visual_server.h 46 KB

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  1. /*************************************************************************/
  2. /* visual_server.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef VISUAL_SERVER_H
  31. #define VISUAL_SERVER_H
  32. #include "bsp_tree.h"
  33. #include "geometry.h"
  34. #include "image.h"
  35. #include "math_2d.h"
  36. #include "object.h"
  37. #include "rid.h"
  38. #include "variant.h"
  39. /**
  40. @author Juan Linietsky <reduzio@gmail.com>
  41. */
  42. class VisualServer : public Object {
  43. GDCLASS(VisualServer, Object);
  44. static VisualServer *singleton;
  45. int mm_policy;
  46. void _camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
  47. void _canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &p_margins, const Color &p_modulate = Color(1, 1, 1));
  48. Array _get_array_from_surface(uint32_t p_format, PoolVector<uint8_t> p_vertex_data, int p_vertex_len, PoolVector<uint8_t> p_index_data, int p_index_len) const;
  49. protected:
  50. RID _make_test_cube();
  51. void _free_internal_rids();
  52. RID test_texture;
  53. RID white_texture;
  54. RID test_material;
  55. Error _surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, PoolVector<uint8_t> &r_vertex_array, int p_vertex_array_len, PoolVector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> r_bone_aabb);
  56. static VisualServer *(*create_func)();
  57. static void _bind_methods();
  58. public:
  59. static VisualServer *get_singleton();
  60. static VisualServer *create();
  61. enum {
  62. NO_INDEX_ARRAY = -1,
  63. ARRAY_WEIGHTS_SIZE = 4,
  64. CANVAS_ITEM_Z_MIN = -4096,
  65. CANVAS_ITEM_Z_MAX = 4096,
  66. MAX_GLOW_LEVELS = 7,
  67. MAX_CURSORS = 8,
  68. };
  69. /* TEXTURE API */
  70. enum TextureFlags {
  71. TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
  72. TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
  73. TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
  74. TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
  75. TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
  76. TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
  77. TEXTURE_FLAG_CUBEMAP = 2048,
  78. TEXTURE_FLAG_USED_FOR_STREAMING = 4096,
  79. TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
  80. };
  81. enum CubeMapSide {
  82. CUBEMAP_LEFT,
  83. CUBEMAP_RIGHT,
  84. CUBEMAP_BOTTOM,
  85. CUBEMAP_TOP,
  86. CUBEMAP_FRONT,
  87. CUBEMAP_BACK
  88. };
  89. virtual RID texture_create() = 0;
  90. RID texture_create_from_image(const Ref<Image> &p_image, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT); // helper
  91. virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT) = 0;
  92. virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, CubeMapSide p_cube_side = CUBEMAP_LEFT) = 0;
  93. virtual Ref<Image> texture_get_data(RID p_texture, CubeMapSide p_cube_side = CUBEMAP_LEFT) const = 0;
  94. virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0;
  95. virtual uint32_t texture_get_flags(RID p_texture) const = 0;
  96. virtual Image::Format texture_get_format(RID p_texture) const = 0;
  97. virtual uint32_t texture_get_texid(RID p_texture) const = 0;
  98. virtual uint32_t texture_get_width(RID p_texture) const = 0;
  99. virtual uint32_t texture_get_height(RID p_texture) const = 0;
  100. virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
  101. virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
  102. virtual String texture_get_path(RID p_texture) const = 0;
  103. virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 0;
  104. typedef void (*TextureDetectCallback)(void *);
  105. virtual void texture_set_detect_3d_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0;
  106. virtual void texture_set_detect_srgb_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0;
  107. virtual void texture_set_detect_normal_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0;
  108. struct TextureInfo {
  109. RID texture;
  110. Size2 size;
  111. Image::Format format;
  112. int bytes;
  113. String path;
  114. };
  115. virtual void texture_debug_usage(List<TextureInfo> *r_info) = 0;
  116. Array _texture_debug_usage_bind();
  117. virtual void textures_keep_original(bool p_enable) = 0;
  118. virtual void texture_set_proxy(RID p_proxy, RID p_base) = 0;
  119. /* SKY API */
  120. virtual RID sky_create() = 0;
  121. virtual void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) = 0;
  122. /* SHADER API */
  123. enum ShaderMode {
  124. SHADER_SPATIAL,
  125. SHADER_CANVAS_ITEM,
  126. SHADER_PARTICLES,
  127. SHADER_MAX
  128. };
  129. virtual RID shader_create() = 0;
  130. virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
  131. virtual String shader_get_code(RID p_shader) const = 0;
  132. virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
  133. Array _shader_get_param_list_bind(RID p_shader) const;
  134. virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
  135. virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
  136. /* COMMON MATERIAL API */
  137. enum {
  138. MATERIAL_RENDER_PRIORITY_MIN = -128,
  139. MATERIAL_RENDER_PRIORITY_MAX = 127,
