godot/servers/rendering_server.h

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/*************************************************************************/
/* rendering_server.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RENDERING_SERVER_H
#define RENDERING_SERVER_H
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#include "core/io/image.h"
#include "core/math/geometry_3d.h"
#include "core/math/transform_2d.h"
#include "core/object/class_db.h"
#include "core/object/worker_thread_pool.h"
#include "core/templates/rid.h"
#include "core/variant/typed_array.h"
#include "core/variant/variant.h"
#include "servers/display_server.h"
#include "servers/rendering/rendering_device.h"
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template <typename T>
class TypedArray;
class RenderingServer : public Object {
GDCLASS(RenderingServer, Object);
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static RenderingServer *singleton;
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int mm_policy = 0;
bool render_loop_enabled = true;
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Array _get_array_from_surface(uint32_t p_format, Vector<uint8_t> p_vertex_data, Vector<uint8_t> p_attrib_data, Vector<uint8_t> p_skin_data, int p_vertex_len, Vector<uint8_t> p_index_data, int p_index_len) const;
const Vector2 SMALL_VEC2 = Vector2(CMP_EPSILON, CMP_EPSILON);
const Vector3 SMALL_VEC3 = Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON);
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protected:
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RID _make_test_cube();
void _free_internal_rids();
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RID test_texture;
RID white_texture;
RID test_material;
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Error _surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_vertex_stride, uint32_t p_attrib_stride, uint32_t p_skin_stride, Vector<uint8_t> &r_vertex_array, Vector<uint8_t> &r_attrib_array, Vector<uint8_t> &r_skin_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb);
static RenderingServer *(*create_func)();
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static void _bind_methods();
public:
static RenderingServer *get_singleton();
static RenderingServer *create();
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enum {
NO_INDEX_ARRAY = -1,
ARRAY_WEIGHTS_SIZE = 4,
CANVAS_ITEM_Z_MIN = -4096,
CANVAS_ITEM_Z_MAX = 4096,
MAX_GLOW_LEVELS = 7,
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MAX_CURSORS = 8,
MAX_2D_DIRECTIONAL_LIGHTS = 8,
MAX_MESH_SURFACES = 256
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};
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/* TEXTURE API */
enum TextureLayeredType {
TEXTURE_LAYERED_2D_ARRAY,
TEXTURE_LAYERED_CUBEMAP,
TEXTURE_LAYERED_CUBEMAP_ARRAY,
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};
enum CubeMapLayer {
CUBEMAP_LAYER_LEFT,
CUBEMAP_LAYER_RIGHT,
CUBEMAP_LAYER_BOTTOM,
CUBEMAP_LAYER_TOP,
CUBEMAP_LAYER_FRONT,
CUBEMAP_LAYER_BACK
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};
virtual RID texture_2d_create(const Ref<Image> &p_image) = 0;
virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, TextureLayeredType p_layered_type) = 0;
virtual RID texture_3d_create(Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) = 0; //all slices, then all the mipmaps, must be coherent
virtual RID texture_proxy_create(RID p_base) = 0;
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virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0;
virtual void texture_proxy_update(RID p_texture, RID p_proxy_to) = 0;
// These two APIs can be used together or in combination with the others.
virtual RID texture_2d_placeholder_create() = 0;
virtual RID texture_2d_layered_placeholder_create(TextureLayeredType p_layered_type) = 0;
virtual RID texture_3d_placeholder_create() = 0;
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virtual Ref<Image> texture_2d_get(RID p_texture) const = 0;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0;
virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const = 0;
virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
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virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
virtual String texture_get_path(RID p_texture) const = 0;
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typedef void (*TextureDetectCallback)(void *);
virtual void texture_set_detect_3d_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0;
virtual void texture_set_detect_normal_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0;
enum TextureDetectRoughnessChannel {
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TEXTURE_DETECT_ROUGHNESS_R,
TEXTURE_DETECT_ROUGHNESS_G,
TEXTURE_DETECT_ROUGHNESS_B,
TEXTURE_DETECT_ROUGHNESS_A,
TEXTURE_DETECT_ROUGHNESS_GRAY,
};
typedef void (*TextureDetectRoughnessCallback)(void *, const String &, TextureDetectRoughnessChannel);
virtual void texture_set_detect_roughness_callback(RID p_texture, TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0;
struct TextureInfo {
RID texture;
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uint32_t width;
uint32_t height;
uint32_t depth;
Image::Format format;
int bytes;
String path;
};
virtual void texture_debug_usage(List<TextureInfo> *r_info) = 0;
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Array _texture_debug_usage_bind();
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virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
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/* SHADER API */
enum ShaderMode {
SHADER_SPATIAL,
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SHADER_CANVAS_ITEM,
SHADER_PARTICLES,
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SHADER_SKY,
SHADER_FOG,
SHADER_MAX
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};
virtual RID shader_create() = 0;
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virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
virtual void shader_set_path_hint(RID p_shader, const String &p_path) = 0;
virtual String shader_get_code(RID p_shader) const = 0;
virtual void shader_get_shader_uniform_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index = 0) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index = 0) const = 0;
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struct ShaderNativeSourceCode {
struct Version {
struct Stage {
String name;
String code;
};
Vector<Stage> stages;
};
Vector<Version> versions;
};
virtual ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0;
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/* COMMON MATERIAL API */
enum {
MATERIAL_RENDER_PRIORITY_MIN = -128,
MATERIAL_RENDER_PRIORITY_MAX = 127,
};
virtual RID material_create() = 0;
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virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
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virtual void material_set_render_priority(RID p_material, int priority) = 0;
virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
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/* MESH API */
enum ArrayType {
ARRAY_VERTEX = 0, // RG32F or RGB32F (depending on 2D bit)
ARRAY_NORMAL = 1, // A2B10G10R10, A is ignored.
