/*************************************************************************/ /* rasterizer_storage_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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. */ /*************************************************************************/ #ifndef RASTERIZER_STORAGE_RD_H #define RASTERIZER_STORAGE_RD_H #include "core/rid_owner.h" #include "servers/visual/rasterizer.h" #include "servers/visual/rasterizer_rd/effects_rd.h" #include "servers/visual/rasterizer_rd/shader_compiler_rd.h" #include "servers/visual/rendering_device.h" class RasterizerStorageRD : public RasterizerStorage { public: enum ShaderType { SHADER_TYPE_2D, SHADER_TYPE_3D, SHADER_TYPE_PARTICLES, SHADER_TYPE_MAX }; struct ShaderData { virtual void set_code(const String &p_Code) = 0; virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0; virtual void get_param_list(List *p_param_list) const = 0; virtual bool is_param_texture(const StringName &p_param) const = 0; virtual bool is_animated() const = 0; virtual bool casts_shadows() const = 0; virtual Variant get_default_parameter(const StringName &p_parameter) const = 0; virtual ~ShaderData() {} }; typedef ShaderData *(*ShaderDataRequestFunction)(); struct MaterialData { void update_uniform_buffer(const Map &p_uniforms, const uint32_t *p_uniform_offsets, const Map &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color); void update_textures(const Map &p_parameters, const Map &p_default_textures, const Vector &p_texture_uniforms, RID *p_textures); virtual void set_render_priority(int p_priority) = 0; virtual void set_next_pass(RID p_pass) = 0; virtual void update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0; virtual ~MaterialData() {} }; typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); enum DefaultRDTexture { DEFAULT_RD_TEXTURE_WHITE, DEFAULT_RD_TEXTURE_BLACK, DEFAULT_RD_TEXTURE_NORMAL, DEFAULT_RD_TEXTURE_ANISO, DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER, DEFAULT_RD_TEXTURE_MAX }; private: /* TEXTURE API */ struct Texture { enum Type { TYPE_2D, TYPE_LAYERED, TYPE_3D }; Type type; RenderingDevice::TextureType rd_type; RID rd_texture; RID rd_texture_srgb; RenderingDevice::DataFormat rd_format; RenderingDevice::DataFormat rd_format_srgb; RD::TextureView rd_view; Image::Format format; Image::Format validated_format; int width; int height; int depth; int layers; int mipmaps; int height_2d; int width_2d; bool is_render_target; bool is_proxy; Ref image_cache_2d; String path; RID proxy_to; Vector proxies; }; struct TextureToRDFormat { RD::DataFormat format; RD::DataFormat format_srgb; RD::TextureSwizzle swizzle_r; RD::TextureSwizzle swizzle_g; RD::TextureSwizzle swizzle_b; RD::TextureSwizzle swizzle_a; TextureToRDFormat() { format = RD::DATA_FORMAT_MAX; format_srgb = RD::DATA_FORMAT_MAX; swizzle_r = RD::TEXTURE_SWIZZLE_R; swizzle_g = RD::TEXTURE_SWIZZLE_G; swizzle_b = RD::TEXTURE_SWIZZLE_B; swizzle_a = RD::TEXTURE_SWIZZLE_A; } }; //textures can be created from threads, so this RID_Owner is thread safe mutable RID_Owner texture_owner; Ref _validate_texture_format(const Ref &p_image, TextureToRDFormat &r_format); RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX]; RID default_rd_samplers[VS::CANVAS_ITEM_TEXTURE_FILTER_MAX][VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; /* SHADER */ struct Material; struct Shader { ShaderData *data; String code; ShaderType type; Map default_texture_parameter; Set owners; }; ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX]; mutable RID_Owner shader_owner; /* Material */ struct Material { RID self; MaterialData *data; Shader *shader; //shortcut to shader data and type ShaderType shader_type; bool update_requested; bool uniform_dirty; bool texture_dirty; Material *update_next; Map params; int32_t priority; RID next_pass; RasterizerScene::InstanceDependency instance_dependency; }; MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX]; mutable RID_Owner material_owner; Material *material_update_list; void _material_queue_update(Material *material, bool p_uniform, bool p_texture); void _update_queued_materials(); /* RENDER TARGET */ struct RenderTarget { Size2i size; RID framebuffer; RID color; //used for retrieving from CPU RD::DataFormat color_format; RD::DataFormat color_format_srgb; Image::Format image_format; bool flags[RENDER_TARGET_FLAG_MAX]; RID backbuffer; //used for effects RID backbuffer_fb; struct BackbufferMipmap { RID mipmap; RID mipmap_fb; RID mipmap_copy; RID mipmap_copy_fb; }; Vector backbuffer_mipmaps; RID backbuffer_uniform_set; //texture generated for this owner (nor RD). RID texture; bool was_used; //clear request bool clear_requested; Color clear_color; }; RID_Owner render_target_owner; void _clear_render_target(RenderTarget *rt); void _update_render_target(RenderTarget *rt); void _create_render_target_backbuffer(RenderTarget *rt); /* EFFECTS */ EffectsRD effects; public: /* TEXTURE API */ virtual RID texture_2d_create(const Ref &p_image); virtual RID