blender/source/gameengine/Rasterizer/RAS_IRasterizer.h
Benoit Bolsee 40f1c4f343 BGE: Various render improvements.
bge.logic.setRender(flag) to enable/disable render.
    The render pass is enabled by default but it can be disabled with
    bge.logic.setRender(False).
    Once disabled, the render pass is skipped and a new logic frame starts
    immediately. Note that VSync no longer limits the fps when render is off
    but the 'Use Frame Rate' option in the Render Properties still does.
    To run as many frames as possible, untick the option
    This function is useful when you don't need the default render, e.g.
    when doing offscreen render to an alternate device than the monitor.
    Note that without VSync, you must limit the frame rate by other means.

fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
    Use this method to create an offscreen buffer of given size, with given MSAA
    samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
    or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
    retrieve the frame buffer on the host and the latter if you want to pass the render
    to another context (texture are proper OGL object, render buffers aren't)
    The object created by this function can only be used as a parameter of the
    bge.texture.ImageRender() constructor to send the the render to the FBO rather
    than to the frame buffer. This is best suited when you want to create a render
    of specific size, or if you need an image with an alpha channel.

bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
    Without arg, the refresh method of the image objects is pretty much a no-op, it
    simply invalidates the image so that on next texture refresh, the image will
    be recalculated.
    It is now possible to pass an optional buffer object to transfer the image (and
    recalculate it if it was invalid) to an external object. The object must implement
    the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
    depending on format argument (only those 2 formats are supported) and ts is an
    optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
    With this function you don't need anymore to link the image object to a Texture
    object to use: the image object is self-sufficient.

bge.texture.ImageRender(scene, camera, fbo=None)
    Render to buffer is possible by passing a FBO object (see offScreenCreate).

bge.texture.ImageRender.render()
    Allows asynchronous render: call this method to render the scene but without
    extracting the pixels yet. The function returns as soon as the render commands
    have been send to the GPU. The render will proceed asynchronously in the GPU
    while the host can perform other tasks.
    To complete the render, you can either call refresh() directly of refresh the texture
    to which this object is the source. Asynchronous render is useful to achieve optimal
    performance: call render() on frame N and refresh() on frame N+1 to give as much as
    time as possible to the GPU to render the frame while the game engine can perform other tasks.

Support negative scale on camera.
    Camera scale was previously ignored in the BGE.
    It is now injected in the modelview matrix as a vertical or horizontal flip
    of the scene (respectively if scaleY<0 and scaleX<0).
    Note that the actual value of the scale is not used, only the sign.
    This allows to flip the image produced by ImageRender() without any performance
    degradation: the flip is integrated in the render itself.

Optimized image transfer from ImageRender to buffer.
    Previously, images that were transferred to the host were always going through
    buffers in VideoTexture. It is now possible to transfer ImageRender
    images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
    if the attributes of the ImageRender objects are set as follow:
       flip=False, alpha=True, scale=False, depth=False, zbuff=False.
       (if you need to flip the image, use camera negative scale)
2016-06-11 22:05:20 +02:00

