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-rw-r--r--servers/visual/rasterizer.h891
1 files changed, 454 insertions, 437 deletions
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index 0fe0bd663..51bc4d0f9 100644
--- a/servers/visual/rasterizer.h
+++ b/servers/visual/rasterizer.h
@@ -32,21 +32,18 @@
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
-#include "servers/visual_server.h"
#include "camera_matrix.h"
#include "map.h"
#include "self_list.h"
+#include "servers/visual_server.h"
class Rasterizer {
protected:
-
-
- typedef void (*CanvasItemDrawViewportFunc)(VisualServer*owner,void*ud,const Rect2& p_rect);
+ typedef void (*CanvasItemDrawViewportFunc)(VisualServer *owner, void *ud, const Rect2 &p_rect);
RID create_default_material();
RID create_overdraw_debug_material();
-
/* Fixed Material Shader API */
union FixedMaterialShaderKey {
@@ -54,18 +51,18 @@ protected:
struct {
uint16_t texcoord_mask;
uint8_t texture_mask;
- uint8_t light_shader:2;
- bool use_alpha:1;
- bool use_color_array:1;
- bool use_pointsize:1;
- bool discard_alpha:1;
- bool use_xy_normalmap:1;
- bool valid:1;
+ uint8_t light_shader : 2;
+ bool use_alpha : 1;
+ bool use_color_array : 1;
+ bool use_pointsize : 1;
+ bool discard_alpha : 1;
+ bool use_xy_normalmap : 1;
+ bool valid : 1;
};
uint32_t key;
- _FORCE_INLINE_ bool operator<(const FixedMaterialShaderKey& p_key) const { return key<p_key.key; }
+ _FORCE_INLINE_ bool operator<(const FixedMaterialShaderKey &p_key) const { return key < p_key.key; }
};
struct FixedMaterialShader {
@@ -74,14 +71,13 @@ protected:
RID shader;
};
- Map<FixedMaterialShaderKey,FixedMaterialShader> fixed_material_shaders;
+ Map<FixedMaterialShaderKey, FixedMaterialShader> fixed_material_shaders;
- RID _create_shader(const FixedMaterialShaderKey& p_key);
- void _free_shader(const FixedMaterialShaderKey& p_key);
+ RID _create_shader(const FixedMaterialShaderKey &p_key);
+ void _free_shader(const FixedMaterialShaderKey &p_key);
struct FixedMaterial {
-
RID self;
bool use_alpha;
bool use_color_array;
@@ -101,52 +97,49 @@ protected:
_FORCE_INLINE_ FixedMaterialShaderKey get_key() const {
-
FixedMaterialShaderKey k;
- k.key=0;
- k.use_alpha=use_alpha;
- k.use_color_array=use_color_array;
- k.use_pointsize=use_pointsize;
- k.use_xy_normalmap=use_xy_normalmap;
- k.discard_alpha=discard_alpha;
- k.light_shader=light_shader;
- k.valid=true;
- for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
+ k.key = 0;
+ k.use_alpha = use_alpha;
+ k.use_color_array = use_color_array;
+ k.use_pointsize = use_pointsize;
+ k.use_xy_normalmap = use_xy_normalmap;
+ k.discard_alpha = discard_alpha;
+ k.light_shader = light_shader;
+ k.valid = true;
+ for (int i = 0; i < VS::FIXED_MATERIAL_PARAM_MAX; i++) {
if (texture[i].is_valid()) {
//print_line("valid: "+itos(i));
- k.texture_mask|=(1<<i);
- k.texcoord_mask|=(texture_tc[i])<<(i*2);
+ k.texture_mask |= (1 << i);
+ k.texcoord_mask |= (texture_tc[i]) << (i * 2);
}
}
return k;
}
+ FixedMaterial()
+ : dirty_list(this) {
- FixedMaterial() : dirty_list(this) {
-
- use_alpha=false;
- use_color_array=false;
- use_pointsize=false;
- discard_alpha=false;
- use_xy_normalmap=false;
- point_size=1.0;
- light_shader=VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT;
- for(int i=0;i<VS::FIXED_MATERIAL_PARAM_MAX;i++) {
- texture_tc[i]=VS::FIXED_MATERIAL_TEXCOORD_UV;
+ use_alpha = false;
+ use_color_array = false;
+ use_pointsize = false;
+ discard_alpha = false;
+ use_xy_normalmap = false;
+ point_size = 1.0;
+ light_shader = VS::FIXED_MATERIAL_LIGHT_SHADER_LAMBERT;
+ for (int i = 0; i < VS::FIXED_MATERIAL_PARAM_MAX; i++) {
+ texture_tc[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
}
- param[VS::FIXED_MATERIAL_PARAM_DIFFUSE]=Color(1,1,1);
- param[VS::FIXED_MATERIAL_PARAM_DETAIL]=1.0;
- param[VS::FIXED_MATERIAL_PARAM_EMISSION]=Color(0,0,0);
- param[VS::FIXED_MATERIAL_PARAM_GLOW]=0;
- param[VS::FIXED_MATERIAL_PARAM_SHADE_PARAM]=0;
- param[VS::FIXED_MATERIAL_PARAM_SPECULAR]=Color(0.0,0.0,0.0);
- param[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]=40;
- param[VS::FIXED_MATERIAL_PARAM_NORMAL]=1;
-
- current_key.key=0;
-
+ param[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(1, 1, 1);
+ param[VS::FIXED_MATERIAL_PARAM_DETAIL] = 1.0;
+ param[VS::FIXED_MATERIAL_PARAM_EMISSION] = Color(0, 0, 0);
+ param[VS::FIXED_MATERIAL_PARAM_GLOW] = 0;
+ param[VS::FIXED_MATERIAL_PARAM_SHADE_PARAM] = 0;
+ param[VS::FIXED_MATERIAL_PARAM_SPECULAR] = Color(0.0, 0.0, 0.0);
+ param[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 40;
+ param[VS::FIXED_MATERIAL_PARAM_NORMAL] = 1;
+ current_key.key = 0;
}
};
@@ -155,16 +148,15 @@ protected:
StringName _fixed_material_uv_xform_name;
StringName _fixed_material_point_size_name;
- Map<RID,FixedMaterial*> fixed_materials;
+ Map<RID, FixedMaterial *> fixed_materials;
SelfList<FixedMaterial>::List fixed_material_dirty_list;
protected:
void _update_fixed_materials();
- void _free_fixed_material(const RID& p_material);
+ void _free_fixed_material(const RID &p_material);
public:
-
enum ShadowFilterTechnique {
SHADOW_FILTER_NONE,
SHADOW_FILTER_PCF5,
@@ -173,72 +165,69 @@ public:
SHADOW_FILTER_VSM,
};
-
-
/* TEXTURE API */
- virtual RID texture_create()=0;
- RID texture_create_from_image(const Image& p_image,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); // helper
- virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT)=0;
- virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT)=0;
- virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) 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 uint32_t texture_get_width(RID p_texture) const=0;
- virtual uint32_t texture_get_height(RID p_texture) const=0;
- virtual bool texture_has_alpha(RID p_texture) const=0;
- virtual void texture_set_size_override(RID p_texture,int p_width, int p_height)=0;