texture_2d_layered_create(const Vector > &p_layers, VS::TextureLayeredType p_layered_type); virtual RID texture_3d_create(const Vector > &p_slices); //all slices, then all the mipmaps, must be coherent virtual RID texture_proxy_create(RID p_base); virtual void _texture_2d_update(RID p_texture, const Ref &p_image, int p_layer, bool p_immediate); virtual void texture_2d_update_immediate(RID p_texture, const Ref &p_image, int p_layer = 0); //mostly used for video and streaming virtual void texture_2d_update(RID p_texture, const Ref &p_image, int p_layer = 0); virtual void texture_3d_update(RID p_texture, const Ref &p_image, int p_depth, int p_mipmap); virtual void texture_proxy_update(RID p_texture, RID p_proxy_to); //these two APIs can be used together or in combination with the others. virtual RID texture_2d_placeholder_create(); virtual RID texture_2d_layered_placeholder_create(); virtual RID texture_3d_placeholder_create(); virtual Ref texture_2d_get(RID p_texture) const; virtual Ref texture_2d_layer_get(RID p_texture, int p_layer) const; virtual Ref texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const; virtual void texture_replace(RID p_texture, RID p_by_texture); virtual void texture_set_size_override(RID p_texture, int p_width, int p_height); virtual void texture_set_path(RID p_texture, const String &p_path); virtual String texture_get_path(RID p_texture) const; virtual void texture_set_detect_3d_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_normal_callback(RID p_texture, VS::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_roughness_callback(RID p_texture, VS::TextureDetectRoughnessCallback p_callback, void *p_userdata); virtual void texture_debug_usage(List *r_info); virtual void texture_set_proxy(RID p_proxy, RID p_base); virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable); virtual Size2 texture_size_with_proxy(RID p_proxy); //internal usage _FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) { if (p_texture.is_null()) { return RID(); } Texture *tex = texture_owner.getornull(p_texture); if (!tex) { return RID(); } return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture; } _FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) { if (p_texture.is_null()) { return Size2i(); } Texture *tex = texture_owner.getornull(p_texture); if (!tex) { return Size2i(); } return Size2i(tex->width_2d, tex->height_2d); } _FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) { return default_rd_textures[p_texture]; } _FORCE_INLINE_ RID sampler_rd_get_default(VS::CanvasItemTextureFilter p_filter, VS::CanvasItemTextureRepeat p_repeat) { return default_rd_samplers[p_filter][p_repeat]; } /* SKY API */ struct RDSurface { uint32_t format; VS::PrimitiveType primitive; PoolVector array; int vertex_count; PoolVector index_array; int index_count; AABB aabb; Vector > blend_shapes; Vector bone_aabbs; }; struct RDMesh { Vector surfaces; int blend_shape_count; VS::BlendShapeMode blend_shape_mode; }; RID sky_create() { return RID(); } void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) {} mutable RID_PtrOwner mesh_owner; /* SHADER API */ RID shader_create(); void shader_set_code(RID p_shader, const String &p_code); String shader_get_code(RID p_shader) const; void shader_get_param_list(RID p_shader, List *p_param_list) const; void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture); RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const; Variant shader_get_param_default(RID p_shader, const StringName &p_param) const; void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function); /* COMMON MATERIAL API */ RID material_create(); void material_set_shader(RID p_material, RID p_shader); void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value); Variant material_get_param(RID p_material, const StringName &p_param) const; void material_set_next_pass(RID p_material, RID p_next_material); void material_set_render_priority(RID p_material, int priority); bool material_is_animated(RID p_material); bool material_casts_shadows(RID p_material); void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance); void material_force_update_textures(RID p_material, ShaderType p_shader_type); void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function); _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) { Material *material = material_owner.getornull(p_material); if (material->shader_type != p_shader_type) { return NULL; } else { return material->data; } } /* MESH API */ RID mesh_create() { RDMesh *mesh = memnew(RDMesh); ERR_FAIL_COND_V(!mesh, RID()); mesh->blend_shape_count = 0; mesh->blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED; return mesh_owner.make_rid(mesh); } void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector &p_array, int p_vertex_count, const PoolVector &p_index_array, int p_index_count, const AABB &p_aabb, const Vector > &p_blend_shapes = Vector >(), const Vector &p_bone_aabbs = Vector()) { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!m); m->surfaces.push_back(RDSurface()); RDSurface *s = &m->surfaces.write[m->surfaces.size() - 1]; s->format = p_format; s->primitive = p_primitive; s->array = p_array; s->vertex_count = p_vertex_count; s->index_array = p_index_array; s->index_count = p_index_count; s->aabb = p_aabb; s->blend_shapes = p_blend_shapes; s->bone_aabbs = p_bone_aabbs; } void mesh_set_blend_shape_count(RID p_mesh, int p_amount) { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!m); m->blend_shape_count = p_amount; } int mesh_get_blend_shape_count(RID p_mesh) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, 0); return m->blend_shape_count; } void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!m); m->blend_shape_mode = p_mode; } VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, VS::BLEND_SHAPE_MODE_NORMALIZED); return m->blend_shape_mode; } void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector &p_data) {} void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {} RID mesh_surface_get_material(RID p_mesh, int p_surface) const { return RID(); } int mesh_surface_get_array_len(RID p_mesh, int p_surface) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, 0); return m->surfaces[p_surface].vertex_count; } int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, 0); return m->surfaces[p_surface].index_count; } PoolVector mesh_surface_get_array(RID p_mesh, int p_surface) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, PoolVector()); return m->surfaces[p_surface].array; } PoolVector mesh_surface_get_index_array(RID p_mesh, int p_surface) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, PoolVector()); return m->surfaces[p_surface].index_array; } uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, 0); return m->surfaces[p_surface].format; } VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, VS::PRIMITIVE_POINTS); return m->surfaces[p_surface].primitive; } AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, AABB()); return m->surfaces[p_surface].aabb; } Vector > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, Vector >()); return m->surfaces[p_surface].blend_shapes; } Vector mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, Vector()); return m->surfaces[p_surface].bone_aabbs; } void mesh_remove_surface(RID p_mesh, int p_index) { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!m); ERR_FAIL_COND(p_index >= m->surfaces.size()); m->surfaces.remove(p_index); } int mesh_get_surface_count(RID p_mesh) const { RDMesh *m = mesh_owner.getornull(p_mesh); ERR_FAIL_COND_V(!m, 0); return m->surfaces.size(); } void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {} AABB mesh_get_custom_aabb(RID p_mesh) const { return AABB(); } AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const { return AABB(); } void mesh_clear(RID p_mesh) {} /* MULTIMESH API */ virtual RID multimesh_create() { return RID(); } 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) {} int multimesh_get_instance_count(RID p_multimesh) const { return 0; } void multimesh_set_mesh(RID p_multimesh, RID p_mesh) {} void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {} void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {} void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {} void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {} RID multimesh_get_mesh(RID p_multimesh) const { return RID(); } Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const { return Transform(); } Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const { return Transform2D(); } Color multimesh_instance_get_color(RID p_multimesh, int p_index) const { return Color(); } Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const { return Color(); } void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector &p_array) {} void multimesh_set_visible_instances(RID p_multimesh, int p_visible) {} int multimesh_get_visible_instances(RID p_multimesh) const { return 0; } AABB multimesh_get_aabb(RID p_multimesh) const { return AABB(); } /* IMMEDIATE API */ RID immediate_create() { return RID(); } void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()) {} void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {} void immediate_normal(RID p_immediate, const Vector3 &p_normal) {} void immediate_tangent(RID p_immediate, const Plane &p_tangent) {} void immediate_color(RID p_immediate, const Color &p_color) {} void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {} void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {} void immediate_end(RID p_immediate) {} void immediate_clear(RID p_immediate) {} void immediate_set_material(RID p_immediate, RID p_material) {} RID immediate_get_material(RID p_immediate) const { return RID(); } AABB immediate_get_aabb(RID p_immediate) const { return AABB(); } /* SKELETON API */ RID skeleton_create() { return RID(); } void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) {} void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {} void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform) {} int