  140. };
  141. virtual RID material_create() = 0;
  142. virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
  143. virtual RID material_get_shader(RID p_shader_material) const = 0;
  144. virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
  145. virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
  146. virtual void material_set_render_priority(RID p_material, int priority) = 0;
  147. virtual void material_set_line_width(RID p_material, float p_width) = 0;
  148. virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
  149. /* MESH API */
  150. enum ArrayType {
  151. ARRAY_VERTEX = 0,
  152. ARRAY_NORMAL = 1,
  153. ARRAY_TANGENT = 2,
  154. ARRAY_COLOR = 3,
  155. ARRAY_TEX_UV = 4,
  156. ARRAY_TEX_UV2 = 5,
  157. ARRAY_BONES = 6,
  158. ARRAY_WEIGHTS = 7,
  159. ARRAY_INDEX = 8,
  160. ARRAY_MAX = 9
  161. };
  162. enum ArrayFormat {
  163. /* ARRAY FORMAT FLAGS */
  164. ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX, // mandatory
  165. ARRAY_FORMAT_NORMAL = 1 << ARRAY_NORMAL,
  166. ARRAY_FORMAT_TANGENT = 1 << ARRAY_TANGENT,
  167. ARRAY_FORMAT_COLOR = 1 << ARRAY_COLOR,
  168. ARRAY_FORMAT_TEX_UV = 1 << ARRAY_TEX_UV,
  169. ARRAY_FORMAT_TEX_UV2 = 1 << ARRAY_TEX_UV2,
  170. ARRAY_FORMAT_BONES = 1 << ARRAY_BONES,
  171. ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS,
  172. ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX,
  173. ARRAY_COMPRESS_BASE = (ARRAY_INDEX + 1),
  174. ARRAY_COMPRESS_VERTEX = 1 << (ARRAY_VERTEX + ARRAY_COMPRESS_BASE), // mandatory
  175. ARRAY_COMPRESS_NORMAL = 1 << (ARRAY_NORMAL + ARRAY_COMPRESS_BASE),
  176. ARRAY_COMPRESS_TANGENT = 1 << (ARRAY_TANGENT + ARRAY_COMPRESS_BASE),
  177. ARRAY_COMPRESS_COLOR = 1 << (ARRAY_COLOR + ARRAY_COMPRESS_BASE),
  178. ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE),
  179. ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE),
  180. ARRAY_COMPRESS_BONES = 1 << (ARRAY_BONES + ARRAY_COMPRESS_BASE),
  181. ARRAY_COMPRESS_WEIGHTS = 1 << (ARRAY_WEIGHTS + ARRAY_COMPRESS_BASE),
  182. ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE),
  183. ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
  184. ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
  185. ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
  186. ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_VERTEX | ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS
  187. };
  188. enum PrimitiveType {
  189. PRIMITIVE_POINTS = 0,
  190. PRIMITIVE_LINES = 1,
  191. PRIMITIVE_LINE_STRIP = 2,
  192. PRIMITIVE_LINE_LOOP = 3,
  193. PRIMITIVE_TRIANGLES = 4,
  194. PRIMITIVE_TRIANGLE_STRIP = 5,
  195. PRIMITIVE_TRIANGLE_FAN = 6,
  196. PRIMITIVE_MAX = 7,
  197. };
  198. virtual RID mesh_create() = 0;
  199. virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT);
  200. virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()) = 0;
  201. virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount) = 0;
  202. virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;
  203. enum BlendShapeMode {
  204. BLEND_SHAPE_MODE_NORMALIZED,
  205. BLEND_SHAPE_MODE_RELATIVE,
  206. };
  207. virtual void mesh_set_blend_shape_mode(RID p_mesh, BlendShapeMode p_mode) = 0;
  208. virtual BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
  209. virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0;
  210. virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
  211. virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
  212. virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0;
  213. virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0;
  214. virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const = 0;
  215. virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const = 0;
  216. virtual Array mesh_surface_get_arrays(RID p_mesh, int p_surface) const;
  217. virtual Array mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const;
  218. virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0;
  219. virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0;
  220. virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const = 0;
  221. virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const = 0;
  222. virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const = 0;
  223. Array _mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const;
  224. virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0;
  225. virtual int mesh_get_surface_count(RID p_mesh) const = 0;
  226. virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
  227. virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
  228. virtual void mesh_clear(RID p_mesh) = 0;
  229. /* MULTIMESH API */
  230. virtual RID multimesh_create() = 0;
  231. enum MultimeshTransformFormat {
  232. MULTIMESH_TRANSFORM_2D,
  233. MULTIMESH_TRANSFORM_3D,
  234. };
  235. enum MultimeshColorFormat {
  236. MULTIMESH_COLOR_NONE,
  237. MULTIMESH_COLOR_8BIT,
  238. MULTIMESH_COLOR_FLOAT,
  239. };
  240. virtual void multimesh_allocate(RID p_multimesh, int p_instances, MultimeshTransformFormat p_transform_format, MultimeshColorFormat p_color_format) = 0;
  241. virtual int multimesh_get_instance_count(RID p_multimesh) const = 0;