+ virtual RID texture_create() = 0;
+ RID texture_create_from_image(const Image &p_image, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); // helper
+ virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT) = 0;
+ virtual void texture_set_data(RID p_texture, const Image &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) = 0;
+ virtual Image texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) 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 uint32_t texture_get_width(RID p_texture) const = 0;
+ virtual uint32_t texture_get_height(RID p_texture) const = 0;
+ virtual bool texture_has_alpha(RID p_texture) const = 0;
+ virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
- virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const=0;
+ virtual void texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const = 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_debug_usage(List<VS::TextureInfo> *r_info)=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_debug_usage(List<VS::TextureInfo> *r_info) = 0;
- virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable)=0;
+ virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 0;
/* SHADER API */
- virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL)=0;
+ virtual RID shader_create(VS::ShaderMode p_mode = VS::SHADER_MATERIAL) = 0;
- virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode)=0;
- virtual VS::ShaderMode shader_get_mode(RID p_shader) const=0;
+ virtual void shader_set_mode(RID p_shader, VS::ShaderMode p_mode) = 0;
+ virtual VS::ShaderMode shader_get_mode(RID p_shader) const = 0;
- virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0)=0;
- virtual String shader_get_fragment_code(RID p_shader) const=0;
- virtual String shader_get_vertex_code(RID p_shader) const=0;
- virtual String shader_get_light_code(RID p_shader) const=0;
+ virtual void shader_set_code(RID p_shader, const String &p_vertex, const String &p_fragment, const String &p_light, int p_vertex_ofs = 0, int p_fragment_ofs = 0, int p_light_ofs = 0) = 0;
+ virtual String shader_get_fragment_code(RID p_shader) const = 0;
+ virtual String shader_get_vertex_code(RID p_shader) const = 0;
+ virtual String shader_get_light_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_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_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 Variant shader_get_default_param(RID p_shader, const StringName& p_name)=0;
+ virtual Variant shader_get_default_param(RID p_shader, const StringName &p_name) = 0;
/* COMMON MATERIAL API */
- virtual RID material_create()=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 RID material_create() = 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 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_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled)=0;
- virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) 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 void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode)=0;
- virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0;
+ virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled) = 0;
+ virtual bool material_get_flag(RID p_material, VS::MaterialFlag p_flag) const = 0;
- virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode)=0;
- virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const=0;
+ virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) = 0;
+ virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const = 0;
- virtual void material_set_line_width(RID p_material,float p_line_width)=0;
- virtual float material_get_line_width(RID p_material) const=0;
+ virtual void material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode) = 0;
+ virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const = 0;
+ virtual void material_set_line_width(RID p_material, float p_line_width) = 0;
+ virtual float material_get_line_width(RID p_material) const = 0;
/* FIXED MATERIAL */
@@ -247,205 +236,198 @@ public:
virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled);
virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const;
- virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value);
- virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const;
+ virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant &p_value);
+ virtual Variant fixed_material_get_parameter(RID p_material, VS::FixedMaterialParam p_parameter) const;
- virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
- virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;
+ virtual void fixed_material_set_texture(RID p_material, VS::FixedMaterialParam p_parameter, RID p_texture);
+ virtual RID fixed_material_get_texture(RID p_material, VS::FixedMaterialParam p_parameter) const;
- virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
- virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;
+ virtual void fixed_material_set_texcoord_mode(RID p_material, VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
+ virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material, VS::FixedMaterialParam p_parameter) const;
- virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
+ 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;
- virtual void fixed_material_set_light_shader(RID p_material,VS::FixedMaterialLightShader p_shader);
+ virtual void fixed_material_set_light_shader(RID p_material, VS::FixedMaterialLightShader p_shader);
virtual VS::FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
- virtual void fixed_material_set_point_size(RID p_material,float p_size);
+ virtual void fixed_material_set_point_size(RID p_material, float p_size);
virtual float fixed_material_get_point_size(RID p_material) const;
/* MESH API */
- virtual RID mesh_create()=0;
