pandemonium_engine/servers/visual/rasterizer.h

1160 lines
44 KiB
C++

#ifndef RASTERIZER_H
#define RASTERIZER_H
/*************************************************************************/
/* rasterizer.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "core/math/projection.h"
#include "core/math/transform_interpolator.h"
#include "servers/visual_server.h"
#include "core/containers/self_list.h"
class RasterizerScene {
public:
/* SHADOW ATLAS API */
virtual RID shadow_atlas_create() = 0;
virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
virtual void set_directional_shadow_count(int p_count) = 0;
/* ENVIRONMENT API */
virtual RID environment_create() = 0;
virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0;
virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) = 0;
virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) = 0;
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0;
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
virtual bool is_environment(RID p_env) = 0;
virtual VS::EnvironmentBG environment_get_background(RID p_env) = 0;
virtual int environment_get_canvas_max_layer(RID p_env) = 0;
struct InstanceBase : RID_Data {
VS::InstanceType base_type;
RID base;
RID skeleton;
RID material_override;
RID material_overlay;
// This is the main transform to be drawn with ..
// This will either be the interpolated transform (when using fixed timestep interpolation)
// or the ONLY transform (when not using FTI).
Transform transform;
// for interpolation we store the current transform (this physics tick)
// and the transform in the previous tick
Transform transform_curr;
Transform transform_prev;
int depth_layer;
uint32_t layer_mask;
//RID sampled_light;
Vector<RID> materials;
Vector<RID> light_instances;
Vector<RID> reflection_probe_instances;
PoolVector<float> blend_values;
VS::ShadowCastingSetting cast_shadows;
//fit in 32 bits
bool mirror : 1;
bool receive_shadows : 1;
bool visible : 1;
bool redraw_if_visible : 1;
bool on_interpolate_list : 1;
bool on_interpolate_transform_list : 1;
bool interpolated : 1;
TransformInterpolator::Method interpolation_method : 3;
// For fixed timestep interpolation.
// Note 32 bits is plenty for checksum, no need for real_t
float transform_checksum_curr;
float transform_checksum_prev;
float depth; //used for sorting
SelfList<InstanceBase> dependency_item;
virtual void base_removed() = 0;
virtual void base_changed(bool p_aabb, bool p_materials) = 0;
InstanceBase() :
dependency_item(this) {
base_type = VS::INSTANCE_NONE;
cast_shadows = VS::SHADOW_CASTING_SETTING_ON;
receive_shadows = true;
visible = true;
depth_layer = 0;
layer_mask = 1;
redraw_if_visible = false;
on_interpolate_list = false;
on_interpolate_transform_list = false;
interpolated = true;
interpolation_method = TransformInterpolator::INTERP_LERP;
transform_checksum_curr = 0.0;
transform_checksum_prev = 0.0;
}
};
virtual RID light_instance_create(RID p_light) = 0;
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
virtual void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0;
virtual void light_instance_mark_visible(RID p_light_instance) = 0;
virtual bool light_instances_can_render_shadow_cube() const { return true; }
virtual RID reflection_atlas_create() = 0;
virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size) = 0;
virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv) = 0;
virtual RID reflection_probe_instance_create(RID p_probe) = 0;
virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
virtual void reflection_probe_release_atlas_index(RID p_instance) = 0;
virtual bool reflection_probe_instance_needs_redraw(RID p_instance) = 0;
virtual bool reflection_probe_instance_has_reflection(RID p_instance) = 0;
virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0;
virtual bool reflection_probe_instance_postprocess_step(RID p_instance) = 0;
virtual void render_scene(const Transform &p_cam_transform, const Projection &p_cam_projection, const int p_eye, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;
virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) = 0;
virtual void set_scene_pass(uint64_t p_pass) = 0;
virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) = 0;
virtual bool free(RID p_rid) = 0;
virtual ~RasterizerScene() {}
};
class RasterizerStorage {
public:
/* TEXTURE API */
virtual RID texture_create() = 0;
virtual void texture_allocate(RID p_texture,
int p_width,
int p_height,
int p_depth_3d,
Image::Format p_format,
VS::TextureType p_type,
uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) = 0;
virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_level = 0) = 0;
virtual void texture_set_data_partial(RID p_texture,
const Ref<Image> &p_image,
int src_x, int src_y,
int src_w, int src_h,
int dst_x, int dst_y,