ARRAY_TANGENT = 2, // A2B10G10R10, A flips sign of binormal.
ARRAY_COLOR = 3, // RGBA8
ARRAY_TEX_UV = 4, // RG32F
ARRAY_TEX_UV2 = 5, // RG32F
ARRAY_CUSTOM0 = 6, // Depends on ArrayCustomFormat.
ARRAY_CUSTOM1 = 7,
ARRAY_CUSTOM2 = 8,
ARRAY_CUSTOM3 = 9,
ARRAY_BONES = 10, // RGBA16UI (x2 if 8 weights)
ARRAY_WEIGHTS = 11, // RGBA16UNORM (x2 if 8 weights)
ARRAY_INDEX = 12, // 16 or 32 bits depending on length > 0xFFFF.
ARRAY_MAX = 13
};
enum {
ARRAY_CUSTOM_COUNT = ARRAY_BONES - ARRAY_CUSTOM0
};
enum ArrayCustomFormat {
ARRAY_CUSTOM_RGBA8_UNORM,
ARRAY_CUSTOM_RGBA8_SNORM,
ARRAY_CUSTOM_RG_HALF,
ARRAY_CUSTOM_RGBA_HALF,
ARRAY_CUSTOM_R_FLOAT,
ARRAY_CUSTOM_RG_FLOAT,
ARRAY_CUSTOM_RGB_FLOAT,
ARRAY_CUSTOM_RGBA_FLOAT,
ARRAY_CUSTOM_MAX
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};
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enum ArrayFormat {
/* ARRAY FORMAT FLAGS */
ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX,
ARRAY_FORMAT_NORMAL = 1 << ARRAY_NORMAL,
ARRAY_FORMAT_TANGENT = 1 << ARRAY_TANGENT,
ARRAY_FORMAT_COLOR = 1 << ARRAY_COLOR,
ARRAY_FORMAT_TEX_UV = 1 << ARRAY_TEX_UV,
ARRAY_FORMAT_TEX_UV2 = 1 << ARRAY_TEX_UV2,
ARRAY_FORMAT_CUSTOM0 = 1 << ARRAY_CUSTOM0,
ARRAY_FORMAT_CUSTOM1 = 1 << ARRAY_CUSTOM1,
ARRAY_FORMAT_CUSTOM2 = 1 << ARRAY_CUSTOM2,
ARRAY_FORMAT_CUSTOM3 = 1 << ARRAY_CUSTOM3,
ARRAY_FORMAT_BONES = 1 << ARRAY_BONES,
ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS,
ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX,
ARRAY_FORMAT_BLEND_SHAPE_MASK = ARRAY_FORMAT_VERTEX | ARRAY_FORMAT_NORMAL | ARRAY_FORMAT_TANGENT,
ARRAY_FORMAT_CUSTOM_BASE = (ARRAY_INDEX + 1),
ARRAY_FORMAT_CUSTOM_BITS = 3,
ARRAY_FORMAT_CUSTOM_MASK = 0x7,
ARRAY_FORMAT_CUSTOM0_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + 0),
ARRAY_FORMAT_CUSTOM1_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS),
ARRAY_FORMAT_CUSTOM2_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * 2),
ARRAY_FORMAT_CUSTOM3_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * 3),
ARRAY_COMPRESS_FLAGS_BASE = (ARRAY_INDEX + 1 + 12),
ARRAY_FLAG_USE_2D_VERTICES = 1 << (ARRAY_COMPRESS_FLAGS_BASE + 0),
ARRAY_FLAG_USE_DYNAMIC_UPDATE = 1 << (ARRAY_COMPRESS_FLAGS_BASE + 1),
ARRAY_FLAG_USE_8_BONE_WEIGHTS = 1 << (ARRAY_COMPRESS_FLAGS_BASE + 2),
ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY = 1 << (ARRAY_INDEX + 1 + 15),
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};
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enum PrimitiveType {
PRIMITIVE_POINTS,
PRIMITIVE_LINES,
PRIMITIVE_LINE_STRIP,
PRIMITIVE_TRIANGLES,
PRIMITIVE_TRIANGLE_STRIP,
PRIMITIVE_MAX,
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};
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struct SurfaceData {
PrimitiveType primitive = PRIMITIVE_MAX;
uint32_t format = 0;
Vector<uint8_t> vertex_data; // Vertex, Normal, Tangent (change with skinning, blendshape).
Vector<uint8_t> attribute_data; // Color, UV, UV2, Custom0-3.