skeleton_get_bone_count(RID p_skeleton) const { return 0; } void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {} Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const { return Transform(); } void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {} Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { return Transform2D(); } /* Light API */ RID light_create(VS::LightType p_type) { return RID(); } 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); } void light_set_color(RID p_light, const Color &p_color) {} void light_set_param(RID p_light, VS::LightParam p_param, float p_value) {} void light_set_shadow(RID p_light, bool p_enabled) {} void light_set_shadow_color(RID p_light, const Color &p_color) {} void light_set_projector(RID p_light, RID p_texture) {} void light_set_negative(RID p_light, bool p_enable) {} void light_set_cull_mask(RID p_light, uint32_t p_mask) {} void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {} void light_set_use_gi(RID p_light, bool p_enabled) {} void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) {} void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) {} void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) {} void light_directional_set_blend_splits(RID p_light, bool p_enable) {} bool light_directional_get_blend_splits(RID p_light) const { return false; } void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) {} VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const { return VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; } VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) { return VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; } VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) { return VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; } bool light_has_shadow(RID p_light) const { return false; } VS::LightType light_get_type(RID p_light) const { return VS::LIGHT_OMNI; } AABB light_get_aabb(RID p_light) const { return AABB(); } float light_get_param(RID p_light, VS::LightParam p_param) { return 0.0; } Color light_get_color(RID p_light) { return Color(); } bool light_get_use_gi(RID p_light) { return false; } uint64_t light_get_version(RID p_light) const { return 0; } /* PROBE API */ RID reflection_probe_create() { return RID(); } void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) {} void reflection_probe_set_intensity(RID p_probe, float p_intensity) {} void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient) {} void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) {} void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) {} void reflection_probe_set_max_distance(RID p_probe, float p_distance) {} void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {} void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {} void reflection_probe_set_as_interior(RID p_probe, bool p_enable) {} void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {} void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {} void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {} void reflection_probe_set_resolution(RID p_probe, int p_resolution) {} AABB reflection_probe_get_aabb(RID p_probe) const { return AABB(); } VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const { return VisualServer::REFLECTION_PROBE_UPDATE_ONCE; } uint32_t reflection_probe_get_cull_mask(RID p_probe) const { return 0; } Vector3 reflection_probe_get_extents(RID p_probe) const { return Vector3(); } Vector3 reflection_probe_get_origin_offset(RID p_probe) const { return Vector3(); } float reflection_probe_get_origin_max_distance(RID p_probe) const { return 0.0; } bool reflection_probe_renders_shadows(RID p_probe) const { return false; } void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {} void skeleton_update_dependency(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {} /* GI PROBE API */ RID gi_probe_create() { return RID(); } void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) {} AABB gi_probe_get_bounds(RID p_probe) const { return AABB(); } void gi_probe_set_cell_size(RID p_probe, float p_range) {} float gi_probe_get_cell_size(RID p_probe) const { return 0.0; } void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) {} Transform gi_probe_get_to_cell_xform(RID p_probe) const { return Transform(); } void gi_probe_set_dynamic_data(RID p_probe, const PoolVector &p_data) {} PoolVector gi_probe_get_dynamic_data(RID p_probe) const { PoolVector p; return p; } void gi_probe_set_dynamic_range(RID p_probe, int p_range) {} int gi_probe_get_dynamic_range(RID p_probe) const { return 0; } void gi_probe_set_energy(RID p_probe, float p_range) {} float gi_probe_get_energy(RID p_probe) const { return 0.0; } void gi_probe_set_bias(RID p_probe, float p_range) {} float gi_probe_get_bias(RID p_probe) const { return 0.0; } void gi_probe_set_normal_bias(RID p_probe, float p_range) {} float gi_probe_get_normal_bias(RID p_probe) const { return 0.0; } void gi_probe_set_propagation(RID p_probe, float p_range) {} float