int p_dst_mip,
int p_level = 0) = 0;
virtual Ref<Image> texture_get_data(RID p_texture, int p_level = 0) const = 0;
virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0;
virtual uint32_t texture_get_flags(RID p_texture) const = 0;
virtual Image::Format texture_get_format(RID p_texture) const = 0;
virtual VS::TextureType texture_get_type(RID p_texture) const = 0;
virtual uint32_t texture_get_texid(RID p_texture) const = 0;
virtual uint32_t texture_get_width(RID p_texture) const = 0;
virtual uint32_t texture_get_height(RID p_texture) const = 0;
virtual uint32_t texture_get_depth(RID p_texture) const = 0;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth_3d) = 0;
virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0;
virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
virtual String texture_get_path(RID p_texture) const = 0;
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 0;
virtual void texture_debug_usage(List<VS::TextureInfo> *r_info) = 0;
virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const = 0;
virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void textures_keep_original(bool p_enable) = 0;
virtual void texture_set_proxy(RID p_proxy, RID p_base) = 0;
virtual Size2 texture_size_with_proxy(RID p_texture) const = 0;
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
/* SKY API */
virtual RID sky_create() = 0;
virtual void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) = 0;
/* SHADER API */
virtual RID shader_create() = 0;
virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
virtual String shader_get_code(RID p_shader) const = 0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
virtual void shader_add_custom_define(RID p_shader, const String &p_define) = 0;
virtual void shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const = 0;
virtual void shader_remove_custom_define(RID p_shader, const String &p_define) = 0;
virtual void set_shader_async_hidden_forbidden(bool p_forbidden) = 0;
virtual bool is_shader_async_hidden_forbidden() = 0;
/* COMMON MATERIAL API */
virtual RID material_create() = 0;
virtual void material_set_render_priority(RID p_material, int priority) = 0;
virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
virtual RID material_get_shader(RID p_shader_material) const = 0;
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const = 0;
virtual void material_set_line_width(RID p_material, float p_width) = 0;
virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
virtual bool material_is_animated(RID p_material) = 0;
virtual bool material_casts_shadows(RID p_material) = 0;
virtual bool material_uses_tangents(RID p_material);
virtual bool material_uses_ensure_correct_normals(RID p_material);
virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0;
virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0;
/* MESH API */
virtual RID mesh_create() = 0;
virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t>> &p_blend_shapes = Vector<PoolVector<uint8_t>>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) = 0;
virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount) = 0;
virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;
virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) = 0;
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
virtual void mesh_set_blend_shape_values(RID p_mesh, PoolVector<float> p_values) = 0;
virtual PoolVector<float> mesh_get_blend_shape_values(RID p_mesh) const = 0;
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0;
virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const = 0;
virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const = 0;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0;
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0;
virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const = 0;
virtual Vector<PoolVector<uint8_t>> mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const = 0;
virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const = 0;
virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0;
virtual int mesh_get_surface_count(RID p_mesh) const = 0;
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const = 0;
virtual void mesh_clear(RID p_mesh) = 0;
/* MULTIMESH API */
struct MMInterpolator {
VS::MultimeshTransformFormat _transform_format = VS::MULTIMESH_TRANSFORM_3D;
VS::MultimeshColorFormat _color_format = VS::MULTIMESH_COLOR_NONE;
VS::MultimeshCustomDataFormat _data_format = VS::MULTIMESH_CUSTOM_DATA_NONE;
// in floats
int _stride = 0;
// Vertex format sizes in floats
int _vf_size_xform = 0;
int _vf_size_color = 0;
int _vf_size_data = 0;
// Set by allocate, can be used to prevent indexing out of range.
int _num_instances = 0;
// Quality determines whether to use lerp or slerp etc.