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C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file RAS_IRasterizer.h
* \ingroup bgerast
*/
#ifndef __RAS_IRASTERIZER_H__
#define __RAS_IRASTERIZER_H__
#ifdef _MSC_VER
# pragma warning (disable:4786)
#endif
#include "STR_HashedString.h"
#include "MT_CmMatrix4x4.h"
#include "MT_Matrix4x4.h"
#include "RAS_TexVert.h"
#include <vector>
using namespace std;
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
class RAS_ICanvas;
class RAS_IPolyMaterial;
class RAS_MeshSlot;
class RAS_ILightObject;
class SCA_IScene;
class RAS_IOffScreen;
class RAS_ISync;
typedef vector<unsigned short> KX_IndexArray;
typedef vector<RAS_TexVert> KX_VertexArray;
typedef vector<KX_VertexArray *> vecVertexArray;
typedef vector<KX_IndexArray *> vecIndexArrays;
/**
* 3D rendering device context interface.
*/
class RAS_IRasterizer
{
public:
enum RAS_TEXT_RENDER_MODE {
RAS_TEXT_RENDER_NODEF = 0,
RAS_TEXT_NORMAL,
RAS_TEXT_PADDED,
RAS_TEXT_MAX,
};
RAS_IRasterizer(RAS_ICanvas* canv) {};
virtual ~RAS_IRasterizer() {};
/**
* Drawing types
*/
enum DrawType {
KX_BOUNDINGBOX = 1,
KX_WIREFRAME,
KX_SOLID,
KX_SHADED,
KX_TEXTURED,
KX_SHADOW,
};
/**
* Drawing modes
*/
enum DrawMode {
KX_MODE_LINES = 1,
KX_MODE_TRIANGLES,
KX_MODE_QUADS,
};
/**
* Valid SetDepthMask parameters
*/
enum DepthMask {
KX_DEPTHMASK_ENABLED = 1,
KX_DEPTHMASK_DISABLED,
};
/**
*/
enum {
RAS_RENDER_3DPOLYGON_TEXT = 64, /* GEMAT_TEXT */
KX_BACKCULL = 16, /* GEMAT_BACKCULL */
KX_TEX = 4096, /* GEMAT_TEX */
KX_LINES = 32768,
};
/**
* Stereo mode types
*/
enum StereoMode {
RAS_STEREO_NOSTEREO = 1,
RAS_STEREO_QUADBUFFERED,
RAS_STEREO_ABOVEBELOW,
RAS_STEREO_INTERLACED,
RAS_STEREO_ANAGLYPH,
RAS_STEREO_SIDEBYSIDE,
RAS_STEREO_VINTERLACE,
RAS_STEREO_DOME,
RAS_STEREO_3DTVTOPBOTTOM,
RAS_STEREO_MAXSTEREO
};
/**
* Texture gen modes.
*/
enum TexCoGen {
RAS_TEXCO_GEN, /* < GPU will generate texture coordinates */
RAS_TEXCO_ORCO, /* < Vertex coordinates (object space) */
RAS_TEXCO_GLOB, /* < Vertex coordinates (world space) */
RAS_TEXCO_UV, /* < UV coordinates */
RAS_TEXCO_OBJECT, /* < Use another object's position as coordinates */
RAS_TEXCO_LAVECTOR, /* < Light vector as coordinates */
RAS_TEXCO_VIEW, /* < View vector as coordinates */
RAS_TEXCO_STICKY, /* < Sticky coordinates */
RAS_TEXCO_WINDOW, /* < Window coordinates */
RAS_TEXCO_NORM, /* < Normal coordinates */
RAS_TEXTANGENT, /* < */
RAS_TEXCO_VCOL, /* < Vertex Color */
RAS_TEXCO_DISABLE, /* < Disable this texture unit (cached) */
};
/**
* Render pass identifiers for stereo.
*/
enum StereoEye {
RAS_STEREO_LEFTEYE = 1,
RAS_STEREO_RIGHTEYE,
};
/**
* Mipmap options
*/
enum MipmapOption {
RAS_MIPMAP_NONE,
RAS_MIPMAP_NEAREST,
RAS_MIPMAP_LINEAR,
RAS_MIPMAP_MAX, /* Should always be last */
};
/**
* SetDepthMask enables or disables writing a fragment's depth value
* to the Z buffer.
*/
virtual void SetDepthMask(DepthMask depthmask) = 0;
/**
* SetMaterial sets the material settings for subsequent primitives
* to be rendered with.
* The material will be cached.
*/
virtual bool SetMaterial(const RAS_IPolyMaterial &mat) = 0;
/**
* Init initializes the renderer.
*/
virtual bool Init() = 0;
/**
* Exit cleans up the renderer.
*/
virtual void Exit() = 0;
/**
* BeginFrame is called at the start of each frame.
*/
virtual bool BeginFrame(double time) = 0;
/**
* ClearColorBuffer clears the color buffer.
*/
virtual void ClearColorBuffer() = 0;
/**
* ClearDepthBuffer clears the depth buffer.
*/
virtual void ClearDepthBuffer() = 0;
/**
* ClearCachingInfo clears the currently cached material.
*/
virtual void ClearCachingInfo(void) = 0;
/**
* EndFrame is called at the end of each frame.
*/
virtual void EndFrame() = 0;
/**
* SetRenderArea sets the render area from the 2d canvas.
* Returns true if only of subset of the canvas is used.
*/
virtual void SetRenderArea() = 0;
// Stereo Functions
/**
* SetStereoMode will set the stereo mode
*/
virtual void SetStereoMode(const StereoMode stereomode) = 0;
