
|
||||
|
||||
Material() {
|
||||
|
||||
flags[VS::MATERIAL_FLAG_VISIBLE] = true;
|
||||
flags[VS::MATERIAL_FLAG_DOUBLE_SIDED] = false;
|
||||
flags[VS::MATERIAL_FLAG_INVERT_FACES] = false;
|
||||
flags[VS::MATERIAL_FLAG_UNSHADED] = false;
|
||||
flags[VS::MATERIAL_FLAG_WIREFRAME] = false;
|
||||
|
||||
parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8);
|
||||
parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12;
|
||||
|
||||
for (int i = 0; i < VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) {
|
||||
texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
|
||||
};
|
||||
detail_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
|
||||
texgen_mode = VS::FIXED_MATERIAL_TEXGEN_SPHERE;
|
||||
}
|
||||
};
|
||||
mutable RID_Owner<Material> material_owner;
|
||||
|
||||
struct Geometry {
|
||||
|
||||
enum Type {
|
||||
GEOMETRY_INVALID,
|
||||
GEOMETRY_SURFACE,
|
||||
GEOMETRY_POLY,
|
||||
GEOMETRY_PARTICLES,
|
||||
GEOMETRY_BEAM,
|
||||
GEOMETRY_DETAILER,
|
||||
};
|
||||
|
||||
Type type;
|
||||
RID material;
|
||||
bool has_alpha;
|
||||
bool material_owned;
|
||||
|
||||
Vector3 scale;
|
||||
Vector3 uv_scale;
|
||||
|
||||
Geometry()
|
||||
: scale(1, 1, 1) {
|
||||
has_alpha = false;
|
||||
material_owned = false;
|
||||
}
|
||||
virtual ~Geometry(){};
|
||||
};
|
||||
|
||||
struct GeometryOwner {
|
||||
|
||||
virtual ~GeometryOwner() {}
|
||||
};
|
||||
|
||||
struct Surface : public Geometry {
|
||||
|
||||
struct ArrayData {
|
||||
|
||||
uint32_t ofs, size;
|
||||
bool configured;
|
||||
int components;
|
||||
ArrayData() {
|
||||
ofs = 0;
|
||||
size = 0;
|
||||
configured = false;
|
||||
}
|
||||
};
|
||||
|
||||
ArrayData array[VS::ARRAY_MAX];
|
||||
// support for vertex array objects
|
||||
GLuint array_object_id;
|
||||
// support for vertex buffer object
|
||||
GLuint vertex_id; // 0 means, unconfigured
|
||||
GLuint index_id; // 0 means, unconfigured
|
||||
// no support for the above, array in localmem.
|
||||
uint8_t *array_local;
|
||||
uint8_t *index_array_local;
|
||||
|
||||
AABB aabb;
|
||||
|
||||
int array_len;
|
||||
int index_array_len;
|
||||
|
||||
VS::PrimitiveType primitive;
|
||||
|
||||
uint32_t format;
|
||||
|
||||
int stride;
|
||||
|
||||
bool active;
|
||||
|
||||
Point2 uv_min;
|
||||
Point2 uv_max;
|
||||
|
||||
bool has_alpha_cache;
|
||||
|
||||
Surface() {
|
||||
|
||||
array_len = 0;
|
||||
type = GEOMETRY_SURFACE;
|
||||
primitive = VS::PRIMITIVE_POINTS;
|
||||
index_array_len = VS::NO_INDEX_ARRAY;
|
||||
format = 0;
|
||||
stride = 0;
|
||||
|
||||
array_local = index_array_local = 0;
|
||||
vertex_id = index_id = 0;
|
||||
|
||||
active = false;
|
||||
}
|
||||
|
||||
~Surface() {
|
||||
}
|
||||
};
|
||||
|
||||
struct Mesh {
|
||||
|
||||
bool active;
|
||||
Vector<Surface *> surfaces;
|
||||
|
||||
mutable uint64_t last_pass;
|
||||
Mesh() {
|
||||
last_pass = 0;
|
||||
active = false;
|
||||
}
|
||||
};
|
||||
mutable RID_Owner<Mesh> mesh_owner;
|
||||
|
||||
struct Poly : public Geometry {
|
||||
|
||||
struct Primitive {
|
||||
|
||||
Vector<Vector3> vertices;
|
||||
Vector<Vector3> normals;
|
||||
Vector<Vector3> uvs;
|
||||
Vector<Color> colors;
|
||||
};
|
||||
|
||||
AABB aabb;
|
||||
List<Primitive> primitives;
|
||||
Poly() {
|
||||
|
||||
type = GEOMETRY_POLY;
|
||||
}
|
||||
};
|
||||
|
||||
mutable RID_Owner<Poly> poly_owner;
|
||||
|
||||
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 ShadowBuffer;
|
||||
|
||||
struct LightInstance {
|
||||
|
||||
struct SplitInfo {
|
||||
|
||||
CameraMatrix camera;
|
||||
Transform transform;
|
||||
float near;
|
||||
float far;
|
||||
};
|
||||
|
||||
RID light;
|
||||
Light *base;
|
||||
uint64_t last_pass;
|
||||
Transform transform;
|
||||
|
||||
CameraMatrix projection;
|
||||
Vector<SplitInfo> splits;
|
||||
|
||||
Vector3 light_vector;
|
||||
Vector3 spot_vector;
|
||||
float linear_att;
|
||||
|
||||
uint64_t hash_aux;
|
||||
};
|
||||
mutable RID_Owner<Light> light_owner;
|
||||
mutable RID_Owner<LightInstance> light_instance_owner;
|
||||
|
||||
LightInstance *light_instances[MAX_LIGHTS];