  242. virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
  243. virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;
  244. virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0;
  245. virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
  246. virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;
  247. virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0;
  248. virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
  249. virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0;
  250. virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
  251. virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
  252. virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;
  253. /* IMMEDIATE API */
  254. virtual RID immediate_create() = 0;
  255. virtual void immediate_begin(RID p_immediate, PrimitiveType p_rimitive, RID p_texture = RID()) = 0;
  256. virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0;
  257. virtual void immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex);
  258. virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0;
  259. virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0;
  260. virtual void immediate_color(RID p_immediate, const Color &p_color) = 0;
  261. virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0;
  262. virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0;
  263. virtual void immediate_end(RID p_immediate) = 0;
  264. virtual void immediate_clear(RID p_immediate) = 0;
  265. virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;
  266. virtual RID immediate_get_material(RID p_immediate) const = 0;
  267. /* SKELETON API */
  268. virtual RID skeleton_create() = 0;
  269. virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0;
  270. virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
  271. virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0;
  272. virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
  273. virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
  274. virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
  275. /* Light API */
  276. enum LightType {
  277. LIGHT_DIRECTIONAL,
  278. LIGHT_OMNI,
  279. LIGHT_SPOT
  280. };
  281. enum LightParam {
  282. LIGHT_PARAM_ENERGY,
  283. LIGHT_PARAM_INDIRECT_ENERGY,
  284. LIGHT_PARAM_SPECULAR,
  285. LIGHT_PARAM_RANGE,
  286. LIGHT_PARAM_ATTENUATION,
  287. LIGHT_PARAM_SPOT_ANGLE,
  288. LIGHT_PARAM_SPOT_ATTENUATION,
  289. LIGHT_PARAM_CONTACT_SHADOW_SIZE,
  290. LIGHT_PARAM_SHADOW_MAX_DISTANCE,
  291. LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
  292. LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
  293. LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
  294. LIGHT_PARAM_SHADOW_NORMAL_BIAS,
  295. LIGHT_PARAM_SHADOW_BIAS,
  296. LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
  297. LIGHT_PARAM_MAX
  298. };
  299. virtual RID directional_light_create() = 0;
  300. virtual RID omni_light_create() = 0;
  301. virtual RID spot_light_create() = 0;
  302. virtual void light_set_color(RID p_light, const Color &p_color) = 0;
  303. virtual void light_set_param(RID p_light, LightParam p_param, float p_value) = 0;
  304. virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
  305. virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0;
  306. virtual void light_set_projector(RID p_light, RID p_texture) = 0;
  307. virtual void light_set_negative(RID p_light, bool p_enable) = 0;
  308. virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;
  309. virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;
  310. // omni light
  311. enum LightOmniShadowMode {
  312. LIGHT_OMNI_SHADOW_DUAL_PARABOLOID,
  313. LIGHT_OMNI_SHADOW_CUBE,
  314. };
  315. virtual void light_omni_set_shadow_mode(RID p_light, LightOmniShadowMode p_mode) = 0;
  316. // omni light
  317. enum LightOmniShadowDetail {
  318. LIGHT_OMNI_SHADOW_DETAIL_VERTICAL,
  319. LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL
  320. };
  321. virtual void light_omni_set_shadow_detail(RID p_light, LightOmniShadowDetail p_detail) = 0;
  322. // directional light
  323. enum LightDirectionalShadowMode {
  324. LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL,
  325. LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS,
  326. LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS
  327. };
  328. virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0;
  329. virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
  330. enum LightDirectionalShadowDepthRangeMode {
  331. LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
  332. LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED,
  333. };
  334. virtual void light_directional_set_shadow_depth_range_mode(RID p_light, LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
  335. /* PROBE API */
  336. virtual RID reflection_probe_create() = 0;
  337. enum ReflectionProbeUpdateMode {
  338. REFLECTION_PROBE_UPDATE_ONCE,
  339. REFLECTION_PROBE_UPDATE_ALWAYS,
  340. };
  341. virtual void reflection_probe_set_update_mode(RID p_probe, ReflectionProbeUpdateMode p_mode) = 0;
  342. virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0;
