visual_server_raster.h 29 KB

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  1. /*************************************************************************/
  2. /* visual_server_raster.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_RASTER_H
  31. #define VISUAL_SERVER_RASTER_H
  32. #include "core/allocators.h"
  33. #include "core/math/octree.h"
  34. #include "servers/visual/rasterizer.h"
  35. #include "servers/visual_server.h"
  36. #include "visual_server_canvas.h"
  37. #include "visual_server_global.h"
  38. #include "visual_server_scene.h"
  39. #include "visual_server_viewport.h"
  40. /**
  41. @author Juan Linietsky <reduzio@gmail.com>
  42. */
  43. class VisualServerRaster : public VisualServer {
  44. enum {
  45. MAX_INSTANCE_CULL = 8192,
  46. MAX_INSTANCE_LIGHTS = 4,
  47. LIGHT_CACHE_DIRTY = -1,
  48. MAX_LIGHTS_CULLED = 256,
  49. MAX_ROOM_CULL = 32,
  50. MAX_EXTERIOR_PORTALS = 128,
  51. MAX_LIGHT_SAMPLERS = 256,
  52. INSTANCE_ROOMLESS_MASK = (1 << 20)
  53. };
  54. static int changes;
  55. RID test_cube;
  56. int black_margin[4];
  57. RID black_image[4];
  58. struct FrameDrawnCallbacks {
  59. ObjectID object;
  60. StringName method;
  61. Variant param;
  62. };
  63. List<FrameDrawnCallbacks> frame_drawn_callbacks;
  64. void _draw_margins();
  65. static void _changes_changed() {}
  66. public:
  67. //if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
  68. //#define DEBUG_CHANGES
  69. #ifdef DEBUG_CHANGES
  70. _FORCE_INLINE_ static void redraw_request() {
  71. changes++;
  72. _changes_changed();
  73. }
  74. #define DISPLAY_CHANGED \
  75. changes++; \
  76. _changes_changed();
  77. #else
  78. _FORCE_INLINE_ static void redraw_request() { changes++; }
  79. #define DISPLAY_CHANGED \
  80. changes++;
  81. #endif
  82. #define BIND0R(m_r, m_name) \
  83. m_r m_name() { return BINDBASE->m_name(); }
  84. #define BIND1R(m_r, m_name, m_type1) \
  85. m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
  86. #define BIND1RC(m_r, m_name, m_type1) \
  87. m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
  88. #define BIND2R(m_r, m_name, m_type1, m_type2) \
  89. m_r m_name(m_type1 arg1, m_type2 arg2) { return BINDBASE->m_name(arg1, arg2); }
  90. #define BIND2RC(m_r, m_name, m_type1, m_type2) \
  91. m_r m_name(m_type1 arg1, m_type2 arg2) const { return BINDBASE->m_name(arg1, arg2); }
  92. #define BIND3RC(m_r, m_name, m_type1, m_type2, m_type3) \
  93. m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) const { return BINDBASE->m_name(arg1, arg2, arg3); }
  94. #define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
  95. m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }
  96. #define BIND1(m_name, m_type1) \
  97. void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
  98. #define BIND2(m_name, m_type1, m_type2) \
  99. void m_name(m_type1 arg1, m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2); }
  100. #define BIND2C(m_name, m_type1, m_type2) \
  101. void m_name(m_type1 arg1, m_type2 arg2) const { BINDBASE->m_name(arg1, arg2); }
  102. #define BIND3(m_name, m_type1, m_type2, m_type3) \
  103. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3); }
  104. #define BIND4(m_name, m_type1, m_type2, m_type3, m_type4) \
  105. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4); }
  106. #define BIND5(m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
  107. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
  108. #define BIND6(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
  109. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
  110. #define BIND7(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7) \
  111. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7); }
  112. #define BIND8(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8) \
  113. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8); }
  114. #define BIND9(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9) \