int quality = 0;
bool interpolated = false;
bool on_interpolate_update_list = false;
bool on_transform_update_list = false;
PoolVector<float> _data_prev;
PoolVector<float> _data_curr;
PoolVector<float> _data_interpolated;
};
virtual RID multimesh_create();
virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
virtual void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array);
virtual void multimesh_set_as_bulk_array_interpolated(RID p_multimesh, const PoolVector<float> &p_array, const PoolVector<float> &p_array_prev);
virtual void multimesh_set_physics_interpolated(RID p_multimesh, bool p_interpolated);
virtual void multimesh_set_physics_interpolation_quality(RID p_multimesh, int p_quality);
virtual void multimesh_instance_reset_physics_interpolation(RID p_multimesh, int p_index);
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
virtual AABB multimesh_get_aabb(RID p_multimesh) const;
virtual RID _multimesh_create() = 0;
virtual void _multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE) = 0;
virtual int _multimesh_get_instance_count(RID p_multimesh) const = 0;
virtual void _multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
virtual void _multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;
virtual void _multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0;
virtual void _multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
virtual void _multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0;
virtual RID _multimesh_get_mesh(RID p_multimesh) const = 0;
virtual Transform _multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
virtual Transform2D _multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0;
virtual Color _multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
virtual Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;
virtual void _multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array) = 0;
virtual void _multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
virtual int _multimesh_get_visible_instances(RID p_multimesh) const = 0;
virtual AABB _multimesh_get_aabb(RID p_multimesh) const = 0;
// Multimesh is responsible for allocating / destroying an MMInterpolator object.
// This allows shared functionality for interpolation across backends.
virtual MMInterpolator *_multimesh_get_interpolator(RID p_multimesh) const = 0;
private:
void _multimesh_add_to_interpolation_lists(RID p_multimesh, MMInterpolator &r_mmi);
public:
/* IMMEDIATE API */
virtual RID immediate_create() = 0;
virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) = 0;
virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0;
virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0;
virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0;
virtual void immediate_color(RID p_immediate, const Color &p_color) = 0;
virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0;
virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0;
virtual void immediate_end(RID p_immediate) = 0;
virtual void immediate_clear(RID p_immediate) = 0;
virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;
virtual RID immediate_get_material(RID p_immediate) const = 0;
virtual AABB immediate_get_aabb(RID p_immediate) const = 0;
/* SKELETON API */
virtual RID skeleton_create() = 0;
virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0;
virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0;
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
virtual uint32_t skeleton_get_revision(RID p_skeleton) const = 0;
/* Light API */
virtual RID light_create(VS::LightType p_type) = 0;
RID directional_light_create() { return light_create(VS::LIGHT_DIRECTIONAL); }
RID omni_light_create() { return light_create(VS::LIGHT_OMNI); }
RID spot_light_create() { return light_create(VS::LIGHT_SPOT); }
virtual void light_set_color(RID p_light, const Color &p_color) = 0;
virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value) = 0;
virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0;
virtual void light_set_projector(RID p_light, RID p_texture) = 0;
virtual void light_set_negative(RID p_light, bool p_enable) = 0;
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;
virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 0;
virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) = 0;
virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
virtual bool light_directional_get_blend_splits(RID p_light) const = 0;
virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0;
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;
virtual bool light_has_shadow(RID p_light) const = 0;