  343. virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_color) = 0;
  344. virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) = 0;
  345. virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) = 0;
  346. virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0;
  347. virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0;
  348. virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0;
  349. virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0;
  350. virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0;
  351. virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
  352. virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
  353. /* GI PROBE API */
  354. virtual RID gi_probe_create() = 0;
  355. virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds) = 0;
  356. virtual AABB gi_probe_get_bounds(RID p_probe) const = 0;
  357. virtual void gi_probe_set_cell_size(RID p_probe, float p_range) = 0;
  358. virtual float gi_probe_get_cell_size(RID p_probe) const = 0;
  359. virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) = 0;
  360. virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const = 0;
  361. virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) = 0;
  362. virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const = 0;
  363. virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range) = 0;
  364. virtual int gi_probe_get_dynamic_range(RID p_probe) const = 0;
  365. virtual void gi_probe_set_energy(RID p_probe, float p_range) = 0;
  366. virtual float gi_probe_get_energy(RID p_probe) const = 0;
  367. virtual void gi_probe_set_bias(RID p_probe, float p_range) = 0;
  368. virtual float gi_probe_get_bias(RID p_probe) const = 0;
  369. virtual void gi_probe_set_normal_bias(RID p_probe, float p_range) = 0;
  370. virtual float gi_probe_get_normal_bias(RID p_probe) const = 0;
  371. virtual void gi_probe_set_propagation(RID p_probe, float p_range) = 0;
  372. virtual float gi_probe_get_propagation(RID p_probe) const = 0;
  373. virtual void gi_probe_set_interior(RID p_probe, bool p_enable) = 0;
  374. virtual bool gi_probe_is_interior(RID p_probe) const = 0;
  375. virtual void gi_probe_set_compress(RID p_probe, bool p_enable) = 0;
  376. virtual bool gi_probe_is_compressed(RID p_probe) const = 0;
  377. /* LIGHTMAP CAPTURE */
  378. virtual RID lightmap_capture_create() = 0;
  379. virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) = 0;
  380. virtual AABB lightmap_capture_get_bounds(RID p_capture) const = 0;
  381. virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree) = 0;
  382. virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) = 0;
  383. virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const = 0;
  384. virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) = 0;
  385. virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const = 0;
  386. virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const = 0;
  387. virtual void lightmap_capture_set_energy(RID p_capture, float p_energy) = 0;
  388. virtual float lightmap_capture_get_energy(RID p_capture) const = 0;
  389. /* PARTICLES API */
  390. virtual RID particles_create() = 0;
  391. virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
  392. virtual bool particles_get_emitting(RID p_particles) = 0;
  393. virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
  394. virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0;
  395. virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;
  396. virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0;
  397. virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0;
  398. virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0;
  399. virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0;
  400. virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0;
  401. virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
  402. virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
  403. virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
  404. virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
  405. virtual void particles_restart(RID p_particles) = 0;
  406. enum ParticlesDrawOrder {
  407. PARTICLES_DRAW_ORDER_INDEX,
  408. PARTICLES_DRAW_ORDER_LIFETIME,
  409. PARTICLES_DRAW_ORDER_VIEW_DEPTH,
  410. };
  411. virtual void particles_set_draw_order(RID p_particles, ParticlesDrawOrder p_order) = 0;
  412. virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0;
  413. virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;
  414. virtual AABB particles_get_current_aabb(RID p_particles) = 0;
  415. virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0; //this is only used for 2D, in 3D it's automatic
  416. /* CAMERA API */
  417. virtual RID camera_create() = 0;
  418. virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
  419. virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
  420. virtual void camera_set_transform(RID p_camera, const Transform &p_transform) = 0;
  421. virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
  422. virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
  423. virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