  115. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9); }
  116. #define BIND10(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10) \
  117. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10); }
  118. #define BIND11(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11) \
  119. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11); }
  120. #define BIND12(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12) \
  121. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); }
  122. #define BIND13(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12, m_type13) \
  123. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12, m_type13 arg13) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13); }
  124. //from now on, calls forwarded to this singleton
  125. #define BINDBASE VSG::storage
  126. /* TEXTURE API */
  127. BIND0R(RID, texture_create)
  128. BIND7(texture_allocate, RID, int, int, int, Image::Format, TextureType, uint32_t)
  129. BIND3(texture_set_data, RID, const Ref<Image> &, int)
  130. BIND10(texture_set_data_partial, RID, const Ref<Image> &, int, int, int, int, int, int, int, int)
  131. BIND2RC(Ref<Image>, texture_get_data, RID, int)
  132. BIND2(texture_set_flags, RID, uint32_t)
  133. BIND1RC(uint32_t, texture_get_flags, RID)
  134. BIND1RC(Image::Format, texture_get_format, RID)
  135. BIND1RC(TextureType, texture_get_type, RID)
  136. BIND1RC(uint32_t, texture_get_texid, RID)
  137. BIND1RC(uint32_t, texture_get_width, RID)
  138. BIND1RC(uint32_t, texture_get_height, RID)
  139. BIND1RC(uint32_t, texture_get_depth, RID)
  140. BIND4(texture_set_size_override, RID, int, int, int)
  141. BIND3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
  142. BIND3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)
  143. BIND3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
  144. BIND2(texture_set_path, RID, const String &)
  145. BIND1RC(String, texture_get_path, RID)
  146. BIND1(texture_set_shrink_all_x2_on_set_data, bool)
  147. BIND1(texture_debug_usage, List<TextureInfo> *)
  148. BIND1(textures_keep_original, bool)
  149. BIND2(texture_set_proxy, RID, RID)
  150. BIND2(texture_set_force_redraw_if_visible, RID, bool)
  151. /* SKY API */
  152. BIND0R(RID, sky_create)
  153. BIND3(sky_set_texture, RID, RID, int)
  154. /* SHADER API */
  155. BIND0R(RID, shader_create)
  156. BIND2(shader_set_code, RID, const String &)
  157. BIND1RC(String, shader_get_code, RID)
  158. BIND2C(shader_get_param_list, RID, List<PropertyInfo> *)
  159. BIND3(shader_set_default_texture_param, RID, const StringName &, RID)
  160. BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
  161. /* COMMON MATERIAL API */
  162. BIND0R(RID, material_create)
  163. BIND2(material_set_shader, RID, RID)
  164. BIND1RC(RID, material_get_shader, RID)
  165. BIND3(material_set_param, RID, const StringName &, const Variant &)
  166. BIND2RC(Variant, material_get_param, RID, const StringName &)
  167. BIND2RC(Variant, material_get_param_default, RID, const StringName &)
  168. BIND2(material_set_render_priority, RID, int)
  169. BIND2(material_set_line_width, RID, float)
  170. BIND2(material_set_next_pass, RID, RID)
  171. /* MESH API */
  172. BIND0R(RID, mesh_create)
  173. BIND10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const AABB &, const Vector<PoolVector<uint8_t> > &, const Vector<AABB> &)
  174. BIND2(mesh_set_blend_shape_count, RID, int)
  175. BIND1RC(int, mesh_get_blend_shape_count, RID)
  176. BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
  177. BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
  178. BIND4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
  179. BIND3(mesh_surface_set_material, RID, int, RID)
  180. BIND2RC(RID, mesh_surface_get_material, RID, int)
  181. BIND2RC(int, mesh_surface_get_array_len, RID, int)
  182. BIND2RC(int, mesh_surface_get_array_index_len, RID, int)