Vector<uint8_t> skin_data; // Bone index, Bone weight.
uint32_t vertex_count = 0;
Vector<uint8_t> index_data;
uint32_t index_count = 0;
AABB aabb;
struct LOD {
float edge_length = 0.0f;
Vector<uint8_t> index_data;
};
Vector<LOD> lods;
Vector<AABB> bone_aabbs;
Vector<uint8_t> blend_shape_data;
RID material;
};
virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) = 0;
virtual RID mesh_create() = 0;
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virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) = 0;
virtual uint32_t mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_array_index) const;
virtual uint32_t mesh_surface_get_format_vertex_stride(uint32_t p_format, int p_vertex_len) const;
virtual uint32_t mesh_surface_get_format_attribute_stride(uint32_t p_format, int p_vertex_len) const;
virtual uint32_t mesh_surface_get_format_skin_stride(uint32_t p_format, int p_vertex_len) const;
/// Returns stride
virtual void mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets, uint32_t &r_vertex_element_size, uint32_t &r_attrib_element_size, uint32_t &r_skin_element_size) const;
virtual Error mesh_create_surface_data_from_arrays(SurfaceData *r_surface_data, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = 0);
Array mesh_create_arrays_from_surface_data(const SurfaceData &p_data) const;
Array mesh_surface_get_arrays(RID p_mesh, int p_surface) const;
TypedArray<Array> mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const;
Dictionary mesh_surface_get_lods(RID p_mesh, int p_surface) const;
virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = 0);
virtual void mesh_add_surface(RID p_mesh, const SurfaceData &p_surface) = 0;
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virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;
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enum BlendShapeMode {
BLEND_SHAPE_MODE_NORMALIZED,
BLEND_SHAPE_MODE_RELATIVE,
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};
virtual void mesh_set_blend_shape_mode(RID p_mesh, BlendShapeMode p_mode) = 0;
virtual BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
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virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
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virtual SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const = 0;
virtual int mesh_get_surface_count(RID p_mesh) const = 0;
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virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) = 0;
virtual void mesh_clear(RID p_mesh) = 0;
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/* MULTIMESH API */
virtual RID multimesh_create() = 0;
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enum MultimeshTransformFormat {
MULTIMESH_TRANSFORM_2D,
MULTIMESH_TRANSFORM_3D,
};
virtual void multimesh_allocate_data(RID p_multimesh, int p_instances, MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) = 0;
virtual int multimesh_get_instance_count(RID p_multimesh) const = 0;
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virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) = 0;
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0;
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0;
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virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;
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virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0;
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virtual Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0;
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;
virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) = 0;
virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const = 0;
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virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;
/* SKELETON API */
virtual RID skeleton_create() = 0;
virtual void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0;
virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) = 0;
virtual Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
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virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
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/* Light API */
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enum LightType {
LIGHT_DIRECTIONAL,
LIGHT_OMNI,
LIGHT_SPOT
};
enum LightParam {
LIGHT_PARAM_ENERGY,
LIGHT_PARAM_INDIRECT_ENERGY,
LIGHT_PARAM_SPECULAR,
LIGHT_PARAM_RANGE,
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LIGHT_PARAM_SIZE,
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LIGHT_PARAM_ATTENUATION,
LIGHT_PARAM_SPOT_ANGLE,
LIGHT_PARAM_SPOT_ATTENUATION,
LIGHT_PARAM_SHADOW_MAX_DISTANCE,
LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
LIGHT_PARAM_SHADOW_FADE_START,
LIGHT_PARAM_SHADOW_NORMAL_BIAS,
LIGHT_PARAM_SHADOW_BIAS,
LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
LIGHT_PARAM_SHADOW_OPACITY,
LIGHT_PARAM_SHADOW_BLUR,
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LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE,
LIGHT_PARAM_TRANSMITTANCE_BIAS,
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LIGHT_PARAM_MAX
};
virtual RID directional_light_create() = 0;
virtual RID omni_light_create() = 0;
virtual RID spot_light_create() = 0;
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virtual void light_set_color(RID p_light, const Color &p_color) = 0;
virtual void light_set_param(RID p_light, LightParam p_param, float p_value) = 0;
virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
virtual void light_set_projector(RID p_light, RID p_texture) = 0;
virtual void light_set_negative(RID p_light, bool p_enable) = 0;
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;
virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) = 0;
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;
enum LightBakeMode {
LIGHT_BAKE_DISABLED,
LIGHT_BAKE_STATIC,
LIGHT_BAKE_DYNAMIC,
};
virtual void light_set_bake_mode(RID p_light, LightBakeMode p_bake_mode) = 0;
virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) = 0;
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// Omni light
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enum LightOmniShadowMode {
LIGHT_OMNI_SHADOW_DUAL_PARABOLOID,
LIGHT_OMNI_SHADOW_CUBE,
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};
virtual void light_omni_set_shadow_mode(RID p_light, LightOmniShadowMode p_mode) = 0;
// Directional light
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enum LightDirectionalShadowMode {
LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL,
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS,
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS,
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};
enum LightDirectionalSkyMode {
LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY,
LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY,
LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY,
};
virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
virtual void light_directional_set_sky_mode(RID p_light, LightDirectionalSkyMode p_mode) = 0;
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virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0;
enum ShadowQuality {
SHADOW_QUALITY_HARD,
SHADOW_QUALITY_SOFT_VERY_LOW,
SHADOW_QUALITY_SOFT_LOW,
SHADOW_QUALITY_SOFT_MEDIUM,
SHADOW_QUALITY_SOFT_HIGH,
SHADOW_QUALITY_SOFT_ULTRA,
SHADOW_QUALITY_MAX
};