/**
* Stereo can be used to query if the rasterizer is in stereo mode.
* \return true if stereo mode is enabled.
*/
virtual bool Stereo() = 0;
virtual StereoMode GetStereoMode() = 0;
virtual bool InterlacedStereo() = 0;
/**
* Sets which eye buffer subsequent primitives will be rendered to.
*/
virtual void SetEye(const StereoEye eye) = 0;
virtual StereoEye GetEye() = 0;
/**
* Sets the distance between eyes for stereo mode.
*/
virtual void SetEyeSeparation(const float eyeseparation) = 0;
virtual float GetEyeSeparation() = 0;
/**
* Sets the focal length for stereo mode.
*/
virtual void SetFocalLength(const float focallength) = 0;
virtual float GetFocalLength() = 0;
/**
* Create an offscreen render buffer that can be used as target for render.
* For the time being, it is only used in VideoTexture for custom render.
*/
virtual RAS_IOffScreen *CreateOffScreen(int width, int height, int samples, int target) = 0;
/**
* Create a sync object
* For use with offscreen render
*/
virtual RAS_ISync *CreateSync(int type) = 0;
/**
* SwapBuffers swaps the back buffer with the front buffer.
*/
virtual void SwapBuffers() = 0;
// Drawing Functions
/**
* IndexPrimitives: Renders primitives from mesh slot.
*/
virtual void IndexPrimitives(class RAS_MeshSlot &ms) = 0;
/**
* IndexPrimitives_3DText will render text into the polygons.
*/
virtual void IndexPrimitives_3DText(class RAS_MeshSlot &ms, class RAS_IPolyMaterial *polymat) = 0;
virtual void SetProjectionMatrix(MT_CmMatrix4x4 &mat) = 0;
/* This one should become our final version, methinks. */
/**
* Set the projection matrix for the rasterizer. This projects
* from camera coordinates to window coordinates.
* \param mat The projection matrix.
*/
virtual void SetProjectionMatrix(const MT_Matrix4x4 &mat) = 0;
/**
* Sets the modelview matrix.
*/
virtual void SetViewMatrix(const MT_Matrix4x4 &mat, const MT_Matrix3x3 &ori,
const MT_Point3 &pos, const MT_Vector3 &scale, bool perspective) = 0;
/**
*/
virtual const MT_Point3& GetCameraPosition() = 0;
virtual bool GetCameraOrtho() = 0;
/**
* Fog
*/
virtual void SetFog(short type, float start, float dist, float intensity, float color[3]) = 0;
virtual void DisplayFog() = 0;
virtual void EnableFog(bool enable) = 0;
virtual void SetBackColor(float color[3]) = 0;
/**
* \param drawingmode = KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
*/
virtual void SetDrawingMode(int drawingmode) = 0;
/**
* \return the current drawing mode: KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED.
*/
virtual int GetDrawingMode() = 0;
/**
* Sets face culling
*/
virtual void SetCullFace(bool enable) = 0;
/**
* Sets wireframe mode.
*/
virtual void SetLines(bool enable) = 0;
/**
*/
virtual double GetTime() = 0;
/**
* Generates a projection matrix from the specified frustum.
* \param left the left clipping plane
* \param right the right clipping plane
* \param bottom the bottom clipping plane
* \param top the top clipping plane
* \param frustnear the near clipping plane
* \param frustfar the far clipping plane
* \return a 4x4 matrix representing the projection transform.
*/
virtual MT_Matrix4x4 GetFrustumMatrix(
float left, float right, float bottom, float top,
float frustnear, float frustfar,
float focallength = 0.0f, bool perspective = true) = 0;
/**
* Generates a orthographic projection matrix from the specified frustum.
* \param left the left clipping plane
* \param right the right clipping plane
* \param bottom the bottom clipping plane
* \param top the top clipping plane
* \param frustnear the near clipping plane
* \param frustfar the far clipping plane
* \return a 4x4 matrix representing the projection transform.
*/
virtual MT_Matrix4x4 GetOrthoMatrix(
float left, float right, float bottom, float top,
float frustnear, float frustfar) = 0;
/**
* Sets the specular color component of the lighting equation.
*/
virtual void SetSpecularity(float specX, float specY, float specZ, float specval) = 0;
/**
* Sets the specular exponent component of the lighting equation.