  183. BIND2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)
  184. BIND2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)
  185. BIND2RC(uint32_t, mesh_surface_get_format, RID, int)
  186. BIND2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)
  187. BIND2RC(AABB, mesh_surface_get_aabb, RID, int)
  188. BIND2RC(Vector<PoolVector<uint8_t> >, mesh_surface_get_blend_shapes, RID, int)
  189. BIND2RC(Vector<AABB>, mesh_surface_get_skeleton_aabb, RID, int)
  190. BIND2(mesh_remove_surface, RID, int)
  191. BIND1RC(int, mesh_get_surface_count, RID)
  192. BIND2(mesh_set_custom_aabb, RID, const AABB &)
  193. BIND1RC(AABB, mesh_get_custom_aabb, RID)
  194. BIND1(mesh_clear, RID)
  195. /* MULTIMESH API */
  196. BIND0R(RID, multimesh_create)
  197. BIND5(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat, MultimeshCustomDataFormat)
  198. BIND1RC(int, multimesh_get_instance_count, RID)
  199. BIND2(multimesh_set_mesh, RID, RID)
  200. BIND3(multimesh_instance_set_transform, RID, int, const Transform &)
  201. BIND3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
  202. BIND3(multimesh_instance_set_color, RID, int, const Color &)
  203. BIND3(multimesh_instance_set_custom_data, RID, int, const Color &)
  204. BIND1RC(RID, multimesh_get_mesh, RID)
  205. BIND1RC(AABB, multimesh_get_aabb, RID)
  206. BIND2RC(Transform, multimesh_instance_get_transform, RID, int)
  207. BIND2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
  208. BIND2RC(Color, multimesh_instance_get_color, RID, int)
  209. BIND2RC(Color, multimesh_instance_get_custom_data, RID, int)
  210. BIND2(multimesh_set_as_bulk_array, RID, const PoolVector<float> &)
  211. BIND2(multimesh_set_visible_instances, RID, int)
  212. BIND1RC(int, multimesh_get_visible_instances, RID)
  213. /* IMMEDIATE API */
  214. BIND0R(RID, immediate_create)
  215. BIND3(immediate_begin, RID, PrimitiveType, RID)
  216. BIND2(immediate_vertex, RID, const Vector3 &)
  217. BIND2(immediate_normal, RID, const Vector3 &)
  218. BIND2(immediate_tangent, RID, const Plane &)
  219. BIND2(immediate_color, RID, const Color &)
  220. BIND2(immediate_uv, RID, const Vector2 &)
  221. BIND2(immediate_uv2, RID, const Vector2 &)
  222. BIND1(immediate_end, RID)
  223. BIND1(immediate_clear, RID)
  224. BIND2(immediate_set_material, RID, RID)
  225. BIND1RC(RID, immediate_get_material, RID)
  226. /* SKELETON API */
  227. BIND0R(RID, skeleton_create)
  228. BIND3(skeleton_allocate, RID, int, bool)
  229. BIND1RC(int, skeleton_get_bone_count, RID)
  230. BIND3(skeleton_bone_set_transform, RID, int, const Transform &)
  231. BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
  232. BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
  233. BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
  234. BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
  235. /* Light API */
  236. BIND0R(RID, directional_light_create)
  237. BIND0R(RID, omni_light_create)
  238. BIND0R(RID, spot_light_create)
  239. BIND2(light_set_color, RID, const Color &)
  240. BIND3(light_set_param, RID, LightParam, float)
  241. BIND2(light_set_shadow, RID, bool)
  242. BIND2(light_set_shadow_color, RID, const Color &)
  243. BIND2(light_set_projector, RID, RID)
  244. BIND2(light_set_negative, RID, bool)
  245. BIND2(light_set_cull_mask, RID, uint32_t)
  246. BIND2(light_set_reverse_cull_face_mode, RID, bool)
  247. BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
  248. BIND2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)
  249. BIND2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
  250. BIND2(light_directional_set_blend_splits, RID, bool)
  251. BIND2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
  252. /* PROBE API */
  253. BIND0R(RID, reflection_probe_create)
  254. BIND2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
  255. BIND2(reflection_probe_set_intensity, RID, float)