virtual void positional_soft_shadow_filter_set_quality(ShadowQuality p_quality) = 0;
virtual void directional_soft_shadow_filter_set_quality(ShadowQuality p_quality) = 0;
enum LightProjectorFilter {
LIGHT_PROJECTOR_FILTER_NEAREST,
LIGHT_PROJECTOR_FILTER_LINEAR,
LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS,
LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS,
LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC,
LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC,
};
virtual void light_projectors_set_filter(LightProjectorFilter p_filter) = 0;
/* PROBE API */
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virtual RID reflection_probe_create() = 0;
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enum ReflectionProbeUpdateMode {
REFLECTION_PROBE_UPDATE_ONCE,
REFLECTION_PROBE_UPDATE_ALWAYS,
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};
virtual void reflection_probe_set_update_mode(RID p_probe, ReflectionProbeUpdateMode p_mode) = 0;
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0;
enum ReflectionProbeAmbientMode {
REFLECTION_PROBE_AMBIENT_DISABLED,
REFLECTION_PROBE_AMBIENT_ENVIRONMENT,
REFLECTION_PROBE_AMBIENT_COLOR,
};
virtual void reflection_probe_set_ambient_mode(RID p_probe, ReflectionProbeAmbientMode p_mode) = 0;
virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) = 0;
virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) = 0;
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0;
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0;
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0;
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;
virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_pixels) = 0;
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/* DECAL API */
enum DecalTexture {
DECAL_TEXTURE_ALBEDO,
DECAL_TEXTURE_NORMAL,
DECAL_TEXTURE_ORM,
DECAL_TEXTURE_EMISSION,
DECAL_TEXTURE_MAX
};
virtual RID decal_create() = 0;
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) = 0;
virtual void decal_set_texture(RID p_decal, DecalTexture p_type, RID p_texture) = 0;
virtual void decal_set_emission_energy(RID p_decal, float p_energy) = 0;
virtual void decal_set_albedo_mix(RID p_decal, float p_mix) = 0;
virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) = 0;
virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) = 0;
virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) = 0;
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) = 0;
virtual void decal_set_normal_fade(RID p_decal, float p_fade) = 0;
enum DecalFilter {
DECAL_FILTER_NEAREST,
DECAL_FILTER_LINEAR,
DECAL_FILTER_NEAREST_MIPMAPS,
DECAL_FILTER_LINEAR_MIPMAPS,
DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC,
DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC,
};
virtual void decals_set_filter(DecalFilter p_quality) = 0;
/* VOXEL GI API */
virtual RID voxel_gi_create() = 0;
virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) = 0;
virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const = 0;
virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const = 0;
virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const = 0;
virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const = 0;
virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const = 0;
virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const = 0;
virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const = 0;
virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) = 0;
virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) = 0;
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0;
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0;
virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) = 0;
virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) = 0;
virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) = 0;
enum VoxelGIQuality {
VOXEL_GI_QUALITY_LOW,
VOXEL_GI_QUALITY_HIGH,
};
virtual void voxel_gi_set_quality(VoxelGIQuality) = 0;
/* LIGHTMAP */
virtual RID lightmap_create() = 0;
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) = 0;
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) = 0;
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) = 0;
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) = 0;
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const = 0;
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const = 0;
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const = 0;
virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const = 0;
virtual void lightmap_set_probe_capture_update_speed(float p_speed) = 0;
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/* PARTICLES API */
virtual RID particles_create() = 0;
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enum ParticlesMode {
PARTICLES_MODE_2D,
PARTICLES_MODE_3D
};
virtual void particles_set_mode(RID p_particles, ParticlesMode p_mode) = 0;
virtual void particles_set_emitting(RID p_particles, bool p_enable) = 0;
virtual bool particles_get_emitting(RID p_particles) = 0;
virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
virtual void particles_set_lifetime(RID p_particles, double p_lifetime) = 0;
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;
virtual void particles_set_pre_process_time(RID p_particles, double p_time) = 0;
virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0;
virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0;
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virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0;
virtual void particles_set_speed_scale(RID p_particles, double p_scale) = 0;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
virtual void particles_set_interpolate(RID p_particles, bool p_enable) = 0;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
virtual void particles_set_collision_base_size(RID p_particles, float p_size) = 0;
enum ParticlesTransformAlign {
PARTICLES_TRANSFORM_ALIGN_DISABLED,
PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD,
PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY,
PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY,
};
virtual void particles_set_transform_align(RID p_particles, ParticlesTransformAlign p_transform_align) = 0;
virtual void particles_set_trails(RID p_particles, bool p_enable, float p_length_sec) = 0;
virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) = 0;
virtual bool particles_is_inactive(RID p_particles) = 0;
virtual void particles_request_process(RID p_particles) = 0;
virtual void particles_restart(RID p_particles) = 0;
virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) = 0;
enum ParticlesEmitFlags {
PARTICLES_EMIT_FLAG_POSITION = 1,
PARTICLES_EMIT_FLAG_ROTATION_SCALE = 2,
PARTICLES_EMIT_FLAG_VELOCITY = 4,
PARTICLES_EMIT_FLAG_COLOR = 8,
PARTICLES_EMIT_FLAG_CUSTOM = 16
};
virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0;
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enum ParticlesDrawOrder {
PARTICLES_DRAW_ORDER_INDEX,
PARTICLES_DRAW_ORDER_LIFETIME,
PARTICLES_DRAW_ORDER_REVERSE_LIFETIME,
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PARTICLES_DRAW_ORDER_VIEW_DEPTH,
};
virtual void particles_set_draw_order(RID p_particles, ParticlesDrawOrder p_order) = 0;
virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0;
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;
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virtual AABB particles_get_current_aabb(RID p_particles) = 0;
virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) = 0; // This is only used for 2D, in 3D it's automatic.