virtual VS::LightType light_get_type(RID p_light) const = 0;
virtual AABB light_get_aabb(RID p_light) const = 0;
virtual float light_get_param(RID p_light, VS::LightParam p_param) = 0;
virtual Color light_get_color(RID p_light) = 0;
virtual uint64_t light_get_version(RID p_light) const = 0;
/* PROBE API */
virtual RID reflection_probe_create() = 0;
virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) = 0;
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0;
virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) = 0;
virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) = 0;
virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) = 0;
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0;
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0;
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0;
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0;
virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0;
virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0;
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0;
virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0;
virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0;
virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) = 0;
virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0;
virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0;
/* RENDER TARGET */
enum RenderTargetFlags {
RENDER_TARGET_VFLIP,
RENDER_TARGET_TRANSPARENT,
RENDER_TARGET_NO_3D_EFFECTS,
RENDER_TARGET_NO_3D,
RENDER_TARGET_NO_SAMPLING,
RENDER_TARGET_HDR,
RENDER_TARGET_KEEP_3D_LINEAR,
RENDER_TARGET_DIRECT_TO_SCREEN,
RENDER_TARGET_USE_32_BPC_DEPTH,
RENDER_TARGET_FLAG_MAX
};
virtual RID render_target_create() = 0;
virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 0;
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height) = 0;
virtual RID render_target_get_texture(RID p_render_target) const = 0;
virtual uint32_t render_target_get_depth_texture_id(RID p_render_target) const = 0;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id, unsigned int p_depth_id) = 0;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0;
virtual bool render_target_was_used(RID p_render_target) = 0;
virtual void render_target_clear_used(RID p_render_target) = 0;
virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) = 0;
virtual void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) = 0;
virtual void render_target_set_use_debanding(RID p_render_target, bool p_debanding) = 0;
virtual void render_target_set_sharpen_intensity(RID p_render_target, float p_intensity) = 0;
/* CANVAS SHADOW */
virtual RID canvas_light_shadow_buffer_create(int p_width) = 0;
/* LIGHT SHADOW MAPPING */
virtual RID canvas_light_occluder_create() = 0;
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines) = 0;
/* INTERPOLATION */
struct InterpolationData {
void notify_free_multimesh(RID p_rid);
LocalVector<RID> multimesh_interpolate_update_list;
LocalVector<RID> multimesh_transform_update_lists[2];
LocalVector<RID> *multimesh_transform_update_list_curr = &multimesh_transform_update_lists[0];
LocalVector<RID> *multimesh_transform_update_list_prev = &multimesh_transform_update_lists[1];
} _interpolation_data;
void update_interpolation_tick(bool p_process = true);
void update_interpolation_frame(bool p_process = true);
private:
_FORCE_INLINE_ void _interpolate_RGBA8(const uint8_t *p_a, const uint8_t *p_b, uint8_t *r_dest, float p_f) const;
public:
virtual VS::InstanceType get_base_type(RID p_rid) const = 0;
virtual bool free(RID p_rid) = 0;
virtual bool has_os_feature(const String &p_feature) const = 0;
virtual void update_dirty_resources() = 0;
virtual void set_debug_generate_wireframes(bool p_generate) = 0;
virtual void render_info_begin_capture() = 0;
virtual void render_info_end_capture() = 0;
virtual int get_captured_render_info(VS::RenderInfo p_info) = 0;
virtual uint64_t get_render_info(VS::RenderInfo p_info) = 0;
virtual String get_video_adapter_name() const = 0;
virtual String get_video_adapter_vendor() const = 0;
static RasterizerStorage *base_singleton;
RasterizerStorage();
virtual ~RasterizerStorage() {}
};
class RasterizerCanvas {
public:
enum CanvasRectFlags {
CANVAS_RECT_REGION = 1,
CANVAS_RECT_TILE = 2,
CANVAS_RECT_FLIP_H = 4,
CANVAS_RECT_FLIP_V = 8,
CANVAS_RECT_TRANSPOSE = 16,
CANVAS_RECT_CLIP_UV = 32
};
struct Light : public RID_Data {
bool enabled;
Color color;
Transform2D xform;
float height;
float energy;
float scale;
int z_min;
int z_max;
int layer_min;
int layer_max;
int item_mask;
int item_shadow_mask;
VS::CanvasLightMode mode;
RID texture;
Vector2 texture_offset;