|
||||
int light_instance_count;
|
||||
|
||||
struct RenderList {
|
||||
|
||||
enum {
|
||||
MAX_ELEMENTS = 4096,
|
||||
MAX_LIGHTS = 4
|
||||
};
|
||||
|
||||
struct Element {
|
||||
|
||||
float depth;
|
||||
const Skeleton *skeleton;
|
||||
Transform transform;
|
||||
LightInstance *lights[MAX_LIGHTS];
|
||||
int light_count;
|
||||
const Geometry *geometry;
|
||||
const Material *material;
|
||||
uint64_t light_hash;
|
||||
GeometryOwner *owner;
|
||||
const ParamOverrideMap *material_overrides;
|
||||
};
|
||||
|
||||
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 SortSkel {
|
||||
|
||||
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
|
||||
|
||||
if (A->geometry < B->geometry)
|
||||
return true;
|
||||
else if (A->geometry > B->geometry)
|
||||
return false;
|
||||
else
|
||||
return (!A->skeleton && B->skeleton);
|
||||
}
|
||||
};
|
||||
|
||||
void sort_skel() {
|
||||
|
||||
SortArray<Element *, SortSkel> sorter;
|
||||
sorter.sort(elements, element_count);
|
||||
}
|
||||
|
||||
struct SortMat {
|
||||
|
||||
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
|
||||
|
||||
if (A->geometry == B->geometry) {
|
||||
|
||||
if (A->material == B->material) {
|
||||
|
||||
return (A->material_overrides < B->material_overrides);
|
||||
} else {
|
||||
|
||||
return (A->material < B->material);
|
||||
}
|
||||
} else {
|
||||
|
||||
return (A->geometry < B->geometry);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
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 == B->geometry) {
|
||||
|
||||
if (A->material == B->material) {
|
||||
|
||||
if (A->light_hash == B->light_hash)
|
||||
return (A->material_overrides < B->material_overrides);
|
||||
else
|
||||
return A->light_hash < B->light_hash;
|
||||
} else {
|
||||
|
||||
return (A->material < B->material);
|
||||
}
|
||||
} else {
|
||||
|
||||
return (A->geometry < B->geometry);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
void sort_mat_light() {
|
||||
|
||||
SortArray<Element *, SortMatLight> sorter;
|
||||
sorter.sort(elements, element_count);
|
||||
}
|
||||
|
||||
struct LISort {
|
||||
|
||||
_FORCE_INLINE_ bool operator()(const LightInstance *A, const LightInstance *B) const {
|
||||
|
||||
return (A->hash_aux < B->hash_aux);
|
||||
}
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ void add_element(const Geometry *p_geometry, const Material *p_material, const Transform &p_transform, LightInstance **p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides, const Skeleton *p_skeleton, float p_depth, GeometryOwner *p_owner = NULL) {
|
||||
|
||||
ERR_FAIL_COND(element_count >= MAX_ELEMENTS);
|
||||
Element *e = elements[element_count++];
|
||||
|
||||
e->geometry = p_geometry;
|
||||
e->material = p_material;
|
||||
e->transform = p_transform;
|
||||
e->skeleton = p_skeleton;
|
||||
e->light_hash = 0;
|
||||
e->light_count = p_light_count;
|
||||
e->owner = p_owner;
|
||||
e->material_overrides = p_material_overrides;
|
||||
|
||||
if (e->light_count > 0) {
|
||||
|
||||
SortArray<LightInstance *, LISort> light_sort;
|
||||
light_sort.sort(p_light_instances, p_light_count);
|
||||
//@TODO OPTIOMIZE
|
||||
|
||||
for (int i = 0; i < p_light_count; i++) {
|
||||
|
||||
e->lights[i] = p_light_instances[i];
|
||||
|
||||
if (i == 0)
|
||||
e->light_hash = hash_djb2_one_64(make_uint64_t(e->lights[i]));
|
||||
else
|
||||
e->light_hash = hash_djb2_one_64(make_uint64_t(e->lights[i]), e->light_hash);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
RenderList() {
|
||||
|
||||
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_distance;
|
||||
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 Transform &p_world, uint32_t p_vertex_format, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides, const Skeleton *p_skeleton, GeometryOwner *p_owner);
|
||||
void _render_list_forward(RenderList *p_render_list);
|
||||
|
||||
void _setup_light(LightInstance *p_instance, int p_idx);
|
||||
void _setup_lights(LightInstance **p_lights, int p_light_count);
|
||||
void _setup_material(const Geometry *p_geometry, const Material *p_material);