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/* PARTICLES COLLISION API */
virtual RID particles_collision_create() = 0;
enum ParticlesCollisionType {
PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT,
PARTICLES_COLLISION_TYPE_BOX_ATTRACT,
PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT,
PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE,
PARTICLES_COLLISION_TYPE_BOX_COLLIDE,
PARTICLES_COLLISION_TYPE_SDF_COLLIDE,
PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE,
};
virtual void particles_collision_set_collision_type(RID p_particles_collision, ParticlesCollisionType p_type) = 0;
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0;
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; // For spheres.
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; // For non-spheres.
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) = 0;
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) = 0;
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) = 0;
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; // For SDF and vector field, heightfield is dynamic.
virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; // For SDF and vector field.
enum ParticlesCollisionHeightfieldResolution { // Longest axis resolution.
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_256,
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_512,
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024,
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_2048,
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_4096,
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_8192,
PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX,
};
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, ParticlesCollisionHeightfieldResolution p_resolution) = 0; // For SDF and vector field.
/* FOG VOLUME API */
virtual RID fog_volume_create() = 0;
enum FogVolumeShape {
FOG_VOLUME_SHAPE_ELLIPSOID,
FOG_VOLUME_SHAPE_CONE,
FOG_VOLUME_SHAPE_CYLINDER,
FOG_VOLUME_SHAPE_BOX,
FOG_VOLUME_SHAPE_WORLD,
FOG_VOLUME_SHAPE_MAX,
};
virtual void fog_volume_set_shape(RID p_fog_volume, FogVolumeShape p_shape) = 0;
virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) = 0;
virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) = 0;
/* VISIBILITY NOTIFIER API */
virtual RID visibility_notifier_create() = 0;
virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) = 0;
virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) = 0;
/* OCCLUDER API */
virtual RID occluder_create() = 0;
virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) = 0;
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/* CAMERA API */
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virtual RID camera_create() = 0;
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0;
virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform) = 0;
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
virtual void camera_set_camera_effects(RID p_camera, RID p_camera_effects) = 0;
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
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/* VIEWPORT API */
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enum CanvasItemTextureFilter {
CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, // Uses canvas item setting for draw command, uses global setting for canvas item.
CANVAS_ITEM_TEXTURE_FILTER_NEAREST,
CANVAS_ITEM_TEXTURE_FILTER_LINEAR,
CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC,
CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
CANVAS_ITEM_TEXTURE_FILTER_MAX
};
enum CanvasItemTextureRepeat {
CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, // Uses canvas item setting for draw command, uses global setting for canvas item.
CANVAS_ITEM_TEXTURE_REPEAT_DISABLED,
CANVAS_ITEM_TEXTURE_REPEAT_ENABLED,
CANVAS_ITEM_TEXTURE_REPEAT_MIRROR,
CANVAS_ITEM_TEXTURE_REPEAT_MAX,
};
virtual RID viewport_create() = 0;
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enum ViewportScaling3DMode {
VIEWPORT_SCALING_3D_MODE_BILINEAR,
VIEWPORT_SCALING_3D_MODE_FSR,
VIEWPORT_SCALING_3D_MODE_MAX
};
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virtual void viewport_set_use_xr(RID p_viewport, bool p_use_xr) = 0;
virtual void viewport_set_size(RID p_viewport, int p_width, int p_height) = 0;
virtual void viewport_set_active(RID p_viewport, bool p_active) = 0;
virtual void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) = 0;
virtual void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID) = 0;
virtual void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) = 0;
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virtual void viewport_set_scaling_3d_mode(RID p_viewport, ViewportScaling3DMode p_scaling_3d_mode) = 0;
virtual void viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) = 0;
virtual void viewport_set_fsr_sharpness(RID p_viewport, float p_fsr_sharpness) = 0;
virtual void viewport_set_texture_mipmap_bias(RID p_viewport, float p_texture_mipmap_bias) = 0;
enum ViewportUpdateMode {
VIEWPORT_UPDATE_DISABLED,
VIEWPORT_UPDATE_ONCE, // Then goes to disabled, must be manually updated.