RID canvas;
RID shadow_buffer;
int shadow_buffer_size;
float shadow_gradient_length;
VS::CanvasLightShadowFilter shadow_filter;
Color shadow_color;
float shadow_smooth;
void *texture_cache; // implementation dependent
Rect2 rect_cache;
Transform2D xform_cache;
float radius_cache; //used for shadow far plane
Projection shadow_matrix_cache;
Transform2D light_shader_xform;
Vector2 light_shader_pos;
Light *shadows_next_ptr;
Light *filter_next_ptr;
Light *next_ptr;
Light *mask_next_ptr;
RID light_internal;
Light() {
enabled = true;
color = Color(1, 1, 1);
shadow_color = Color(0, 0, 0, 0);
height = 0;
z_min = -1024;
z_max = 1024;
layer_min = 0;
layer_max = 0;
item_mask = 1;
scale = 1.0;
energy = 1.0;
item_shadow_mask = 1;
mode = VS::CANVAS_LIGHT_MODE_ADD;
texture_cache = nullptr;
next_ptr = nullptr;
mask_next_ptr = nullptr;
filter_next_ptr = nullptr;
shadow_buffer_size = 2048;
shadow_gradient_length = 0;
shadow_filter = VS::CANVAS_LIGHT_FILTER_NONE;
shadow_smooth = 0.0;
}
};
virtual RID light_internal_create() = 0;
virtual void light_internal_update(RID p_rid, Light *p_light) = 0;
virtual void light_internal_free(RID p_rid) = 0;
struct Item : public RID_Data {
struct Command {
enum Type {
TYPE_LINE,
TYPE_POLYLINE,
TYPE_RECT,
TYPE_NINEPATCH,
TYPE_PRIMITIVE,
TYPE_POLYGON,
TYPE_MESH,
TYPE_MULTIMESH,
TYPE_CIRCLE,
TYPE_TRANSFORM,
TYPE_CLIP_IGNORE,
};
Type type;
virtual ~Command() {}
};
struct CommandLine : public Command {
Point2 from, to;
Color color;
float width;
bool antialiased;
CommandLine() { type = TYPE_LINE; }
};
struct CommandPolyLine : public Command {
bool antialiased;
bool multiline;
Vector<Point2> triangles;
Vector<Color> triangle_colors;
Vector<Point2> lines;
Vector<Color> line_colors;
CommandPolyLine() {
type = TYPE_POLYLINE;
antialiased = false;
multiline = false;
}
};
struct CommandRect : public Command {
Rect2 rect;
RID texture;
RID normal_map;
Color modulate;
Rect2 source;
uint8_t flags;
CommandRect() {
flags = 0;
type = TYPE_RECT;
}
};
struct CommandNinePatch : public Command {
Rect2 rect;
Rect2 source;
RID texture;
RID normal_map;
float margin[4];
bool draw_center;
Color color;
VS::NinePatchAxisMode axis_x;
VS::NinePatchAxisMode axis_y;
CommandNinePatch() {
draw_center = true;
type = TYPE_NINEPATCH;
}
};
struct CommandPrimitive : public Command {
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
RID texture;
RID normal_map;
float width;
CommandPrimitive() {
type = TYPE_PRIMITIVE;
width = 1;
}
};
struct CommandPolygon : public Command {
Vector<int> indices;
Vector<Point2> points;
Vector<Point2> uvs;
Vector<Color> colors;
Vector<int> bones;
Vector<float> weights;
RID texture;
RID normal_map;
int count;
bool antialiased;
bool antialiasing_use_indices;
CommandPolygon() {
type = TYPE_POLYGON;
count = 0;
}
};
struct CommandMesh : public Command {
RID mesh;
RID texture;
RID normal_map;
Transform2D transform;
Color modulate;
CommandMesh() { type = TYPE_MESH; }
};
struct CommandMultiMesh : public Command {
RID multimesh;
RID texture;
RID normal_map;
CommandMultiMesh() { type = TYPE_MULTIMESH; }
};
struct CommandCircle : public Command {
Point2 pos;
float radius;
Color color;
CommandCircle() { type = TYPE_CIRCLE; }
};
struct CommandTransform : public Command {
Transform2D xform;
CommandTransform() { type = TYPE_TRANSFORM; }
};
struct CommandClipIgnore : public Command {
bool ignore;
CommandClipIgnore() {
type = TYPE_CLIP_IGNORE;
ignore = false;
}
};
struct ViewportRender {
VisualServer *owner;
void *udata;
Rect2 rect;
};
Transform2D xform;
bool clip : 1;
bool visible : 1;
bool behind : 1;
bool update_when_visible : 1;
bool distance_field : 1;
bool light_masked : 1;
mutable bool custom_rect : 1;
mutable bool rect_dirty : 1;
Vector<Command *> commands;
mutable Rect2 rect;
RID material;
RID skeleton;
//VS::MaterialBlendMode blend_mode;
int32_t light_mask;
mutable uint32_t skeleton_revision;
Item *next;
struct CopyBackBuffer {
Rect2 rect;
Rect2 screen_rect;
bool full;
};
CopyBackBuffer *copy_back_buffer;
Color final_modulate;
Transform2D final_transform;
Rect2 final_clip_rect;
Item *final_clip_owner;
Item *material_owner;
ViewportRender *vp_render;
Rect2 global_rect_cache;
const Rect2 &get_rect() const {
if (custom_rect) {
return rect;
}
if (!rect_dirty && !update_when_visible) {
if (skeleton == RID()) {
return rect;
} else {
// special case for skeletons
uint32_t rev = RasterizerStorage::base_singleton->skeleton_get_revision(skeleton);
if (rev == skeleton_revision) {
// no change to the skeleton since we last calculated the bounding rect
return rect;
} else {
// We need to recalculate.