  256. BIND2(reflection_probe_set_interior_ambient, RID, const Color &)
  257. BIND2(reflection_probe_set_interior_ambient_energy, RID, float)
  258. BIND2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)
  259. BIND2(reflection_probe_set_max_distance, RID, float)
  260. BIND2(reflection_probe_set_extents, RID, const Vector3 &)
  261. BIND2(reflection_probe_set_origin_offset, RID, const Vector3 &)
  262. BIND2(reflection_probe_set_as_interior, RID, bool)
  263. BIND2(reflection_probe_set_enable_box_projection, RID, bool)
  264. BIND2(reflection_probe_set_enable_shadows, RID, bool)
  265. BIND2(reflection_probe_set_cull_mask, RID, uint32_t)
  266. BIND2(reflection_probe_set_resolution, RID, int)
  267. /* BAKED LIGHT API */
  268. BIND0R(RID, gi_probe_create)
  269. BIND2(gi_probe_set_bounds, RID, const AABB &)
  270. BIND1RC(AABB, gi_probe_get_bounds, RID)
  271. BIND2(gi_probe_set_cell_size, RID, float)
  272. BIND1RC(float, gi_probe_get_cell_size, RID)
  273. BIND2(gi_probe_set_to_cell_xform, RID, const Transform &)
  274. BIND1RC(Transform, gi_probe_get_to_cell_xform, RID)
  275. BIND2(gi_probe_set_dynamic_range, RID, int)
  276. BIND1RC(int, gi_probe_get_dynamic_range, RID)
  277. BIND2(gi_probe_set_energy, RID, float)
  278. BIND1RC(float, gi_probe_get_energy, RID)
  279. BIND2(gi_probe_set_bias, RID, float)
  280. BIND1RC(float, gi_probe_get_bias, RID)
  281. BIND2(gi_probe_set_normal_bias, RID, float)
  282. BIND1RC(float, gi_probe_get_normal_bias, RID)
  283. BIND2(gi_probe_set_propagation, RID, float)
  284. BIND1RC(float, gi_probe_get_propagation, RID)
  285. BIND2(gi_probe_set_interior, RID, bool)
  286. BIND1RC(bool, gi_probe_is_interior, RID)
  287. BIND2(gi_probe_set_compress, RID, bool)
  288. BIND1RC(bool, gi_probe_is_compressed, RID)
  289. BIND2(gi_probe_set_dynamic_data, RID, const PoolVector<int> &)
  290. BIND1RC(PoolVector<int>, gi_probe_get_dynamic_data, RID)
  291. /* LIGHTMAP CAPTURE */
  292. BIND0R(RID, lightmap_capture_create)
  293. BIND2(lightmap_capture_set_bounds, RID, const AABB &)
  294. BIND1RC(AABB, lightmap_capture_get_bounds, RID)
  295. BIND2(lightmap_capture_set_octree, RID, const PoolVector<uint8_t> &)
  296. BIND1RC(PoolVector<uint8_t>, lightmap_capture_get_octree, RID)
  297. BIND2(lightmap_capture_set_octree_cell_transform, RID, const Transform &)
  298. BIND1RC(Transform, lightmap_capture_get_octree_cell_transform, RID)
  299. BIND2(lightmap_capture_set_octree_cell_subdiv, RID, int)
  300. BIND1RC(int, lightmap_capture_get_octree_cell_subdiv, RID)
  301. BIND2(lightmap_capture_set_energy, RID, float)
  302. BIND1RC(float, lightmap_capture_get_energy, RID)
  303. /* PARTICLES */
  304. BIND0R(RID, particles_create)
  305. BIND2(particles_set_emitting, RID, bool)
  306. BIND1R(bool, particles_get_emitting, RID)
  307. BIND2(particles_set_amount, RID, int)
  308. BIND2(particles_set_lifetime, RID, float)
  309. BIND2(particles_set_one_shot, RID, bool)
  310. BIND2(particles_set_pre_process_time, RID, float)
  311. BIND2(particles_set_explosiveness_ratio, RID, float)
  312. BIND2(particles_set_randomness_ratio, RID, float)
  313. BIND2(particles_set_custom_aabb, RID, const AABB &)
  314. BIND2(particles_set_speed_scale, RID, float)
  315. BIND2(particles_set_use_local_coordinates, RID, bool)
  316. BIND2(particles_set_process_material, RID, RID)
  317. BIND2(particles_set_fixed_fps, RID, int)
  318. BIND2(particles_set_fractional_delta, RID, bool)
  319. BIND1(particles_restart, RID)
  320. BIND2(particles_set_draw_order, RID, VS::ParticlesDrawOrder)
  321. BIND2(particles_set_draw_passes, RID, int)
  322. BIND3(particles_set_draw_pass_mesh, RID, int, RID)
  323. BIND1R(AABB, particles_get_current_aabb, RID)
  324. BIND2(particles_set_emission_transform, RID, const Transform &)
  325. #undef BINDBASE
  326. //from now on, calls forwarded to this singleton
  327. #define BINDBASE VSG::scene
  328. /* CAMERA API */