VIEWPORT_UPDATE_WHEN_VISIBLE, // Default
VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE,
VIEWPORT_UPDATE_ALWAYS
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};
virtual void viewport_set_update_mode(RID p_viewport, ViewportUpdateMode p_mode) = 0;
enum ViewportClearMode {
VIEWPORT_CLEAR_ALWAYS,
VIEWPORT_CLEAR_NEVER,
VIEWPORT_CLEAR_ONLY_NEXT_FRAME
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};
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virtual void viewport_set_clear_mode(RID p_viewport, ViewportClearMode p_clear_mode) = 0;
virtual RID viewport_get_texture(RID p_viewport) const = 0;
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virtual void viewport_set_disable_environment(RID p_viewport, bool p_disable) = 0;
virtual void viewport_set_disable_3d(RID p_viewport, bool p_disable) = 0;
virtual void viewport_set_disable_2d(RID p_viewport, bool p_disable) = 0;
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virtual void viewport_attach_camera(RID p_viewport, RID p_camera) = 0;
virtual void viewport_set_scenario(RID p_viewport, RID p_scenario) = 0;
virtual void viewport_attach_canvas(RID p_viewport, RID p_canvas) = 0;
virtual void viewport_remove_canvas(RID p_viewport, RID p_canvas) = 0;
virtual void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) = 0;
virtual void viewport_set_transparent_background(RID p_viewport, bool p_enabled) = 0;
virtual void viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) = 0;
virtual void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) = 0;
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virtual void viewport_set_default_canvas_item_texture_filter(RID p_viewport, CanvasItemTextureFilter p_filter) = 0;
virtual void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, CanvasItemTextureRepeat p_repeat) = 0;
virtual void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) = 0;
virtual void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) = 0;
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enum ViewportSDFOversize {
VIEWPORT_SDF_OVERSIZE_100_PERCENT,
VIEWPORT_SDF_OVERSIZE_120_PERCENT,
VIEWPORT_SDF_OVERSIZE_150_PERCENT,
VIEWPORT_SDF_OVERSIZE_200_PERCENT,
VIEWPORT_SDF_OVERSIZE_MAX
};
enum ViewportSDFScale {
VIEWPORT_SDF_SCALE_100_PERCENT,
VIEWPORT_SDF_SCALE_50_PERCENT,
VIEWPORT_SDF_SCALE_25_PERCENT,
VIEWPORT_SDF_SCALE_MAX
};
virtual void viewport_set_sdf_oversize_and_scale(RID p_viewport, ViewportSDFOversize p_oversize, ViewportSDFScale p_scale) = 0;
virtual void viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true) = 0;
virtual void viewport_set_positional_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) = 0;
enum ViewportMSAA {
VIEWPORT_MSAA_DISABLED,
VIEWPORT_MSAA_2X,
VIEWPORT_MSAA_4X,
VIEWPORT_MSAA_8X,
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VIEWPORT_MSAA_MAX,
};
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virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0;
enum ViewportScreenSpaceAA {
VIEWPORT_SCREEN_SPACE_AA_DISABLED,
VIEWPORT_SCREEN_SPACE_AA_FXAA,
VIEWPORT_SCREEN_SPACE_AA_MAX,
};
virtual void viewport_set_screen_space_aa(RID p_viewport, ViewportScreenSpaceAA p_mode) = 0;
virtual void viewport_set_use_taa(RID p_viewport, bool p_use_taa) = 0;
virtual void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) = 0;
virtual void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) = 0;
virtual void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) = 0;
virtual void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) = 0;
enum ViewportOcclusionCullingBuildQuality {
VIEWPORT_OCCLUSION_BUILD_QUALITY_LOW = 0,
VIEWPORT_OCCLUSION_BUILD_QUALITY_MEDIUM = 1,
VIEWPORT_OCCLUSION_BUILD_QUALITY_HIGH = 2,
};
virtual void viewport_set_occlusion_culling_build_quality(ViewportOcclusionCullingBuildQuality p_quality) = 0;
enum ViewportRenderInfo {
VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME,
VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME,
VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME,
VIEWPORT_RENDER_INFO_MAX,
};
enum ViewportRenderInfoType {
VIEWPORT_RENDER_INFO_TYPE_VISIBLE,
VIEWPORT_RENDER_INFO_TYPE_SHADOW,
VIEWPORT_RENDER_INFO_TYPE_MAX
};
virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfoType p_type, ViewportRenderInfo p_info) = 0;
enum ViewportDebugDraw {
VIEWPORT_DEBUG_DRAW_DISABLED,
VIEWPORT_DEBUG_DRAW_UNSHADED,
VIEWPORT_DEBUG_DRAW_LIGHTING,
VIEWPORT_DEBUG_DRAW_OVERDRAW,
VIEWPORT_DEBUG_DRAW_WIREFRAME,
VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER,
VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO,
VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING,
VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION,
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VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS,
VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS,
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VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE,
VIEWPORT_DEBUG_DRAW_SSAO,
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VIEWPORT_DEBUG_DRAW_SSIL,
VIEWPORT_DEBUG_DRAW_PSSM_SPLITS,
VIEWPORT_DEBUG_DRAW_DECAL_ATLAS,
VIEWPORT_DEBUG_DRAW_SDFGI,
VIEWPORT_DEBUG_DRAW_SDFGI_PROBES,
VIEWPORT_DEBUG_DRAW_GI_BUFFER,
VIEWPORT_DEBUG_DRAW_DISABLE_LOD,
VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS,
VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS,
VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS,
VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES,
VIEWPORT_DEBUG_DRAW_OCCLUDERS,
VIEWPORT_DEBUG_DRAW_MOTION_VECTORS,
};
virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0;
virtual void viewport_set_measure_render_time(RID p_viewport, bool p_enable) = 0;
virtual double viewport_get_measured_render_time_cpu(RID p_viewport) const = 0;
virtual double viewport_get_measured_render_time_gpu(RID p_viewport) const = 0;