  424. /*
  425. enum ParticlesCollisionMode {
  426. PARTICLES_COLLISION_NONE,
  427. PARTICLES_COLLISION_TEXTURE,
  428. PARTICLES_COLLISION_CUBEMAP,
  429. };
  430. virtual void particles_set_collision(RID p_particles,ParticlesCollisionMode p_mode,const Transform&, p_xform,const RID p_depth_tex,const RID p_normal_tex)=0;
  431. */
  432. /* VIEWPORT TARGET API */
  433. virtual RID viewport_create() = 0;
  434. virtual void viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) = 0;
  435. virtual void viewport_set_size(RID p_viewport, int p_width, int p_height) = 0;
  436. virtual void viewport_set_active(RID p_viewport, bool p_active) = 0;
  437. virtual void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) = 0;
  438. virtual void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), int p_screen = 0) = 0;
  439. virtual void viewport_detach(RID p_viewport) = 0;
  440. enum ViewportUpdateMode {
  441. VIEWPORT_UPDATE_DISABLED,
  442. VIEWPORT_UPDATE_ONCE, //then goes to disabled, must be manually updated
  443. VIEWPORT_UPDATE_WHEN_VISIBLE, // default
  444. VIEWPORT_UPDATE_ALWAYS
  445. };
  446. virtual void viewport_set_update_mode(RID p_viewport, ViewportUpdateMode p_mode) = 0;
  447. virtual void viewport_set_vflip(RID p_viewport, bool p_enable) = 0;
  448. enum ViewportClearMode {
  449. VIEWPORT_CLEAR_ALWAYS,
  450. VIEWPORT_CLEAR_NEVER,
  451. VIEWPORT_CLEAR_ONLY_NEXT_FRAME
  452. };
  453. virtual void viewport_set_clear_mode(RID p_viewport, ViewportClearMode p_clear_mode) = 0;
  454. virtual RID viewport_get_texture(RID p_viewport) const = 0;
  455. virtual void viewport_set_hide_scenario(RID p_viewport, bool p_hide) = 0;
  456. virtual void viewport_set_hide_canvas(RID p_viewport, bool p_hide) = 0;
  457. virtual void viewport_set_disable_environment(RID p_viewport, bool p_disable) = 0;
  458. virtual void viewport_set_disable_3d(RID p_viewport, bool p_disable) = 0;
  459. virtual void viewport_attach_camera(RID p_viewport, RID p_camera) = 0;
  460. virtual void viewport_set_scenario(RID p_viewport, RID p_scenario) = 0;
  461. virtual void viewport_attach_canvas(RID p_viewport, RID p_canvas) = 0;
  462. virtual void viewport_remove_canvas(RID p_viewport, RID p_canvas) = 0;
  463. virtual void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) = 0;
  464. virtual void viewport_set_transparent_background(RID p_viewport, bool p_enabled) = 0;
  465. virtual void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) = 0;
  466. virtual void viewport_set_canvas_layer(RID p_viewport, RID p_canvas, int p_layer) = 0;
  467. virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size) = 0;
  468. virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) = 0;
  469. enum ViewportMSAA {
  470. VIEWPORT_MSAA_DISABLED,
  471. VIEWPORT_MSAA_2X,
  472. VIEWPORT_MSAA_4X,
  473. VIEWPORT_MSAA_8X,
  474. VIEWPORT_MSAA_16X,
  475. };
  476. virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0;
  477. enum ViewportUsage {
  478. VIEWPORT_USAGE_2D,
  479. VIEWPORT_USAGE_2D_NO_SAMPLING,
  480. VIEWPORT_USAGE_3D,
  481. VIEWPORT_USAGE_3D_NO_EFFECTS,
  482. };
  483. virtual void viewport_set_hdr(RID p_viewport, bool p_enabled) = 0;
  484. virtual void viewport_set_usage(RID p_viewport, ViewportUsage p_usage) = 0;
  485. enum ViewportRenderInfo {
  486. VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME,
  487. VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME,
  488. VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME,
  489. VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME,
  490. VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME,
  491. VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME,
  492. VIEWPORT_RENDER_INFO_MAX
  493. };
  494. virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) = 0;
  495. enum ViewportDebugDraw {
  496. VIEWPORT_DEBUG_DRAW_DISABLED,
  497. VIEWPORT_DEBUG_DRAW_UNSHADED,
  498. VIEWPORT_DEBUG_DRAW_OVERDRAW,
  499. VIEWPORT_DEBUG_DRAW_WIREFRAME,
  500. };
  501. virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0;
  502. /* ENVIRONMENT API */
  503. virtual RID environment_create() = 0;
  504. enum EnvironmentBG {
  505. ENV_BG_CLEAR_COLOR,
  506. ENV_BG_COLOR,
  507. ENV_BG_SKY,
  508. ENV_BG_COLOR_SKY,
  509. ENV_BG_CANVAS,
  510. ENV_BG_KEEP,
  511. ENV_BG_MAX
  512. };
  513. virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0;
  514. virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
  515. virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
  516. virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
  517. virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
  518. virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
  519. virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) = 0;
  520. //set default SSAO options
  521. //set default SSR options
  522. //set default SSSSS options
  523. enum EnvironmentDOFBlurQuality {
  524. ENV_DOF_BLUR_QUALITY_LOW,
  525. ENV_DOF_BLUR_QUALITY_MEDIUM,
  526. ENV_DOF_BLUR_QUALITY_HIGH,
  527. };
  528. virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0;
  529. virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0;