  329. BIND0R(RID, camera_create)
  330. BIND4(camera_set_perspective, RID, float, float, float)
  331. BIND4(camera_set_orthogonal, RID, float, float, float)
  332. BIND2(camera_set_transform, RID, const Transform &)
  333. BIND2(camera_set_cull_mask, RID, uint32_t)
  334. BIND2(camera_set_environment, RID, RID)
  335. BIND2(camera_set_use_vertical_aspect, RID, bool)
  336. #undef BINDBASE
  337. //from now on, calls forwarded to this singleton
  338. #define BINDBASE VSG::viewport
  339. /* VIEWPORT TARGET API */
  340. BIND0R(RID, viewport_create)
  341. BIND2(viewport_set_use_arvr, RID, bool)
  342. BIND3(viewport_set_size, RID, int, int)
  343. BIND2(viewport_set_active, RID, bool)
  344. BIND2(viewport_set_parent_viewport, RID, RID)
  345. BIND2(viewport_set_clear_mode, RID, ViewportClearMode)
  346. BIND3(viewport_attach_to_screen, RID, const Rect2 &, int)
  347. BIND1(viewport_detach, RID)
  348. BIND2(viewport_set_update_mode, RID, ViewportUpdateMode)
  349. BIND2(viewport_set_vflip, RID, bool)
  350. BIND1RC(RID, viewport_get_texture, RID)
  351. BIND2(viewport_set_hide_scenario, RID, bool)
  352. BIND2(viewport_set_hide_canvas, RID, bool)
  353. BIND2(viewport_set_disable_environment, RID, bool)
  354. BIND2(viewport_set_disable_3d, RID, bool)
  355. BIND2(viewport_set_keep_3d_linear, RID, bool)
  356. BIND2(viewport_attach_camera, RID, RID)
  357. BIND2(viewport_set_scenario, RID, RID)
  358. BIND2(viewport_attach_canvas, RID, RID)
  359. BIND2(viewport_remove_canvas, RID, RID)
  360. BIND3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
  361. BIND2(viewport_set_transparent_background, RID, bool)
  362. BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &)
  363. BIND4(viewport_set_canvas_stacking, RID, RID, int, int)
  364. BIND2(viewport_set_shadow_atlas_size, RID, int)
  365. BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
  366. BIND2(viewport_set_msaa, RID, ViewportMSAA)
  367. BIND2(viewport_set_hdr, RID, bool)
  368. BIND2(viewport_set_usage, RID, ViewportUsage)
  369. BIND2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
  370. BIND2(viewport_set_debug_draw, RID, ViewportDebugDraw)
  371. /* ENVIRONMENT API */
  372. #undef BINDBASE
  373. //from now on, calls forwarded to this singleton
  374. #define BINDBASE VSG::scene_render
  375. BIND0R(RID, environment_create)
  376. BIND2(environment_set_background, RID, EnvironmentBG)
  377. BIND2(environment_set_sky, RID, RID)
  378. BIND2(environment_set_sky_custom_fov, RID, float)
  379. BIND2(environment_set_sky_orientation, RID, const Basis &)
  380. BIND2(environment_set_bg_color, RID, const Color &)
  381. BIND2(environment_set_bg_energy, RID, float)
  382. BIND2(environment_set_canvas_max_layer, RID, int)
  383. BIND4(environment_set_ambient_light, RID, const Color &, float, float)
  384. BIND7(environment_set_ssr, RID, bool, int, float, float, float, bool)
  385. BIND13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
  386. BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
  387. BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
  388. BIND11(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
  389. BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
  390. BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
  391. BIND5(environment_set_fog, RID, bool, const Color &, const Color &, float)
  392. BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
  393. BIND5(environment_set_fog_height, RID, bool, float, float, float)
  394. /* SCENARIO API */
  395. #undef BINDBASE
  396. #define BINDBASE VSG::scene
  397. BIND0R(RID, scenario_create)
  398. BIND2(scenario_set_debug, RID, ScenarioDebugMode)
  399. BIND2(scenario_set_environment, RID, RID)
  400. BIND3(scenario_set_reflection_atlas_size, RID, int, int)
  401. BIND2(scenario_set_fallback_environment, RID, RID)
  402. /* INSTANCING API */
  403. // from can be mesh, light, area and portal so far.