+ virtual RID mesh_create() = 0;
+ virtual void mesh_add_surface(RID p_mesh, VS::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), bool p_alpha_sort = false) = 0;
+ virtual Array mesh_get_surface_arrays(RID p_mesh, int p_surface) const = 0;
+ virtual Array mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const = 0;
- virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false)=0;
- virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const=0;
- virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const=0;
+ virtual void mesh_add_custom_surface(RID p_mesh, const Variant &p_dat) = 0;
- virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat)=0;
+ virtual void mesh_set_morph_target_count(RID p_mesh, int p_amount) = 0;
+ virtual int mesh_get_morph_target_count(RID p_mesh) const = 0;
- virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0;
- virtual int mesh_get_morph_target_count(RID p_mesh) const=0;
+ virtual void mesh_set_morph_target_mode(RID p_mesh, VS::MorphTargetMode p_mode) = 0;
+ virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const = 0;
- virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode)=0;
- virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const=0;
+ virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned = false) = 0;
+ virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
- virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false)=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 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 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 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 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_remove_surface(RID p_mesh,int p_index)=0;
- virtual int mesh_get_surface_count(RID p_mesh) const=0;
+ virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) const = 0;
- virtual AABB mesh_get_aabb(RID p_mesh,RID p_skeleton=RID()) 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 void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
+ virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
/* MULTIMESH API */
- virtual RID multimesh_create()=0;
+ virtual RID multimesh_create() = 0;
- virtual void multimesh_set_instance_count(RID p_multimesh,int p_count)=0;
- virtual int multimesh_get_instance_count(RID p_multimesh) const=0;
+ virtual void multimesh_set_instance_count(RID p_multimesh, int p_count) = 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_set_aabb(RID p_multimesh,const AABB& p_aabb)=0;
- virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform)=0;
- virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color)=0;
+ virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
+ virtual void multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb) = 0;
+ virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;
+ virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
- virtual RID multimesh_get_mesh(RID p_multimesh) const=0;
- virtual AABB multimesh_get_aabb(RID p_multimesh) const=0;
+ virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;
+ virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0;
- virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0;
- virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const=0;
+ virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
+ virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 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 void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
+ virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;
/* BAKED LIGHT */
-
-
-
/* 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 AABB immediate_get_aabb(RID p_immediate) const=0;
- virtual void immediate_set_material(RID p_immediate,RID p_material)=0;
- virtual RID immediate_get_material(RID p_immediate) const=0;
-
+ 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 AABB immediate_get_aabb(RID p_immediate) const = 0;
+ virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;
+ virtual RID immediate_get_material(RID p_immediate) const = 0;
/* PARTICLES API */
- virtual RID particles_create()=0;
+ virtual RID particles_create() = 0;
- virtual void particles_set_amount(RID p_particles, int p_amount)=0;
- virtual int particles_get_amount(RID p_particles) const=0;
+ virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
+ virtual int particles_get_amount(RID p_particles) const = 0;
- virtual void particles_set_emitting(RID p_particles, bool p_emitting)=0;
- virtual bool particles_is_emitting(RID p_particles) const=0;
+ virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
+ virtual bool particles_is_emitting(RID p_particles) const = 0;
- virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility)=0;
- virtual AABB particles_get_visibility_aabb(RID p_particles) const=0;
+ virtual void particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) = 0;
+ virtual AABB particles_get_visibility_aabb(RID p_particles) const = 0;
- virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents)=0;
- virtual Vector3 particles_get_emission_half_extents(RID p_particles) const=0;
+ virtual void particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) = 0;
+ virtual Vector3 particles_get_emission_half_extents(RID p_particles) const = 0;
- virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity)=0;
- virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const=0;
+ virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity) = 0;
+ virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const = 0;
- virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points)=0;
- virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const=0;
+ virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3> &p_points) = 0;
+ virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const = 0;
- virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal)=0;
- virtual Vector3 particles_get_gravity_normal(RID p_particles) const=0;
+ virtual void particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) = 0;
+ virtual Vector3 particles_get_gravity_normal(RID p_particles) const = 0;
- virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value)=0;
- virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const=0;
+ virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value) = 0;
+ virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const = 0;
- virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness)=0;
- virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const=0;
+ virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness) = 0;
+ virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const = 0;
- virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos)=0;
- virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const=0;
+ virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) = 0;
+ virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const = 0;
- virtual void particles_set_color_phases(RID p_particles, int p_phases)=0;
- virtual int particles_get_color_phases(RID p_particles) const=0;
+ virtual void particles_set_color_phases(RID p_particles, int p_phases) = 0;
+ virtual int particles_get_color_phases(RID p_particles) const = 0;
- virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color)=0;
- virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const=0;
+ virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color) = 0;
+ virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const = 0;
- virtual void particles_set_attractors(RID p_particles, int p_attractors)=0;
- virtual int particles_get_attractors(RID p_particles) const=0;
+ virtual void particles_set_attractors(RID p_particles, int p_attractors) = 0;
+ virtual int particles_get_attractors(RID p_particles) const = 0;
- virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos)=0;
- virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const=0;
+ virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) = 0;
+ virtual Vector3 particles_get_attractor_pos(RID p_particles, int p_attractor) const = 0;
- virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force)=0;
- virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const=0;
+ virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) = 0;
+ virtual float particles_get_attractor_strength(RID p_particles, int p_attractor) const = 0;
- virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false)=0;
- virtual RID particles_get_material(RID p_particles) const=0;
+ virtual void particles_set_material(RID p_particles, RID p_material, bool p_owned = false) = 0;
+ virtual RID particles_get_material(RID p_particles) const = 0;
- virtual AABB particles_get_aabb(RID p_particles) const=0;
+ virtual AABB particles_get_aabb(RID p_particles) const = 0;
- virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable)=0;
- virtual bool particles_has_height_from_velocity(RID p_particles) const=0;
+ virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable) = 0;
+ virtual bool particles_has_height_from_velocity(RID p_particles) const = 0;
- virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable)=0;
- virtual bool particles_is_using_local_coordinates(RID p_particles) const=0;
+ virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
+ virtual bool particles_is_using_local_coordinates(RID p_particles) const = 0;
/* SKELETON API */
- virtual RID skeleton_create()=0;
- virtual void skeleton_resize(RID p_skeleton,int p_bones)=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)=0;
-
+ virtual RID skeleton_create() = 0;
+ virtual void skeleton_resize(RID p_skeleton, int p_bones) = 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) = 0;
/* LIGHT API */
- virtual RID light_create(VS::LightType p_type)=0;
- virtual VS::LightType light_get_type(RID p_light) const=0;
-
- virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color)=0;
- virtual Color light_get_color(RID p_light,VS::LightColor p_type) const=0;
+ virtual RID light_create(VS::LightType p_type) = 0;
+ virtual VS::LightType light_get_type(RID p_light) const = 0;
- virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
- virtual bool light_has_shadow(RID p_light) const=0;
+ virtual void light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color) = 0;
+ virtual Color light_get_color(RID p_light, VS::LightColor p_type) const = 0;
- virtual void light_set_volumetric(RID p_light,bool p_enabled)=0;
- virtual bool light_is_volumetric(RID p_light) const=0;
+ virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
+ virtual bool light_has_shadow(RID p_light) const = 0;
- virtual void light_set_projector(RID p_light,RID p_texture)=0;
- virtual RID light_get_projector(RID p_light) const=0;
+ virtual void light_set_volumetric(RID p_light, bool p_enabled) = 0;
+ virtual bool light_is_volumetric(RID p_light) const = 0;
- virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value)=0;
- virtual float light_get_var(RID p_light, VS::LightParam p_var) const=0;
+ virtual void light_set_projector(RID p_light, RID p_texture) = 0;
+ virtual RID light_get_projector(RID p_light) const = 0;
- virtual void light_set_operator(RID p_light,VS::LightOp p_op)=0;
- virtual VS::LightOp light_get_operator(RID p_light) const=0;
+ virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value) = 0;
+ virtual float light_get_var(RID p_light, VS::LightParam p_var) const = 0;
- virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode)=0;
- virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const=0;
+ virtual void light_set_operator(RID p_light, VS::LightOp p_op) = 0;