*/
virtual void SetShinyness(float shiny) = 0;
/**
* Sets the diffuse color component of the lighting equation.
*/
virtual void SetDiffuse(float difX,float difY, float difZ, float diffuse) = 0;
/**
* Sets the emissive color component of the lighting equation.
*/
virtual void SetEmissive(float eX, float eY, float eZ, float e) = 0;
virtual void SetAmbientColor(float color[3]) = 0;
virtual void SetAmbient(float factor) = 0;
/**
* Sets a polygon offset. z depth will be: z1 = mult*z0 + add
*/
virtual void SetPolygonOffset(float mult, float add) = 0;
virtual void DrawDebugLine(SCA_IScene *scene, const MT_Vector3 &from, const MT_Vector3 &to, const MT_Vector3& color) = 0;
virtual void DrawDebugCircle(SCA_IScene *scene, const MT_Vector3 &center, const MT_Scalar radius,
const MT_Vector3 &color, const MT_Vector3 &normal, int nsector) = 0;
virtual void FlushDebugShapes(SCA_IScene *scene) = 0;
virtual void SetTexCoordNum(int num) = 0;
virtual void SetAttribNum(int num) = 0;
virtual void SetTexCoord(TexCoGen coords, int unit) = 0;
virtual void SetAttrib(TexCoGen coords, int unit, int layer = 0) = 0;
virtual const MT_Matrix4x4 &GetViewMatrix() const = 0;
virtual const MT_Matrix4x4 &GetViewInvMatrix() const = 0;
virtual bool QueryLists() { return false; }
virtual bool QueryArrays() { return false; }
virtual void EnableMotionBlur(float motionblurvalue) = 0;
virtual void DisableMotionBlur() = 0;
virtual float GetMotionBlurValue() = 0;
virtual int GetMotionBlurState() = 0;
virtual void SetMotionBlurState(int newstate) = 0;
virtual void SetAlphaBlend(int alphablend) = 0;
virtual void SetFrontFace(bool ccw) = 0;
virtual void SetAnisotropicFiltering(short level) = 0;
virtual short GetAnisotropicFiltering() = 0;
virtual void SetMipmapping(MipmapOption val) = 0;
virtual MipmapOption GetMipmapping() = 0;
virtual void SetUsingOverrideShader(bool val) = 0;
virtual bool GetUsingOverrideShader() = 0;
/**
* Render Tools
*/
virtual void applyTransform(float *oglmatrix, int drawingmode) = 0;
/**
* Renders 2D boxes.
* \param xco Position on the screen (origin in lower left corner).
* \param yco Position on the screen (origin in lower left corner).
* \param width Width of the canvas to draw to.
* \param height Height of the canvas to draw to.
* \param percentage Percentage of bar.
*/
virtual void RenderBox2D(int xco, int yco, int width, int height, float percentage) = 0;
/**
* Renders 3D text string using BFL.
* \param fontid The id of the font.
* \param text The string to render.
* \param size The size of the text.
* \param dpi The resolution of the text.
* \param color The color of the object.
* \param mat The Matrix of the text object.
* \param aspect A scaling factor to compensate for the size.
*/
virtual void RenderText3D(
int fontid, const char *text, int size, int dpi,
const float color[4], const float mat[16], float aspect) = 0;
/**
* Renders 2D text string.
* \param mode The type of text
* \param text The string to render.
* \param xco Position on the screen (origin in lower left corner).
* \param yco Position on the screen (origin in lower left corner).
* \param width Width of the canvas to draw to.
* \param height Height of the canvas to draw to.
*/
virtual void RenderText2D(
RAS_TEXT_RENDER_MODE mode, const char *text,
int xco, int yco, int width, int height) = 0;
virtual void ProcessLighting(bool uselights, const MT_Transform &trans) = 0;
virtual void PushMatrix() = 0;
virtual void PopMatrix() = 0;
virtual RAS_ILightObject *CreateLight() = 0;
virtual void AddLight(RAS_ILightObject *lightobject) = 0;
virtual void RemoveLight(RAS_ILightObject *lightobject) = 0;
virtual void MotionBlur() = 0;
virtual void SetClientObject(void *obj) = 0;
virtual void SetAuxilaryClientInfo(void *inf) = 0;
/**
* Prints information about what the hardware supports.
*/
virtual void PrintHardwareInfo() = 0;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_IRasterizer")
#endif
};
#endif /* __RAS_IRASTERIZER_H__ */