  404. BIND0R(RID, instance_create)
  405. BIND2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
  406. BIND2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
  407. BIND2(instance_set_layer_mask, RID, uint32_t)
  408. BIND2(instance_set_transform, RID, const Transform &)
  409. BIND2(instance_attach_object_instance_id, RID, ObjectID)
  410. BIND3(instance_set_blend_shape_weight, RID, int, float)
  411. BIND3(instance_set_surface_material, RID, int, RID)
  412. BIND2(instance_set_visible, RID, bool)
  413. BIND3(instance_set_use_lightmap, RID, RID, RID)
  414. BIND2(instance_set_custom_aabb, RID, AABB)
  415. BIND2(instance_attach_skeleton, RID, RID)
  416. BIND2(instance_set_exterior, RID, bool)
  417. BIND2(instance_set_extra_visibility_margin, RID, real_t)
  418. // don't use these in a game!
  419. BIND2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
  420. BIND3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
  421. BIND2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
  422. BIND3(instance_geometry_set_flag, RID, InstanceFlags, bool)
  423. BIND2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
  424. BIND2(instance_geometry_set_material_override, RID, RID)
  425. BIND5(instance_geometry_set_draw_range, RID, float, float, float, float)
  426. BIND2(instance_geometry_set_as_instance_lod, RID, RID)
  427. #undef BINDBASE
  428. //from now on, calls forwarded to this singleton
  429. #define BINDBASE VSG::canvas
  430. /* CANVAS (2D) */
  431. BIND0R(RID, canvas_create)
  432. BIND3(canvas_set_item_mirroring, RID, RID, const Point2 &)
  433. BIND2(canvas_set_modulate, RID, const Color &)
  434. BIND0R(RID, canvas_item_create)
  435. BIND2(canvas_item_set_parent, RID, RID)
  436. BIND2(canvas_item_set_visible, RID, bool)
  437. BIND2(canvas_item_set_light_mask, RID, int)
  438. BIND2(canvas_item_set_update_when_visible, RID, bool)
  439. BIND2(canvas_item_set_transform, RID, const Transform2D &)
  440. BIND2(canvas_item_set_clip, RID, bool)
  441. BIND2(canvas_item_set_distance_field_mode, RID, bool)
  442. BIND3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
  443. BIND2(canvas_item_set_modulate, RID, const Color &)
  444. BIND2(canvas_item_set_self_modulate, RID, const Color &)
  445. BIND2(canvas_item_set_draw_behind_parent, RID, bool)
  446. BIND6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
  447. BIND5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
  448. BIND5(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
  449. BIND3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
  450. BIND4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
  451. BIND7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID)
  452. BIND8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool)
  453. BIND11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
  454. BIND7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
  455. BIND7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
  456. BIND10(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID)
  457. BIND4(canvas_item_add_mesh, RID, const RID &, RID, RID)
  458. BIND4(canvas_item_add_multimesh, RID, RID, RID, RID)
  459. BIND4(canvas_item_add_particles, RID, RID, RID, RID)
  460. BIND2(canvas_item_add_set_transform, RID, const Transform2D &)
  461. BIND2(canvas_item_add_clip_ignore, RID, bool)
  462. BIND2(canvas_item_set_sort_children_by_y, RID, bool)
  463. BIND2(canvas_item_set_z_index, RID, int)
  464. BIND2(canvas_item_set_z_as_relative_to_parent, RID, bool)
  465. BIND3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