+ virtual VS::LightOp light_get_operator(RID p_light) const = 0;
- virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
- virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const=0;
- virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value)=0;
- virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const=0;
+ virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) = 0;
+ virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const = 0;
- virtual AABB light_get_aabb(RID p_poly) const=0;
+ virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) = 0;
+ virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const = 0;
+ virtual void light_directional_set_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param, float p_value) = 0;
+ virtual float light_directional_get_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param) const = 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 AABB light_get_aabb(RID p_poly) const = 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;
enum ShadowType {
SHADOW_NONE,
@@ -458,60 +440,60 @@ public:
};
enum ShadowPass {
- PASS_DUAL_PARABOLOID_FRONT=0,
- PASS_DUAL_PARABOLOID_BACK=1,
- PASS_CUBE_FRONT=0,
- PASS_CUBE_BACK=1,
- PASS_CUBE_TOP=2,
- PASS_CUBE_BOTTOM=3,
- PASS_CUBE_LEFT=4,
- PASS_CUBE_RIGHT=5,
+ PASS_DUAL_PARABOLOID_FRONT = 0,
+ PASS_DUAL_PARABOLOID_BACK = 1,
+ PASS_CUBE_FRONT = 0,
+ PASS_CUBE_BACK = 1,
+ PASS_CUBE_TOP = 2,
+ PASS_CUBE_BOTTOM = 3,
+ PASS_CUBE_LEFT = 4,
+ PASS_CUBE_RIGHT = 5,
};
- virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const=0;
- virtual int light_instance_get_shadow_passes(RID p_light_instance) const=0;
- virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0)=0;
- virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const=0;
- virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const=0;
+ virtual ShadowType light_instance_get_shadow_type(RID p_light_instance, bool p_far = false) const = 0;
+ virtual int light_instance_get_shadow_passes(RID p_light_instance) const = 0;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix &p_camera, const Transform &p_transform, float p_split_near = 0, float p_split_far = 0) = 0;
+ virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index = 0) const = 0;
+ virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const = 0;
/* SHADOWS */
- virtual void shadow_clear_near()=0;
- virtual bool shadow_allocate_near(RID p_light)=0; //true on successful alloc
- virtual bool shadow_allocate_far(RID p_light)=0; //true on successful alloc
+ virtual void shadow_clear_near() = 0;
+ virtual bool shadow_allocate_near(RID p_light) = 0; //true on successful alloc
+ virtual bool shadow_allocate_far(RID p_light) = 0; //true on successful alloc
/* PARTICLES INSTANCE */
- virtual RID particles_instance_create(RID p_particles)=0;
- virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform)=0;
+ virtual RID particles_instance_create(RID p_particles) = 0;
+ virtual void particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform) = 0;
/* RENDER API */
/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
/* VIEWPORT API */
- virtual RID viewport_data_create()=0;
+ virtual RID viewport_data_create() = 0;
- virtual RID render_target_create()=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 bool render_target_renedered_in_frame(RID p_render_target)=0;
+ virtual RID render_target_create() = 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 bool render_target_renedered_in_frame(RID p_render_target) = 0;
- virtual void begin_frame()=0;
+ virtual void begin_frame() = 0;
- virtual void set_viewport(const VS::ViewportRect& p_viewport)=0;
- virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false)=0;
- virtual void clear_viewport(const Color& p_color)=0;
- virtual void capture_viewport(Image* r_capture)=0;
+ virtual void set_viewport(const VS::ViewportRect &p_viewport) = 0;
+ virtual void set_render_target(RID p_render_target, bool p_transparent_bg = false, bool p_vflip = false) = 0;
+ virtual void clear_viewport(const Color &p_color) = 0;
+ virtual void capture_viewport(Image *r_capture) = 0;
- virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug)=0;
- virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass )=0;
+ virtual void begin_scene(RID p_viewport_data, RID p_env, VS::ScenarioDebugMode p_debug) = 0;
+ virtual void begin_shadow_map(RID p_light_instance, int p_shadow_pass) = 0;
- virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint)=0;
+ virtual void set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint) = 0;
- virtual void add_light( RID p_light_instance )=0; ///< all "add_light" calls happen before add_geometry calls
+ virtual void add_light(RID p_light_instance) = 0; ///< all "add_light" calls happen before add_geometry calls
- typedef Map<StringName,Variant> ParamOverrideMap;
+ typedef Map<StringName, Variant> ParamOverrideMap;
struct BakedLightData {
@@ -520,7 +502,7 @@ public:
RID light_texture;
float color_multiplier; //used for both lightmaps and octree
Transform octree_transform;
- Map<int,RID> lightmaps;
+ Map<int, RID> lightmaps;
//cache
float octree_lattice_size;
@@ -549,42 +531,37 @@ public:
VS::ShadowCastingSetting cast_shadows;
Transform *baked_light_octree_xform;
int baked_lightmap_id;
- bool mirror :8;
- bool depth_scale :8;
- bool billboard :8;
- bool billboard_y :8;
+ bool mirror : 8;
+ bool depth_scale : 8;
+ bool billboard : 8;
+ bool billboard_y : 8;
bool receive_shadows : 8;
-
};
- virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data)=0;
- virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data)=0;
- virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data)=0;
- virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data)=0;
-
+ virtual void add_mesh(const RID &p_mesh, const InstanceData *p_data) = 0;