  530. enum EnvironmentGlowBlendMode {
  531. GLOW_BLEND_MODE_ADDITIVE,
  532. GLOW_BLEND_MODE_SCREEN,
  533. GLOW_BLEND_MODE_SOFTLIGHT,
  534. GLOW_BLEND_MODE_REPLACE,
  535. };
  536. virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) = 0;
  537. enum EnvironmentToneMapper {
  538. ENV_TONE_MAPPER_LINEAR,
  539. ENV_TONE_MAPPER_REINHARDT,
  540. ENV_TONE_MAPPER_FILMIC,
  541. ENV_TONE_MAPPER_ACES
  542. };
  543. virtual void environment_set_tonemap(RID p_env, EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_grey) = 0;
  544. virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
  545. virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0;
  546. enum EnvironmentSSAOQuality {
  547. ENV_SSAO_QUALITY_LOW,
  548. ENV_SSAO_QUALITY_MEDIUM,
  549. ENV_SSAO_QUALITY_HIGH,
  550. };
  551. enum EnvironmentSSAOBlur {
  552. ENV_SSAO_BLUR_DISABLED,
  553. ENV_SSAO_BLUR_1x1,
  554. ENV_SSAO_BLUR_2x2,
  555. ENV_SSAO_BLUR_3x3,
  556. };
  557. virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, EnvironmentSSAOQuality p_quality, EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
  558. virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0;
  559. virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0;
  560. virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0;
  561. /* SCENARIO API */
  562. virtual RID scenario_create() = 0;
  563. enum ScenarioDebugMode {
  564. SCENARIO_DEBUG_DISABLED,
  565. SCENARIO_DEBUG_WIREFRAME,
  566. SCENARIO_DEBUG_OVERDRAW,
  567. SCENARIO_DEBUG_SHADELESS,
  568. };
  569. virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0;
  570. virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
  571. virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv) = 0;
  572. virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
  573. /* INSTANCING API */
  574. enum InstanceType {
  575. INSTANCE_NONE,
  576. INSTANCE_MESH,
  577. INSTANCE_MULTIMESH,
  578. INSTANCE_IMMEDIATE,
  579. INSTANCE_PARTICLES,
  580. INSTANCE_LIGHT,
  581. INSTANCE_REFLECTION_PROBE,
  582. INSTANCE_GI_PROBE,
  583. INSTANCE_LIGHTMAP_CAPTURE,
  584. INSTANCE_MAX,
  585. INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_IMMEDIATE) | (1 << INSTANCE_PARTICLES)
  586. };
  587. virtual RID instance_create2(RID p_base, RID p_scenario);
  588. //virtual RID instance_create(RID p_base,RID p_scenario)=0; // from can be mesh, light, area and portal so far.
  589. virtual RID instance_create() = 0; // from can be mesh, light, poly, area and portal so far.
  590. virtual void instance_set_base(RID p_instance, RID p_base) = 0; // from can be mesh, light, poly, area and portal so far.
  591. virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0; // from can be mesh, light, poly, area and portal so far.
  592. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
  593. virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
  594. virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_ID) = 0;
  595. virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
  596. virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0;
  597. virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
  598. virtual void instance_set_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap) = 0;
  599. virtual void instance_set_custom_aabb(RID p_instance, AABB aabb) = 0;
  600. virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
  601. virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;
  602. virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
  603. // don't use these in a game!
  604. virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
  605. virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
  606. virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
  607. Array _instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario = RID()) const;
  608. Array _instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
  609. Array _instances_cull_convex_bind(const Array &p_convex, RID p_scenario = RID()) const;
  610. enum InstanceFlags {
  611. INSTANCE_FLAG_USE_BAKED_LIGHT,
  612. INSTANCE_FLAG_MAX
  613. };
  614. enum ShadowCastingSetting {
  615. SHADOW_CASTING_SETTING_OFF,
  616. SHADOW_CASTING_SETTING_ON,
  617. SHADOW_CASTING_SETTING_DOUBLE_SIDED,
  618. SHADOW_CASTING_SETTING_SHADOWS_ONLY,
  619. };
  620. virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0;
  621. virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0;
  622. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
  623. virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
  624. virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) = 0;
  625. /* CANVAS (2D) */
  626. virtual RID canvas_create() = 0;
  627. virtual void canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring) = 0;
  628. virtual void canvas_set_modulate(RID p_canvas, const Color &p_color) = 0;
  629. virtual RID canvas_item_create() = 0;
  630. virtual void canvas_item_set_parent(RID p_item, RID p_parent) = 0;
  631. virtual void canvas_item_set_visible(RID p_item, bool p_visible) = 0;
  632. virtual void canvas_item_set_light_mask(RID p_item, int p_mask) = 0;