// Mark as done for next time.
skeleton_revision = rev;
}
}
}
//must update rect
int s = commands.size();
if (s == 0) {
rect = Rect2();
rect_dirty = false;
return rect;
}
Transform2D xf;
bool found_xform = false;
bool first = true;
const Item::Command *const *cmd = &commands[0];
for (int i = 0; i < s; i++) {
const Item::Command *c = cmd[i];
Rect2 r;
switch (c->type) {
case Item::Command::TYPE_LINE: {
const Item::CommandLine *line = static_cast<const Item::CommandLine *>(c);
r.position = line->from;
r.expand_to(line->to);
} break;
case Item::Command::TYPE_POLYLINE: {
const Item::CommandPolyLine *pline = static_cast<const Item::CommandPolyLine *>(c);
if (pline->triangles.size()) {
for (int j = 0; j < pline->triangles.size(); j++) {
if (j == 0) {
r.position = pline->triangles[j];
} else {
r.expand_to(pline->triangles[j]);
}
}
} else {
for (int j = 0; j < pline->lines.size(); j++) {
if (j == 0) {
r.position = pline->lines[j];
} else {
r.expand_to(pline->lines[j]);
}
}
}
} break;
case Item::Command::TYPE_RECT: {
const Item::CommandRect *crect = static_cast<const Item::CommandRect *>(c);
r = crect->rect;
} break;
case Item::Command::TYPE_NINEPATCH: {
const Item::CommandNinePatch *style = static_cast<const Item::CommandNinePatch *>(c);
r = style->rect;
} break;
case Item::Command::TYPE_PRIMITIVE: {
const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
r.position = primitive->points[0];
for (int j = 1; j < primitive->points.size(); j++) {
r.expand_to(primitive->points[j]);
}
} break;
case Item::Command::TYPE_POLYGON: {
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
int l = polygon->points.size();
const Point2 *pp = &polygon->points[0];
r.position = pp[0];
for (int j = 1; j < l; j++) {
r.expand_to(pp[j]);
}
if (skeleton != RID()) {
// calculate bone AABBs
int bone_count = RasterizerStorage::base_singleton->skeleton_get_bone_count(skeleton);
Vector<Rect2> bone_aabbs;
bone_aabbs.resize(bone_count);
Rect2 *bptr = bone_aabbs.ptrw();
for (int j = 0; j < bone_count; j++) {
bptr[j].size = Vector2(-1, -1); //negative means unused
}
if (l && polygon->bones.size() == l * 4 && polygon->weights.size() == polygon->bones.size()) {
for (int j = 0; j < l; j++) {
Point2 p = pp[j];
for (int k = 0; k < 4; k++) {
int idx = polygon->bones[j * 4 + k];
float w = polygon->weights[j * 4 + k];
if (w == 0) {
continue;
}
if (bptr[idx].size.x < 0) {
//first
bptr[idx] = Rect2(p, Vector2(0.00001, 0.00001));
} else {
bptr[idx].expand_to(p);
}
}
}
Rect2 aabb;
bool first_bone = true;
for (int j = 0; j < bone_count; j++) {
Transform2D mtx = RasterizerStorage::base_singleton->skeleton_bone_get_transform_2d(skeleton, j);
Rect2 baabb = mtx.xform(bone_aabbs[j]);
if (first_bone) {
aabb = baabb;
first_bone = false;
} else {
aabb = aabb.merge(baabb);
}
}
r = r.merge(aabb);
}
}
} break;
case Item::Command::TYPE_MESH: {
const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
AABB aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID());
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
} break;
case Item::Command::TYPE_MULTIMESH: {
const Item::CommandMultiMesh *multimesh = static_cast<const Item::CommandMultiMesh *>(c);
AABB aabb = RasterizerStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh);
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
} break;
case Item::Command::TYPE_CIRCLE: {
const Item::CommandCircle *circle = static_cast<const Item::CommandCircle *>(c);
r.position = Point2(-circle->radius, -circle->radius) + circle->pos;