+ virtual void add_multimesh(const RID &p_multimesh, const InstanceData *p_data) = 0;
+ virtual void add_immediate(const RID &p_immediate, const InstanceData *p_data) = 0;
+ virtual void add_particles(const RID &p_particle_instance, const InstanceData *p_data) = 0;
- virtual void end_scene()=0;
- virtual void end_shadow_map()=0;
+ virtual void end_scene() = 0;
+ virtual void end_shadow_map() = 0;
- virtual void end_frame()=0;
+ virtual void end_frame() = 0;
virtual void flush_frame(); //not necesary in most cases
/* CANVAS API */
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_REGION = 1,
+ CANVAS_RECT_TILE = 2,
+ CANVAS_RECT_FLIP_H = 4,
+ CANVAS_RECT_FLIP_V = 8,
+ CANVAS_RECT_TRANSPOSE = 16
};
-
struct CanvasLight {
-
-
bool enabled;
Color color;
Matrix32 xform;
@@ -606,7 +583,6 @@ public:
float shadow_esm_mult;
Color shadow_color;
-
void *texture_cache; // implementation dependent
Rect2 rect_cache;
Matrix32 xform_cache;
@@ -622,40 +598,42 @@ public:
CanvasLight *mask_next_ptr;
CanvasLight() {
- 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=NULL;
- next_ptr=NULL;
- mask_next_ptr=NULL;
- filter_next_ptr=NULL;
- shadow_buffer_size=2048;
- shadow_esm_mult=80;
-
+ 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 = NULL;
+ next_ptr = NULL;
+ mask_next_ptr = NULL;
+ filter_next_ptr = NULL;
+ shadow_buffer_size = 2048;
+ shadow_esm_mult = 80;
}
};
struct CanvasItem;
- struct CanvasItemMaterial {
+ struct CanvasItemMaterial {
RID shader;
- Map<StringName,Variant> shader_param;
+ Map<StringName, Variant> shader_param;
uint32_t shader_version;
- Set<CanvasItem*> owners;
+ Set<CanvasItem *> owners;
VS::CanvasItemShadingMode shading_mode;
- CanvasItemMaterial() {shading_mode=VS::CANVAS_ITEM_SHADING_NORMAL; shader_version=0; }
+ CanvasItemMaterial() {
+ shading_mode = VS::CANVAS_ITEM_SHADING_NORMAL;
+ shader_version = 0;
+ }
};
struct CanvasItem {
@@ -677,12 +655,12 @@ public:
};
Type type;
- virtual ~Command(){}
+ virtual ~Command() {}
};
struct CommandLine : public Command {
- Point2 from,to;
+ Point2 from, to;
Color color;
float width;
CommandLine() { type = TYPE_LINE; }
@@ -696,7 +674,10 @@ public:
Rect2 source;
uint8_t flags;
- CommandRect() { flags=0; type = TYPE_RECT; }
+ CommandRect() {
+ flags = 0;
+ type = TYPE_RECT;
+ }
};
struct CommandStyle : public Command {
@@ -707,7 +688,10 @@ public:
float margin[4];
bool draw_center;
Color color;
- CommandStyle() { draw_center=true; type = TYPE_STYLE; }
+ CommandStyle() {
+ draw_center = true;
+ type = TYPE_STYLE;
+ }
};
struct CommandPrimitive : public Command {
@@ -718,7 +702,10 @@ public:
RID texture;
float width;
- CommandPrimitive() { type = TYPE_PRIMITIVE; width=1;}
+ CommandPrimitive() {
+ type = TYPE_PRIMITIVE;
+ width = 1;
+ }
};
struct CommandPolygon : public Command {
@@ -730,19 +717,25 @@ public:
RID texture;
int count;
- CommandPolygon() { type = TYPE_POLYGON; count = 0; }
+ CommandPolygon() {
+ type = TYPE_POLYGON;
+ count = 0;
+ }
};
struct CommandPolygonPtr : public Command {
- const int* indices;
- const Point2* points;
- const Point2* uvs;
- const Color* colors;
+ const int *indices;
+ const Point2 *points;
+ const Point2 *uvs;
+ const Color *colors;
RID texture;
int count;
- CommandPolygonPtr() { type = TYPE_POLYGON_PTR; count = 0; }
+ CommandPolygonPtr() {
+ type = TYPE_POLYGON_PTR;
+ count = 0;
+ }
};
struct CommandCircle : public Command {
@@ -762,18 +755,23 @@ public:
struct CommandBlendMode : public Command {
VS::MaterialBlendMode blend_mode;
- CommandBlendMode() { type = TYPE_BLEND_MODE; blend_mode = VS::MATERIAL_BLEND_MODE_MIX; }
+ CommandBlendMode() {
+ type = TYPE_BLEND_MODE;
+ blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
+ }
};
struct CommandClipIgnore : public Command {
bool ignore;
- CommandClipIgnore() { type = TYPE_CLIP_IGNORE; ignore=false; }
+ CommandClipIgnore() {
+ type = TYPE_CLIP_IGNORE;
+ ignore = false;
+ }
};
-
struct ViewportRender {
- VisualServer*owner;
- void* udata;
+ VisualServer *owner;
+ void *udata;
Rect2 rect;
};
@@ -783,12 +781,12 @@ public:
bool ontop;
VS::MaterialBlendMode blend_mode;
int light_mask;
- Vector<Command*> commands;
+ Vector<Command *> commands;
mutable bool custom_rect;
mutable bool rect_dirty;
mutable Rect2 rect;
- CanvasItem*next;
- CanvasItemMaterial* material;
+ CanvasItem *next;
+ CanvasItemMaterial *material;
struct CopyBackBuffer {
Rect2 rect;
Rect2 screen_rect;
@@ -796,98 +794,94 @@ public:
};
CopyBackBuffer *copy_back_buffer;
-
float final_opacity;
Matrix32 final_transform;
Rect2 final_clip_rect;
- CanvasItem* final_clip_owner;
- CanvasItem* material_owner;
+ CanvasItem *final_clip_owner;
+ CanvasItem *material_owner;
ViewportRender *vp_render;
bool distance_field;
bool light_masked;
Rect2 global_rect_cache;
- const Rect2& get_rect() const {
+ const Rect2 &get_rect() const {
if (custom_rect || !rect_dirty)
return rect;
//must update rect
- int s=commands.size();
- if (s==0) {
+ int s = commands.size();
+ if (s == 0) {
- rect=Rect2();
- rect_dirty=false;
+ rect = Rect2();
+ rect_dirty = false;
return rect;
}
Matrix32 xf;
- bool found_xform=false;
- bool first=true;
-
- const CanvasItem::Command * const *cmd = &commands[0];
+ bool found_xform = false;
+ bool first = true;
+ const CanvasItem::Command *const *cmd = &commands[0];
- for (int i=0;i<s;i++) {
+ for (int i = 0; i < s; i++) {
- const CanvasItem::Command *c=cmd[i];
+ const CanvasItem::Command *c = cmd[i];
Rect2 r;
- switch(c->type) {
+ switch (c->type) {
case CanvasItem::Command::TYPE_LINE: {
- const CanvasItem::CommandLine* line = static_cast< const CanvasItem::CommandLine*>(c);
- r.pos=line->from;
+ const CanvasItem::CommandLine *line = static_cast<const CanvasItem::CommandLine *>(c);
+ r.pos = line->from;
r.expand_to(line->to);
} break;
case CanvasItem::Command::TYPE_RECT: {