  633. virtual void canvas_item_set_transform(RID p_item, const Transform2D &p_transform) = 0;
  634. virtual void canvas_item_set_clip(RID p_item, bool p_clip) = 0;
  635. virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable) = 0;
  636. virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect = Rect2()) = 0;
  637. virtual void canvas_item_set_modulate(RID p_item, const Color &p_color) = 0;
  638. virtual void canvas_item_set_self_modulate(RID p_item, const Color &p_color) = 0;
  639. virtual void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable) = 0;
  640. enum NinePatchAxisMode {
  641. NINE_PATCH_STRETCH,
  642. NINE_PATCH_TILE,
  643. NINE_PATCH_TILE_FIT,
  644. };
  645. virtual void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0, bool p_antialiased = false) = 0;
  646. virtual void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false) = 0;
  647. virtual void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false) = 0;
  648. virtual void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color) = 0;
  649. virtual void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color) = 0;
  650. virtual void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID()) = 0;
  651. virtual void canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), bool p_clip_uv = false) = 0;
  652. virtual void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, NinePatchAxisMode p_x_axis_mode = NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode = NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID()) = 0;
  653. virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID()) = 0;
  654. virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), bool p_antialiased = false) = 0;
  655. virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID()) = 0;
  656. virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_skeleton = RID()) = 0;
  657. virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_skeleton = RID()) = 0;
  658. virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, int p_h_frames, int p_v_frames) = 0;
  659. virtual void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform) = 0;
  660. virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore) = 0;
  661. virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) = 0;
  662. virtual void canvas_item_set_z_index(RID p_item, int p_z) = 0;
  663. virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) = 0;
  664. virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) = 0;
  665. virtual void canvas_item_clear(RID p_item) = 0;
  666. virtual void canvas_item_set_draw_index(RID p_item, int p_index) = 0;
  667. virtual void canvas_item_set_material(RID p_item, RID p_material) = 0;
  668. virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable) = 0;
  669. virtual RID canvas_light_create() = 0;
  670. virtual void canvas_light_attach_to_canvas(RID p_light, RID p_canvas) = 0;
  671. virtual void canvas_light_set_enabled(RID p_light, bool p_enabled) = 0;
  672. virtual void canvas_light_set_scale(RID p_light, float p_scale) = 0;
  673. virtual void canvas_light_set_transform(RID p_light, const Transform2D &p_transform) = 0;
  674. virtual void canvas_light_set_texture(RID p_light, RID p_texture) = 0;
  675. virtual void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset) = 0;
  676. virtual void canvas_light_set_color(RID p_light, const Color &p_color) = 0;
  677. virtual void canvas_light_set_height(RID p_light, float p_height) = 0;
  678. virtual void canvas_light_set_energy(RID p_light, float p_energy) = 0;
  679. virtual void canvas_light_set_z_range(RID p_light, int p_min_z, int p_max_z) = 0;
  680. virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer) = 0;
  681. virtual void canvas_light_set_item_cull_mask(RID p_light, int p_mask) = 0;
  682. virtual void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask) = 0;
  683. enum CanvasLightMode {
  684. CANVAS_LIGHT_MODE_ADD,
  685. CANVAS_LIGHT_MODE_SUB,
  686. CANVAS_LIGHT_MODE_MIX,
  687. CANVAS_LIGHT_MODE_MASK,
  688. };
  689. virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode) = 0;
  690. enum CanvasLightShadowFilter {
  691. CANVAS_LIGHT_FILTER_NONE,
  692. CANVAS_LIGHT_FILTER_PCF3,
  693. CANVAS_LIGHT_FILTER_PCF5,
  694. CANVAS_LIGHT_FILTER_PCF7,
  695. CANVAS_LIGHT_FILTER_PCF9,
  696. CANVAS_LIGHT_FILTER_PCF13,
  697. };
  698. virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) = 0;
  699. virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size) = 0;
  700. virtual void canvas_light_set_shadow_gradient_length(RID p_light, float p_length) = 0;
  701. virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter) = 0;
  702. virtual void canvas_light_set_shadow_color(RID p_light, const Color &p_color) = 0;
  703. virtual void canvas_light_set_shadow_smooth(RID p_light, float p_smooth) = 0;
  704. virtual RID canvas_light_occluder_create() = 0;
  705. virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas) = 0;
  706. virtual void canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled) = 0;
  707. virtual void canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon) = 0;