r.size = Point2(circle->radius * 2.0, circle->radius * 2.0);
} break;
case Item::Command::TYPE_TRANSFORM: {
const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
xf = transform->xform;
found_xform = true;
continue;
} break;
case Item::Command::TYPE_CLIP_IGNORE: {
} break;
}
if (found_xform) {
r = xf.xform(r);
}
if (first) {
rect = r;
first = false;
} else {
rect = rect.merge(r);
}
}
rect_dirty = false;
return rect;
}
void clear() {
for (int i = 0; i < commands.size(); i++) {
memdelete(commands[i]);
}
commands.clear();
clip = false;
rect_dirty = true;
final_clip_owner = nullptr;
material_owner = nullptr;
light_masked = false;
}
Item() {
light_mask = 1;
skeleton_revision = 0;
vp_render = nullptr;
next = nullptr;
final_clip_owner = nullptr;
clip = false;
final_modulate = Color(1, 1, 1, 1);
visible = true;
rect_dirty = true;
custom_rect = false;
behind = false;
material_owner = nullptr;
copy_back_buffer = nullptr;
distance_field = false;
light_masked = false;
update_when_visible = false;
}
virtual ~Item() {
clear();
if (copy_back_buffer) {
memdelete(copy_back_buffer);
}
}
};
virtual void canvas_begin() = 0;
virtual void canvas_end() = 0;
virtual void canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) {}
virtual void canvas_render_items_end() {}
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) = 0;
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
struct LightOccluderInstance : public RID_Data {
bool enabled;
RID canvas;
RID polygon;
RID polygon_buffer;
Rect2 aabb_cache;
Transform2D xform;
Transform2D xform_cache;
int light_mask;
VS::CanvasOccluderPolygonCullMode cull_cache;
LightOccluderInstance *next;
LightOccluderInstance() {
enabled = true;
next = nullptr;
light_mask = 1;
cull_cache = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
}
};
virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, Projection *p_xform_cache) = 0;
virtual void reset_canvas() = 0;
virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0;
virtual ~RasterizerCanvas() {}
};
class Rasterizer {
protected:
static Rasterizer *(*_create_func)();
public:
static Rasterizer *create();
virtual RasterizerStorage *get_storage() = 0;
virtual RasterizerCanvas *get_canvas() = 0;
virtual RasterizerScene *get_scene() = 0;
virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;
virtual void set_shader_time_scale(float p_scale) = 0;
virtual void initialize() = 0;
virtual void begin_frame(double frame_step) = 0;
virtual void set_current_render_target(RID p_render_target) = 0;
virtual void restore_render_target(bool p_3d) = 0;
virtual void clear_render_target(const Color &p_color) = 0;
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0) = 0;
virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample) = 0;
virtual void end_frame(bool p_swap_buffers) = 0;
virtual void finalize() = 0;
virtual bool is_low_end() const = 0;
virtual ~Rasterizer() {}
};
// Use float rather than real_t as cheaper and no need for 64 bit.
_FORCE_INLINE_ void RasterizerStorage::_interpolate_RGBA8(const uint8_t *p_a, const uint8_t *p_b, uint8_t *r_dest, float p_f) const {
// Todo, jiggle these values and test for correctness.
// Integer interpolation is finicky.. :)
p_f *= 256.0f;
int32_t mult = CLAMP(int32_t(p_f), 0, 255);
for (int n = 0; n < 4; n++) {
int32_t a = p_a[n];
int32_t b = p_b[n];
int32_t diff = b - a;
diff *= mult;
diff /= 255;
int32_t res = a + diff;
// may not be needed
res = CLAMP(res, 0, 255);
r_dest[n] = res;
}
}
#endif // RASTERIZER_H