- const CanvasItem::CommandRect* crect = static_cast< const CanvasItem::CommandRect*>(c);
- r=crect->rect;
+ const CanvasItem::CommandRect *crect = static_cast<const CanvasItem::CommandRect *>(c);
+ r = crect->rect;
} break;
case CanvasItem::Command::TYPE_STYLE: {
- const CanvasItem::CommandStyle* style = static_cast< const CanvasItem::CommandStyle*>(c);
- r=style->rect;
+ const CanvasItem::CommandStyle *style = static_cast<const CanvasItem::CommandStyle *>(c);
+ r = style->rect;
} break;
case CanvasItem::Command::TYPE_PRIMITIVE: {
- const CanvasItem::CommandPrimitive* primitive = static_cast< const CanvasItem::CommandPrimitive*>(c);
- r.pos=primitive->points[0];
- for(int i=1;i<primitive->points.size();i++) {
+ const CanvasItem::CommandPrimitive *primitive = static_cast<const CanvasItem::CommandPrimitive *>(c);
+ r.pos = primitive->points[0];
+ for (int i = 1; i < primitive->points.size(); i++) {
r.expand_to(primitive->points[i]);
-
}
} break;
case CanvasItem::Command::TYPE_POLYGON: {
- const CanvasItem::CommandPolygon* polygon = static_cast< const CanvasItem::CommandPolygon*>(c);
+ const CanvasItem::CommandPolygon *polygon = static_cast<const CanvasItem::CommandPolygon *>(c);
int l = polygon->points.size();
- const Point2*pp=&polygon->points[0];
- r.pos=pp[0];
- for(int i=1;i<l;i++) {
+ const Point2 *pp = &polygon->points[0];
+ r.pos = pp[0];
+ for (int i = 1; i < l; i++) {
r.expand_to(pp[i]);
-
}
} break;
case CanvasItem::Command::TYPE_POLYGON_PTR: {
- const CanvasItem::CommandPolygonPtr* polygon = static_cast< const CanvasItem::CommandPolygonPtr*>(c);
+ const CanvasItem::CommandPolygonPtr *polygon = static_cast<const CanvasItem::CommandPolygonPtr *>(c);
int l = polygon->count;
if (polygon->indices != NULL) {
- r.pos=polygon->points[polygon->indices[0]];
- for (int i=1; i<l; i++) {
+ r.pos = polygon->points[polygon->indices[0]];
+ for (int i = 1; i < l; i++) {
r.expand_to(polygon->points[polygon->indices[i]]);
}
} else {
- r.pos=polygon->points[0];
- for (int i=1; i<l; i++) {
+ r.pos = polygon->points[0];
+ for (int i = 1; i < l; i++) {
r.expand_to(polygon->points[i]);
}
@@ -895,15 +889,15 @@ public:
} break;
case CanvasItem::Command::TYPE_CIRCLE: {
- const CanvasItem::CommandCircle* circle = static_cast< const CanvasItem::CommandCircle*>(c);
- r.pos=Point2(-circle->radius,-circle->radius)+circle->pos;
- r.size=Point2(circle->radius*2.0,circle->radius*2.0);
+ const CanvasItem::CommandCircle *circle = static_cast<const CanvasItem::CommandCircle *>(c);
+ r.pos = Point2(-circle->radius, -circle->radius) + circle->pos;
+ r.size = Point2(circle->radius * 2.0, circle->radius * 2.0);
} break;
case CanvasItem::Command::TYPE_TRANSFORM: {
- const CanvasItem::CommandTransform* transform = static_cast<const CanvasItem::CommandTransform*>(c);
- xf=transform->xform;
- found_xform=true;
+ const CanvasItem::CommandTransform *transform = static_cast<const CanvasItem::CommandTransform *>(c);
+ xf = transform->xform;
+ found_xform = true;
continue;
} break;
case CanvasItem::Command::TYPE_BLEND_MODE: {
@@ -916,58 +910,82 @@ public:
if (found_xform) {
r = xf.xform(r);
- found_xform=false;
+ found_xform = false;
}
-
if (first) {
- rect=r;
- first=false;
+ rect = r;
+ first = false;
} else
- rect=rect.merge(r);
+ rect = rect.merge(r);
}
- rect_dirty=false;
+ 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=NULL; material_owner=NULL; light_masked=false; }
- CanvasItem() { light_mask=1; vp_render=NULL; next=NULL; final_clip_owner=NULL; clip=false; final_opacity=1; blend_mode=VS::MATERIAL_BLEND_MODE_MIX; visible=true; rect_dirty=true; custom_rect=false; ontop=true; material_owner=NULL; material=NULL; copy_back_buffer=NULL; distance_field=false; light_masked=false; }
- virtual ~CanvasItem() { clear(); if (copy_back_buffer) memdelete(copy_back_buffer); }
+ void clear() {
+ for (int i = 0; i < commands.size(); i++)
+ memdelete(commands[i]);
+ commands.clear();
+ clip = false;
+ rect_dirty = true;
+ final_clip_owner = NULL;
+ material_owner = NULL;
+ light_masked = false;
+ }
+ CanvasItem() {
+ light_mask = 1;
+ vp_render = NULL;
+ next = NULL;
+ final_clip_owner = NULL;
+ clip = false;
+ final_opacity = 1;
+ blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
+ visible = true;
+ rect_dirty = true;
+ custom_rect = false;
+ ontop = true;
+ material_owner = NULL;
+ material = NULL;
+ copy_back_buffer = NULL;
+ distance_field = false;
+ light_masked = false;
+ }
+ virtual ~CanvasItem() {
+ clear();
+ if (copy_back_buffer) memdelete(copy_back_buffer);
+ }
};
-
CanvasItemDrawViewportFunc draw_viewport_func;
+ virtual void begin_canvas_bg() = 0;
+ virtual void canvas_begin() = 0;
+ virtual void canvas_disable_blending() = 0;
+ virtual void canvas_set_opacity(float p_opacity) = 0;
+ virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode) = 0;
+ virtual void canvas_begin_rect(const Matrix32 &p_transform) = 0;
+ virtual void canvas_set_clip(bool p_clip, const Rect2 &p_rect) = 0;
+ virtual void canvas_end_rect() = 0;
+ virtual void canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width) = 0;
+ virtual void canvas_draw_rect(const Rect2 &p_rect, int p_flags, const Rect2 &p_source, RID p_texture, const Color &p_modulate) = 0;
+ 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)) = 0;
+ virtual void canvas_draw_primitive(const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width) = 0;
+ virtual void canvas_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor) = 0;
+ virtual void canvas_set_transform(const Matrix32 &p_transform) = 0;
- virtual void begin_canvas_bg()=0;
- virtual void canvas_begin()=0;
- virtual void canvas_disable_blending()=0;
- virtual void canvas_set_opacity(float p_opacity)=0;
- virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode)=0;
- virtual void canvas_begin_rect(const Matrix32& p_transform)=0;
- virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect)=0;
- virtual void canvas_end_rect()=0;
- virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width)=0;
- virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate)=0;
- 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))=0;
- virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width)=0;
- virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor)=0;
- virtual void canvas_set_transform(const Matrix32& p_transform)=0;
-
- virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light)=0;
- virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow)=0;
+ virtual void canvas_render_items(CanvasItem *p_item_list, int p_z, const Color &p_modulate, CanvasLight *p_light) = 0;
+ virtual void canvas_debug_viewport_shadows(CanvasLight *p_lights_with_shadow) = 0;
/* LIGHT SHADOW MAPPING */
- virtual RID canvas_light_occluder_create()=0;
- virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines)=0;
-
+ virtual RID canvas_light_occluder_create() = 0;
+ virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2> &p_lines) = 0;
- virtual RID canvas_light_shadow_buffer_create(int p_width)=0;
+ virtual RID canvas_light_shadow_buffer_create(int p_width) = 0;
struct CanvasLightOccluderInstance {
-
bool enabled;
RID canvas;
RID polygon;
@@ -980,67 +998,68 @@ public:
CanvasLightOccluderInstance *next;
- CanvasLightOccluderInstance() { enabled=true; next=NULL; light_mask=1; cull_cache=VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
+ CanvasLightOccluderInstance() {
+ enabled = true;
+ next = NULL;
+ light_mask = 1;
+ cull_cache = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+ }
};
-
-
- 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)=0;
+ 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) = 0;
/* ENVIRONMENT */
+ virtual RID environment_create() = 0;
- virtual RID environment_create()=0;
-
- virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg)=0;
- virtual VS::EnvironmentBG environment_get_background(RID p_env) const=0;
+ virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0;
+ virtual VS::EnvironmentBG environment_get_background(RID p_env) const = 0;
- virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value)=0;
- virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const=0;
+ virtual void environment_set_background_param(RID p_env, VS::EnvironmentBGParam p_param, const Variant &p_value) = 0;
+ virtual Variant environment_get_background_param(RID p_env, VS::EnvironmentBGParam p_param) const = 0;
- virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled)=0;
- virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const=0;
+ virtual void environment_set_enable_fx(RID p_env, VS::EnvironmentFx p_effect, bool p_enabled) = 0;
+ virtual bool environment_is_fx_enabled(RID p_env, VS::EnvironmentFx p_effect) const = 0;
- virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value)=0;
- virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const=0;
+ virtual void environment_fx_set_param(RID p_env, VS::EnvironmentFxParam p_param, const Variant &p_value) = 0;
+ virtual Variant environment_fx_get_param(RID p_env, VS::EnvironmentFxParam p_param) const = 0;
/* SAMPLED LIGHT */
- virtual RID sampled_light_dp_create(int p_width,int p_height)=0;
- virtual void sampled_light_dp_update(RID p_sampled_light,const Color *p_data,float p_multiplier)=0;
-
+ virtual RID sampled_light_dp_create(int p_width, int p_height) = 0;
+ virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier) = 0;
/*MISC*/
- virtual bool is_texture(const RID& p_rid) const=0;
- virtual bool is_material(const RID& p_rid) const=0;
- virtual bool is_mesh(const RID& p_rid) const=0;
- virtual bool is_multimesh(const RID& p_rid) const=0;
- virtual bool is_immediate(const RID& p_rid) const=0;
- virtual bool is_particles(const RID &p_beam) const=0;
+ virtual bool is_texture(const RID &p_rid) const = 0;
+ virtual bool is_material(const RID &p_rid) const = 0;
+ virtual bool is_mesh(const RID &p_rid) const = 0;
+ virtual bool is_multimesh(const RID &p_rid) const = 0;
+ virtual bool is_immediate(const RID &p_rid) const = 0;
+ virtual bool is_particles(const RID &p_beam) const = 0;
- virtual bool is_light(const RID& p_rid) const=0;
- virtual bool is_light_instance(const RID& p_rid) const=0;
- virtual bool is_particles_instance(const RID& p_rid) const=0;
- virtual bool is_skeleton(const RID& p_rid) const=0;
- virtual bool is_environment(const RID& p_rid) const=0;
- virtual bool is_shader(const RID& p_rid) const=0;
+ virtual bool is_light(const RID &p_rid) const = 0;
+ virtual bool is_light_instance(const RID &p_rid) const = 0;
+ virtual bool is_particles_instance(const RID &p_rid) const = 0;
+ virtual bool is_skeleton(const RID &p_rid) const = 0;
+ virtual bool is_environment(const RID &p_rid) const = 0;
+ virtual bool is_shader(const RID &p_rid) const = 0;
- virtual bool is_canvas_light_occluder(const RID& p_rid) const=0;
+ virtual bool is_canvas_light_occluder(const RID &p_rid) const = 0;
- virtual void free(const RID& p_rid)=0;
+ virtual void free(const RID &p_rid) = 0;
- virtual void init()=0;
- virtual void finish()=0;
+ virtual void init() = 0;
+ virtual void finish() = 0;
- virtual bool needs_to_draw_next_frame() const=0;
+ virtual bool needs_to_draw_next_frame() const = 0;
virtual void reload_vram() {}
- virtual bool has_feature(VS::Features p_feature) const=0;
+ virtual bool has_feature(VS::Features p_feature) const = 0;
- virtual void restore_framebuffer()=0;
+ virtual void restore_framebuffer() = 0;
- virtual int get_render_info(VS::RenderInfo p_info)=0;
+ virtual int get_render_info(VS::RenderInfo p_info) = 0;
virtual void set_force_16_bits_fbo(bool p_force) {}
@@ -1048,6 +1067,4 @@ public:
virtual ~Rasterizer() {}
};
-
-
#endif