|
||||
|
||||
void _setup_geometry(const Geometry *p_geometry, const Material *p_material);
|
||||
void _render(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton);
|
||||
|
||||
/*********/
|
||||
/* FRAME */
|
||||
/*********/
|
||||
|
||||
Size2 window_size;
|
||||
VS::ViewportRect viewport;
|
||||
Transform canvas_transform;
|
||||
double last_time;
|
||||
double time_delta;
|
||||
uint64_t frame;
|
||||
|
||||
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);
|
||||
virtual void texture_blit_rect(RID p_texture, int p_x, int p_y, const Image &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT);
|
||||
virtual Image texture_get_rect(RID p_texture, int p_x, int p_y, int p_width, int p_height, 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;
|
||||
|
||||
/* SHADER API */
|
||||
|
||||
virtual RID shader_create();
|
||||
|
||||
virtual void shader_node_add(RID p_shader, VS::ShaderNodeType p_type, int p_id);
|
||||
virtual void shader_node_remove(RID p_shader, int p_id);
|
||||
virtual void shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type);
|
||||
virtual void shader_node_set_param(RID p_shader, int p_id, const Variant &p_value);
|
||||
|
||||
virtual void shader_get_node_list(RID p_shader, List<int> *p_node_list) const;
|
||||
virtual VS::ShaderNodeType shader_node_get_type(RID p_shader, int p_id) const;
|
||||
virtual Variant shader_node_get_param(RID p_shader, int p_id) const;
|
||||
|
||||
virtual void shader_connect(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot);
|
||||
virtual bool shader_is_connected(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot) const;
|
||||
virtual void shader_disconnect(RID p_shader, int p_src_id, int p_src_slot, int p_dst_id, int p_dst_slot);
|
||||
|
||||
virtual void shader_get_connections(RID p_shader, List<VS::ShaderConnection> *p_connections) const;
|
||||
|
||||
virtual void shader_clear(RID p_shader);
|
||||
|
||||
/* COMMON MATERIAL API */
|
||||
|
||||
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_get_param_list(RID p_material, List<String> *p_param_list) 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_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;
|
||||
|
||||
/* FIXED MATERIAL */
|
||||
|
||||
virtual RID material_create();
|
||||
|
||||
virtual void fixed_material_set_parameter(RID p_material, VS::SpatialMaterialParam p_parameter, const Variant &p_value);
|
||||
virtual Variant fixed_material_get_parameter(RID p_material, VS::SpatialMaterialParam p_parameter) const;
|
||||
|
||||
virtual void fixed_material_set_texture(RID p_material, VS::SpatialMaterialParam p_parameter, RID p_texture);
|
||||
virtual RID fixed_material_get_texture(RID p_material, VS::SpatialMaterialParam p_parameter) const;
|
||||
|
||||
virtual void fixed_material_set_detail_blend_mode(RID p_material, VS::MaterialBlendMode p_mode);
|
||||
virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
|
||||
|
||||
virtual void fixed_material_set_texgen_mode(RID p_material, VS::SpatialMaterialTexGenMode p_mode);
|
||||
virtual VS::SpatialMaterialTexGenMode fixed_material_get_texgen_mode(RID p_material) const;
|
||||
|
||||
virtual void fixed_material_set_texcoord_mode(RID p_material, VS::SpatialMaterialParam p_parameter, VS::SpatialMaterialTexCoordMode p_mode);
|
||||
virtual VS::SpatialMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material, VS::SpatialMaterialParam p_parameter) const;
|
||||
|
||||
virtual void fixed_material_set_uv_transform(RID p_material, const Transform &p_transform);
|
||||
virtual Transform fixed_material_get_uv_transform(RID p_material) const;
|
||||
|
||||
/* SHADER MATERIAL */
|
||||
|
||||
virtual RID shader_material_create() const;
|
||||
|
||||
virtual void shader_material_set_vertex_shader(RID p_material, RID p_shader, bool p_owned = false);
|
||||
virtual RID shader_material_get_vertex_shader(RID p_material) const;
|
||||
|
||||
virtual void shader_material_set_fragment_shader(RID p_material, RID p_shader, bool p_owned = false);
|
||||
virtual RID shader_material_get_fragment_shader(RID p_material) const;