gi_probe_get_propagation(RID p_probe) const { return 0.0; } void gi_probe_set_interior(RID p_probe, bool p_enable) {} bool gi_probe_is_interior(RID p_probe) const { return false; } void gi_probe_set_compress(RID p_probe, bool p_enable) {} bool gi_probe_is_compressed(RID p_probe) const { return false; } uint32_t gi_probe_get_version(RID p_probe) { return 0; } GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const { return GI_PROBE_UNCOMPRESSED; } RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression) { return RID(); } void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data) {} /* LIGHTMAP CAPTURE */ void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {} AABB lightmap_capture_get_bounds(RID p_capture) const { return AABB(); } void lightmap_capture_set_octree(RID p_capture, const PoolVector &p_octree) {} RID lightmap_capture_create() { return RID(); } PoolVector lightmap_capture_get_octree(RID p_capture) const { return PoolVector(); } void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {} Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const { return Transform(); } void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {} int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const { return 0; } void lightmap_capture_set_energy(RID p_capture, float p_energy) {} float lightmap_capture_get_energy(RID p_capture) const { return 0.0; } const PoolVector *lightmap_capture_get_octree_ptr(RID p_capture) const { return NULL; } /* PARTICLES */ RID particles_create() { return RID(); } void particles_set_emitting(RID p_particles, bool p_emitting) {} void particles_set_amount(RID p_particles, int p_amount) {} void particles_set_lifetime(RID p_particles, float p_lifetime) {} void particles_set_one_shot(RID p_particles, bool p_one_shot) {} void particles_set_pre_process_time(RID p_particles, float p_time) {} void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {} void particles_set_randomness_ratio(RID p_particles, float p_ratio) {} void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {} void particles_set_speed_scale(RID p_particles, float p_scale) {} void particles_set_use_local_coordinates(RID p_particles, bool p_enable) {} void particles_set_process_material(RID p_particles, RID p_material) {} void particles_set_fixed_fps(RID p_particles, int p_fps) {} void particles_set_fractional_delta(RID p_particles, bool p_enable) {} void particles_restart(RID p_particles) {} void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) {} void particles_set_draw_passes(RID p_particles, int p_count) {} void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {} void particles_request_process(RID p_particles) {} AABB particles_get_current_aabb(RID p_particles) { return AABB(); } AABB particles_get_aabb(RID p_particles) const { return AABB(); } void particles_set_emission_transform(RID p_particles, const Transform &p_transform) {} bool particles_get_emitting(RID p_particles) { return false; } int particles_get_draw_passes(RID p_particles) const { return 0; } RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); } virtual bool particles_is_inactive(RID p_particles) const { return false; } /* RENDER TARGET API */ RID render_target_create(); void render_target_set_position(RID p_render_target, int p_x, int p_y); void render_target_set_size(RID p_render_target, int p_width, int p_height); RID render_target_get_texture(RID p_render_target); void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id); void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value); bool render_target_was_used(RID p_render_target); void render_target_set_as_unused(RID p_render_target); void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region); RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader); virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color); virtual bool render_target_is_clear_requested(RID p_render_target); virtual Color render_target_get_clear_request_color(RID p_render_target); virtual void render_target_disable_clear_request(RID p_render_target); virtual void render_target_do_clear_request(RID p_render_target); Size2 render_target_get_size(RID p_render_target); RID render_target_get_rd_framebuffer(RID p_render_target); VS::InstanceType get_base_type(RID p_rid) const { if (mesh_owner.owns(p_rid)) { return VS::INSTANCE_MESH; } return VS::INSTANCE_NONE; } bool free(RID p_rid); bool has_os_feature(const String &p_feature) const { return false; } void update_dirty_resources(); void set_debug_generate_wireframes(bool p_generate) {} void render_info_begin_capture() {} void render_info_end_capture() {} int get_captured_render_info(VS::RenderInfo p_info) { return 0; } int get_render_info(VS::RenderInfo p_info) { return 0; } String get_video_adapter_name() const { return String(); } String get_video_adapter_vendor() const { return String(); } static RasterizerStorage *base_singleton; EffectsRD *get_effects(); RasterizerStorageRD(); ~RasterizerStorageRD(); }; #endif // RASTERIZER_STORAGE_RD_H