Implement Running Godot as Movie Writer * Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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virtual RID viewport_find_from_screen_attachment(DisplayServer::WindowID p_id = DisplayServer::MAIN_WINDOW_ID) const = 0;
enum ViewportVRSMode {
VIEWPORT_VRS_DISABLED,
VIEWPORT_VRS_TEXTURE,
VIEWPORT_VRS_XR,
VIEWPORT_VRS_MAX,
};
virtual void viewport_set_vrs_mode(RID p_viewport, ViewportVRSMode p_mode) = 0;
virtual void viewport_set_vrs_texture(RID p_viewport, RID p_texture) = 0;
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/* SKY API */
enum SkyMode {
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SKY_MODE_AUTOMATIC,
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SKY_MODE_QUALITY,
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SKY_MODE_INCREMENTAL,
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SKY_MODE_REALTIME
};
virtual RID sky_create() = 0;
virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
virtual void sky_set_mode(RID p_sky, SkyMode p_mode) = 0;
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virtual void sky_set_material(RID p_sky, RID p_material) = 0;
virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
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/* ENVIRONMENT API */
virtual RID environment_create() = 0;
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enum EnvironmentBG {
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ENV_BG_CLEAR_COLOR,
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ENV_BG_COLOR,
ENV_BG_SKY,
ENV_BG_CANVAS,
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ENV_BG_KEEP,
ENV_BG_CAMERA_FEED,
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ENV_BG_MAX
};
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enum EnvironmentAmbientSource {
ENV_AMBIENT_SOURCE_BG,
ENV_AMBIENT_SOURCE_DISABLED,
ENV_AMBIENT_SOURCE_COLOR,
ENV_AMBIENT_SOURCE_SKY,
};
enum EnvironmentReflectionSource {
ENV_REFLECTION_SOURCE_BG,
ENV_REFLECTION_SOURCE_DISABLED,
ENV_REFLECTION_SOURCE_SKY,
};
virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0;
virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
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virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, EnvironmentAmbientSource p_ambient = ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, EnvironmentReflectionSource p_reflection_source = ENV_REFLECTION_SOURCE_BG) = 0;
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enum EnvironmentGlowBlendMode {
ENV_GLOW_BLEND_MODE_ADDITIVE,
ENV_GLOW_BLEND_MODE_SCREEN,
ENV_GLOW_BLEND_MODE_SOFTLIGHT,
ENV_GLOW_BLEND_MODE_REPLACE,
ENV_GLOW_BLEND_MODE_MIX,
};
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virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) = 0;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
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virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
enum EnvironmentToneMapper {
ENV_TONE_MAPPER_LINEAR,
ENV_TONE_MAPPER_REINHARD,
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ENV_TONE_MAPPER_FILMIC,
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ENV_TONE_MAPPER_ACES
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};
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;
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
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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) = 0;
enum EnvironmentSSRRoughnessQuality {
ENV_SSR_ROUGHNESS_QUALITY_DISABLED,
ENV_SSR_ROUGHNESS_QUALITY_LOW,
ENV_SSR_ROUGHNESS_QUALITY_MEDIUM,
ENV_SSR_ROUGHNESS_QUALITY_HIGH,
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};
virtual void environment_set_ssr_roughness_quality(EnvironmentSSRRoughnessQuality p_quality) = 0;
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virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;
enum EnvironmentSSAOQuality {
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ENV_SSAO_QUALITY_VERY_LOW,
ENV_SSAO_QUALITY_LOW,
ENV_SSAO_QUALITY_MEDIUM,
ENV_SSAO_QUALITY_HIGH,
ENV_SSAO_QUALITY_ULTRA,
};
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virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
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virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;
enum EnvironmentSSILQuality {
ENV_SSIL_QUALITY_VERY_LOW,
ENV_SSIL_QUALITY_LOW,
ENV_SSIL_QUALITY_MEDIUM,
ENV_SSIL_QUALITY_HIGH,
ENV_SSIL_QUALITY_ULTRA,
};
virtual void environment_set_ssil_quality(EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
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enum EnvironmentSDFGIYScale {
ENV_SDFGI_Y_SCALE_50_PERCENT,
ENV_SDFGI_Y_SCALE_75_PERCENT,
ENV_SDFGI_Y_SCALE_100_PERCENT,
};
virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
enum EnvironmentSDFGIRayCount {
ENV_SDFGI_RAY_COUNT_4,
ENV_SDFGI_RAY_COUNT_8,
ENV_SDFGI_RAY_COUNT_16,
ENV_SDFGI_RAY_COUNT_32,
ENV_SDFGI_RAY_COUNT_64,
ENV_SDFGI_RAY_COUNT_96,
ENV_SDFGI_RAY_COUNT_128,
ENV_SDFGI_RAY_COUNT_MAX,
};
virtual void environment_set_sdfgi_ray_count(EnvironmentSDFGIRayCount p_ray_count) = 0;
enum EnvironmentSDFGIFramesToConverge {
ENV_SDFGI_CONVERGE_IN_5_FRAMES,
ENV_SDFGI_CONVERGE_IN_10_FRAMES,
ENV_SDFGI_CONVERGE_IN_15_FRAMES,
ENV_SDFGI_CONVERGE_IN_20_FRAMES,
ENV_SDFGI_CONVERGE_IN_25_FRAMES,
ENV_SDFGI_CONVERGE_IN_30_FRAMES,
ENV_SDFGI_CONVERGE_MAX
};
virtual void environment_set_sdfgi_frames_to_converge(EnvironmentSDFGIFramesToConverge p_frames) = 0;
enum EnvironmentSDFGIFramesToUpdateLight {
ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME,
ENV_SDFGI_UPDATE_LIGHT_IN_2_FRAMES,
ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES,
ENV_SDFGI_UPDATE_LIGHT_IN_8_FRAMES,
ENV_SDFGI_UPDATE_LIGHT_IN_16_FRAMES,
ENV_SDFGI_UPDATE_LIGHT_MAX,
};
virtual void environment_set_sdfgi_frames_to_update_light(EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