  708. virtual void canvas_light_occluder_set_transform(RID p_occluder, const Transform2D &p_xform) = 0;
  709. virtual void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask) = 0;
  710. virtual RID canvas_occluder_polygon_create() = 0;
  711. virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape, bool p_closed) = 0;
  712. virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape) = 0;
  713. enum CanvasOccluderPolygonCullMode {
  714. CANVAS_OCCLUDER_POLYGON_CULL_DISABLED,
  715. CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE,
  716. CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE,
  717. };
  718. virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, CanvasOccluderPolygonCullMode p_mode) = 0;
  719. /* BLACK BARS */
  720. virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) = 0;
  721. virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) = 0;
  722. /* FREE */
  723. virtual void free(RID p_rid) = 0; ///< free RIDs associated with the visual server
  724. virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) = 0;
  725. /* EVENT QUEUING */
  726. virtual void draw(bool p_swap_buffers = true) = 0;
  727. virtual void sync() = 0;
  728. virtual bool has_changed() const = 0;
  729. virtual void init() = 0;
  730. virtual void finish() = 0;
  731. /* STATUS INFORMATION */
  732. enum RenderInfo {
  733. INFO_OBJECTS_IN_FRAME,
  734. INFO_VERTICES_IN_FRAME,
  735. INFO_MATERIAL_CHANGES_IN_FRAME,
  736. INFO_SHADER_CHANGES_IN_FRAME,
  737. INFO_SURFACE_CHANGES_IN_FRAME,
  738. INFO_DRAW_CALLS_IN_FRAME,
  739. INFO_USAGE_VIDEO_MEM_TOTAL,
  740. INFO_VIDEO_MEM_USED,
  741. INFO_TEXTURE_MEM_USED,
  742. INFO_VERTEX_MEM_USED,
  743. };
  744. virtual int get_render_info(RenderInfo p_info) = 0;
  745. /* Materials for 2D on 3D */
  746. /* TESTING */
  747. virtual RID get_test_cube() = 0;
  748. virtual RID get_test_texture();
  749. virtual RID get_white_texture();
  750. virtual RID make_sphere_mesh(int p_lats, int p_lons, float p_radius);
  751. virtual void mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data);
  752. virtual void mesh_add_surface_from_planes(RID p_mesh, const PoolVector<Plane> &p_planes);
  753. virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale) = 0;
  754. virtual void set_default_clear_color(const Color &p_color) = 0;
  755. enum Features {
  756. FEATURE_SHADERS,
  757. FEATURE_MULTITHREADED,
  758. };
  759. virtual bool has_feature(Features p_feature) const = 0;
  760. virtual bool has_os_feature(const String &p_feature) const = 0;
  761. virtual void set_debug_generate_wireframes(bool p_generate) = 0;
  762. virtual void call_set_use_vsync(bool p_enable) = 0;
  763. VisualServer();
  764. virtual ~VisualServer();
  765. };
  766. // make variant understand the enums
  767. VARIANT_ENUM_CAST(VisualServer::CubeMapSide);
  768. VARIANT_ENUM_CAST(VisualServer::TextureFlags);
  769. VARIANT_ENUM_CAST(VisualServer::ShaderMode);
  770. VARIANT_ENUM_CAST(VisualServer::ArrayType);
  771. VARIANT_ENUM_CAST(VisualServer::ArrayFormat);
  772. VARIANT_ENUM_CAST(VisualServer::PrimitiveType);
  773. VARIANT_ENUM_CAST(VisualServer::BlendShapeMode);
  774. VARIANT_ENUM_CAST(VisualServer::LightType);
  775. VARIANT_ENUM_CAST(VisualServer::LightParam);
  776. VARIANT_ENUM_CAST(VisualServer::ViewportUpdateMode);
  777. VARIANT_ENUM_CAST(VisualServer::ViewportClearMode);
  778. VARIANT_ENUM_CAST(VisualServer::ViewportMSAA);
  779. VARIANT_ENUM_CAST(VisualServer::ViewportUsage);
  780. VARIANT_ENUM_CAST(VisualServer::ViewportRenderInfo);
  781. VARIANT_ENUM_CAST(VisualServer::ViewportDebugDraw);
  782. VARIANT_ENUM_CAST(VisualServer::ScenarioDebugMode);
  783. VARIANT_ENUM_CAST(VisualServer::InstanceType);
  784. VARIANT_ENUM_CAST(VisualServer::NinePatchAxisMode);
  785. VARIANT_ENUM_CAST(VisualServer::CanvasLightMode);
  786. VARIANT_ENUM_CAST(VisualServer::CanvasLightShadowFilter);
  787. VARIANT_ENUM_CAST(VisualServer::CanvasOccluderPolygonCullMode);
  788. VARIANT_ENUM_CAST(VisualServer::RenderInfo);
  789. VARIANT_ENUM_CAST(VisualServer::Features);
  790. VARIANT_ENUM_CAST(VisualServer::MultimeshTransformFormat);
  791. VARIANT_ENUM_CAST(VisualServer::MultimeshColorFormat);
  792. VARIANT_ENUM_CAST(VisualServer::LightOmniShadowMode);
  793. VARIANT_ENUM_CAST(VisualServer::LightOmniShadowDetail);
  794. VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowMode);
  795. VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowDepthRangeMode);
  796. VARIANT_ENUM_CAST(VisualServer::ReflectionProbeUpdateMode);
  797. VARIANT_ENUM_CAST(VisualServer::ParticlesDrawOrder);
  798. VARIANT_ENUM_CAST(VisualServer::EnvironmentBG);
  799. VARIANT_ENUM_CAST(VisualServer::EnvironmentDOFBlurQuality);
  800. VARIANT_ENUM_CAST(VisualServer::EnvironmentGlowBlendMode);
  801. VARIANT_ENUM_CAST(VisualServer::EnvironmentToneMapper);
  802. VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOQuality);
  803. VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOBlur);
  804. VARIANT_ENUM_CAST(VisualServer::InstanceFlags);
  805. VARIANT_ENUM_CAST(VisualServer::ShadowCastingSetting);
  806. //typedef VisualServer VS; // makes it easier to use
  807. #define VS VisualServer
  808. #endif