openspades/Resources/Scripts/Reference/API/Renderer.as

236 lines
6.5 KiB
ActionScript

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades 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 3 of the License, or
(at your option) any later version.
OpenSpades 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 OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
namespace spades {
/** Renderer is an interface to the display device. */
class Renderer {
/** Initializes the renderer for 3D scene rendering. */
void Init() {}
/** Shuts down the renderer. */
void Shutdown() {}
/**
* Loads an image from the specified path or load one from
* the cache, if exists.
* @param path file-system path.
*/
Image @RegisterImage(const string @path) {}
/**
* Loads an model from the specified path or load one from
* the cache, if exists.
* @param path file-system path.
*/
Model @RegisterModel(const string @path) {}
/** Creates an image from the specified bitmap. */
Image @CreateImage(Bitmap @bitmap) {}
/** Creates an model from the specified voxel model. */
Model @CreateModel(VoxelModel @voxelmap) {}
/** Sets a game world map. */
GameMap @GameMap {
set {}
}
/** Changes the fog end distance (not supported). */
float FogDistance {
set {}
}
/** Changes the color of fog. */
Vector3 FogColor {
set {}
}
/**
* Sets a color that is used for drawing.
* @deprecated Do not use this virtual property.
* Some methods treat this value as an alpha premultiplied,
* while others treat this value has a straight alpha.
*/
Vector4 Color {
set {}
}
/** Sets a opaque color that is used for drawing. */
Vector3 ColorOpaque {
set {}
}
/**
* Sets a color that is used for drawing. The color value is
* alpha premultiplied.
*/
Vector4 ColorP {
set {}
}
/**
* Sets a color that is used for drawing. The color value is
* alpha non-premultiplied (straight alpha).
*/
Vector4 ColorNP {
set {}
}
/** Starts a 3D scene rendering. */
void StartScene(const SceneDefinition @) {}
/**
* Adds a dynamic light to the scene.
* This should be called between StartScene and EndScene.
*/
void AddLight(const DynamicLightParam @) {}
/**
* Adds a model to the scene.
* This should be called between StartScene and EndScene.
*/
void AddModel(Model @, const ModelRenderParam @) {}
/**
* Adds a line for debugging.
* This should be called between StartScene and EndScene.
*/
void AddDebugLine(const Vector3 @pt1, const Vector3 @pt2, const Vector4 @color) {}
/**
* Adds a sprite.
* This should be called between StartScene and EndScene.
* The color is specified using the property `Color` with
* alpha values premultiplied.
*/
void AddSprite(Image @, const Vector3 @origin, float radius, float rotateRadians) {}
/**
* Adds a long-sprite.
* This should be called between StartScene and EndScene.
* The color is specified using the property `Color` with
* alpha values premultiplied.
*/
void AddLongSprite(Image @, const Vector3 @pt1, const Vector3 @pt2, float radius) {}
/** Ends a 3D scene rendering. */
void EndScene() {}
/**
* Multiplies color of the screen by the specified color.
* This should never be called between StartScene and EndScene.
*/
void MultiplyScreenColor(Vector3 color) {}
/**
* Draws a 2D image.
* This should never be called between StartScene and EndScene.
*/
void DrawImage(Image @, const Vector2 @topLeft) {}
/**
* Draws a 2D image.
* This should never be called between StartScene and EndScene.
*/
void DrawImage(Image @, const AABB2 @outRect) {}
/**
* Draws a 2D image.
* This should never be called between StartScene and EndScene.
*/
void DrawImage(Image @, const AABB2 @outRect, const AABB2 @inRect) {}
/**
* Draws a 2D image.
* This should never be called between StartScene and EndScene.
*/
void DrawImage(Image @, const Vector2 @outTopLeft, const Vector2 @outTopRight,
const Vector2 @outBottomLeft, const AABB2 @inRect) {}
/** Finalizes the drawing. */
void FrameDone();
/** Transfers the rendered image to the user's display. */
void Flip();
/** Reads the rendered image to a bitmap. */
Bitmap @ReadBitmap();
/** Retrieves the width of the screen, in pixels. */
float ScreenWidth {
get {}
}
/** Retrieves the height of the screen, in pixels. */
float ScreenHeight {
get {}
}
}
class SceneDefinition {
int viewportLeft, viewportTop;
int viewportWidth, viewportHeight;
float fovX, fovY;
Vector3 viewOrigin;
Vector3 viewAxisX;
Vector3 viewAxisY;
Vector3 viewAxisZ;
float zNear, zFar;
bool skipWorld;
uint time;
float depthOfFieldFocalLength;
float depthOfFieldNearBlurStrength;
float depthOfFieldFarBlurStrength;
bool denyCameraBlur;
float blurVignette;
}
class ModelRenderParam {
Matrix4 matrix;
Vector3 customColor;
bool depthHack;
bool castShadow;
bool unlit;
}
class DynamicLightParam {
DynamicLightType type;
Vector3 origin;
float radius;
Vector3 color;
Vector3 spotAxisX;
Vector3 spotAxisY;
Vector3 spotAxisZ;
Image @image;
float spotAngle;
bool useLensFlare;
}
}