|
||||
|
||||
/* MESH API */
|
||||
|
||||
virtual RID mesh_create();
|
||||
|
||||
virtual void mesh_add_surface(RID p_mesh, VS::PrimitiveType p_primitive, uint32_t p_format, int p_array_len, int p_index_array_len = VS::NO_INDEX_ARRAY);
|
||||
|
||||
virtual Error mesh_surface_set_array(RID p_mesh, int p_surface, VS::ArrayType p_type, const Variant &p_array);
|
||||
virtual Variant mesh_surface_get_array(RID p_mesh, int p_surface, VS::ArrayType p_type) 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_erase_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;
|
||||
|
||||
/* POLY API */
|
||||
|
||||
virtual RID poly_create();
|
||||
virtual void poly_set_material(RID p_poly, RID p_material, bool p_owned = false);
|
||||
virtual void poly_add_primitive(RID p_poly, const Vector<Vector3> &p_points, const Vector<Vector3> &p_normals, const Vector<Color> &p_colors, const Vector<Vector3> &p_uvs);
|
||||
virtual void poly_clear(RID p_poly);
|
||||
|
||||
virtual AABB poly_get_aabb(RID p_poly) 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_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;
|
||||
/* BEAM API */
|
||||
|
||||
virtual RID beam_create();
|
||||
|
||||
virtual void beam_set_point_count(RID p_beam, int p_count);
|
||||
virtual int beam_get_point_count(RID p_beam) const;
|
||||
virtual void beam_clear(RID p_beam);
|
||||
|
||||
virtual void beam_set_point(RID p_beam, int p_point, Vector3 &p_pos);
|
||||
virtual Vector3 beam_get_point(RID p_beam, int p_point) const;
|
||||
|
||||
virtual void beam_set_primitive(RID p_beam, VS::BeamPrimitive p_primitive);
|
||||
virtual VS::BeamPrimitive beam_get_primitive(RID p_beam) const;
|
||||
|
||||
virtual void beam_set_material(RID p_beam, RID p_material);
|
||||
virtual RID beam_get_material(RID p_beam) const;
|
||||
|
||||
virtual AABB beam_get_aabb(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 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_pssm_split_info(RID p_light_instance, int p_split, float p_near, float p_far, const CameraMatrix &p_camera, const Transform &p_transform);
|
||||
|
||||
/* 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 begin_scene(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(RID p_mesh, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides = NULL, RID p_skeleton = RID());
|
||||
virtual void add_multimesh(RID p_multimesh, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides = NULL);
|
||||
virtual void add_poly(RID p_poly, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides = NULL);
|
||||
virtual void add_beam(RID p_beam, const Transform *p_world, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides = NULL);
|
||||
virtual void add_particles(RID p_particle_instance, const RID *p_light_instances, int p_light_count, const ParamOverrideMap *p_material_overrides = NULL);
|
||||
|
||||
virtual void end_scene();
|
||||
virtual void end_shadow_map();
|
||||
|
||||
virtual void end_frame();
|
||||
|
||||
/* CANVAS API */
|
||||
|
||||
virtual void canvas_begin();
|
||||
virtual void canvas_set_transparency(float p_transparency);
|
||||
virtual void canvas_set_rect(const Rect2 &p_rect, bool p_clip);
|
||||
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, bool p_region, const Rect2 &p_source, bool p_tile, 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);
|
||||
virtual void canvas_draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture);
|
||||
|
||||
/* 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_poly(const RID &p_rid) const;
|
||||
virtual bool is_particles(const RID &p_beam) const;
|
||||
virtual bool is_beam(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_fx(const RID &p_rid) const;
|
||||
virtual bool is_shader(const RID &p_rid) const;
|
||||
|
||||
virtual void free(const RID &p_rid) const;
|
||||
|
||||
virtual void init();
|
||||
virtual void finish();
|
||||
|
||||
virtual int get_render_info(VS::RenderInfo p_info);
|
||||
|
||||
RasterizerIPhone();
|
||||
virtual ~RasterizerIPhone();
|
||||
};
|
||||
|
||||
#endif
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user