  466. BIND2(canvas_item_attach_skeleton, RID, RID)
  467. BIND1(canvas_item_clear, RID)
  468. BIND2(canvas_item_set_draw_index, RID, int)
  469. BIND2(canvas_item_set_material, RID, RID)
  470. BIND2(canvas_item_set_use_parent_material, RID, bool)
  471. BIND0R(RID, canvas_light_create)
  472. BIND2(canvas_light_attach_to_canvas, RID, RID)
  473. BIND2(canvas_light_set_enabled, RID, bool)
  474. BIND2(canvas_light_set_scale, RID, float)
  475. BIND2(canvas_light_set_transform, RID, const Transform2D &)
  476. BIND2(canvas_light_set_texture, RID, RID)
  477. BIND2(canvas_light_set_texture_offset, RID, const Vector2 &)
  478. BIND2(canvas_light_set_color, RID, const Color &)
  479. BIND2(canvas_light_set_height, RID, float)
  480. BIND2(canvas_light_set_energy, RID, float)
  481. BIND3(canvas_light_set_z_range, RID, int, int)
  482. BIND3(canvas_light_set_layer_range, RID, int, int)
  483. BIND2(canvas_light_set_item_cull_mask, RID, int)
  484. BIND2(canvas_light_set_item_shadow_cull_mask, RID, int)
  485. BIND2(canvas_light_set_mode, RID, CanvasLightMode)
  486. BIND2(canvas_light_set_shadow_enabled, RID, bool)
  487. BIND2(canvas_light_set_shadow_buffer_size, RID, int)
  488. BIND2(canvas_light_set_shadow_gradient_length, RID, float)
  489. BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
  490. BIND2(canvas_light_set_shadow_color, RID, const Color &)
  491. BIND2(canvas_light_set_shadow_smooth, RID, float)
  492. BIND0R(RID, canvas_light_occluder_create)
  493. BIND2(canvas_light_occluder_attach_to_canvas, RID, RID)
  494. BIND2(canvas_light_occluder_set_enabled, RID, bool)
  495. BIND2(canvas_light_occluder_set_polygon, RID, RID)
  496. BIND2(canvas_light_occluder_set_transform, RID, const Transform2D &)
  497. BIND2(canvas_light_occluder_set_light_mask, RID, int)
  498. BIND0R(RID, canvas_occluder_polygon_create)
  499. BIND3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
  500. BIND2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)
  501. BIND2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
  502. /* BLACK BARS */
  503. virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
  504. virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);
  505. /* FREE */
  506. virtual void free(RID p_rid); ///< free RIDs associated with the visual server
  507. /* EVENT QUEUING */
  508. virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata);
  509. virtual void draw(bool p_swap_buffers, double frame_step);
  510. virtual void sync();
  511. virtual bool has_changed() const;
  512. virtual void init();
  513. virtual void finish();
  514. /* STATUS INFORMATION */
  515. virtual int get_render_info(RenderInfo p_info);
  516. virtual RID get_test_cube();
  517. /* TESTING */
  518. virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale);
  519. virtual void set_default_clear_color(const Color &p_color);
  520. virtual bool has_feature(Features p_feature) const;
  521. virtual bool has_os_feature(const String &p_feature) const;
  522. virtual void set_debug_generate_wireframes(bool p_generate);
  523. virtual void call_set_use_vsync(bool p_enable);
  524. virtual bool is_low_end() const;
  525. VisualServerRaster();
  526. ~VisualServerRaster();
  527. #undef DISPLAY_CHANGED
  528. #undef BIND0R
  529. #undef BIND1RC
  530. #undef BIND2RC
  531. #undef BIND3RC
  532. #undef BIND4RC
  533. #undef BIND1
  534. #undef BIND2
  535. #undef BIND3
  536. #undef BIND4
  537. #undef BIND5
  538. #undef BIND6
  539. #undef BIND7
  540. #undef BIND8
  541. #undef BIND9
  542. #undef BIND10
  543. };
  544. #endif