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virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
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virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) = 0;
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virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
enum SubSurfaceScatteringQuality {
SUB_SURFACE_SCATTERING_QUALITY_DISABLED,
SUB_SURFACE_SCATTERING_QUALITY_LOW,
SUB_SURFACE_SCATTERING_QUALITY_MEDIUM,
SUB_SURFACE_SCATTERING_QUALITY_HIGH,
};
virtual void sub_surface_scattering_set_quality(SubSurfaceScatteringQuality p_quality) = 0;
virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
/* CAMERA EFFECTS */
virtual RID camera_effects_create() = 0;
enum DOFBlurQuality {
DOF_BLUR_QUALITY_VERY_LOW,
DOF_BLUR_QUALITY_LOW,
DOF_BLUR_QUALITY_MEDIUM,
DOF_BLUR_QUALITY_HIGH,
};
virtual void camera_effects_set_dof_blur_quality(DOFBlurQuality p_quality, bool p_use_jitter) = 0;
enum DOFBokehShape {
DOF_BOKEH_BOX,
DOF_BOKEH_HEXAGON,
DOF_BOKEH_CIRCLE
};
virtual void camera_effects_set_dof_blur_bokeh_shape(DOFBokehShape p_shape) = 0;
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
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/* SCENARIO API */
virtual RID scenario_create() = 0;
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virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
virtual void scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) = 0;
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/* INSTANCING API */
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enum InstanceType {
INSTANCE_NONE,
INSTANCE_MESH,
INSTANCE_MULTIMESH,
INSTANCE_PARTICLES,
INSTANCE_PARTICLES_COLLISION,
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INSTANCE_LIGHT,
INSTANCE_REFLECTION_PROBE,
INSTANCE_DECAL,
INSTANCE_VOXEL_GI,
INSTANCE_LIGHTMAP,
INSTANCE_OCCLUDER,
INSTANCE_VISIBLITY_NOTIFIER,
INSTANCE_FOG_VOLUME,
INSTANCE_MAX,
INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_PARTICLES)
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};
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virtual RID instance_create2(RID p_base, RID p_scenario);
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virtual RID instance_create() = 0;
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virtual void instance_set_base(RID p_instance, RID p_base) = 0;
virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;
virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;
virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;
virtual void instance_set_custom_aabb(RID p_instance, AABB aabb) = 0;
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
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virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;
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virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled) = 0;
// Don't use these in a game!
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virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
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PackedInt64Array _instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario = RID()) const;
PackedInt64Array _instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
PackedInt64Array _instances_cull_convex_bind(const Array &p_convex, RID p_scenario = RID()) const;
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enum InstanceFlags {
INSTANCE_FLAG_USE_BAKED_LIGHT,
INSTANCE_FLAG_USE_DYNAMIC_GI,
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INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING,
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INSTANCE_FLAG_MAX
};
enum ShadowCastingSetting {
SHADOW_CASTING_SETTING_OFF,
SHADOW_CASTING_SETTING_ON,
SHADOW_CASTING_SETTING_DOUBLE_SIDED,
SHADOW_CASTING_SETTING_SHADOWS_ONLY,
};
enum VisibilityRangeFadeMode {
VISIBILITY_RANGE_FADE_DISABLED,
VISIBILITY_RANGE_FADE_SELF,
VISIBILITY_RANGE_FADE_DEPENDENCIES,
};
virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0;
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0;
virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, VisibilityRangeFadeMode p_fade_mode) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice) = 0;
virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0;
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virtual void instance_geometry_set_shader_uniform(RID p_instance, const StringName &, const Variant &p_value) = 0;
virtual Variant instance_geometry_get_shader_uniform(RID p_instance, const StringName &) const = 0;
virtual Variant instance_geometry_get_shader_uniform_default_value(RID p_instance, const StringName &) const = 0;
virtual void instance_geometry_get_shader_uniform_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
/* Bake 3D objects */
enum BakeChannels {
BAKE_CHANNEL_ALBEDO_ALPHA,
BAKE_CHANNEL_NORMAL,
BAKE_CHANNEL_ORM,
BAKE_CHANNEL_EMISSION
};
virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
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/* CANVAS (2D) */
virtual RID canvas_create() = 0;
virtual void canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring) = 0;
virtual void canvas_set_modulate(RID p_canvas, const Color &p_color) = 0;
virtual void canvas_set_parent(RID p_canvas, RID p_parent, float p_scale) = 0;
virtual void canvas_set_disable_scale(bool p_disable) = 0;
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/* CANVAS TEXTURE */
virtual RID canvas_texture_create() = 0;
enum CanvasTextureChannel {
CANVAS_TEXTURE_CHANNEL_DIFFUSE,
CANVAS_TEXTURE_CHANNEL_NORMAL,
CANVAS_TEXTURE_CHANNEL_SPECULAR,
};
virtual void canvas_texture_set_channel(RID p_canvas_texture, CanvasTextureChannel p_channel, RID p_texture) = 0;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0;
// Takes effect only for new draw commands.
virtual void canvas_texture_set_texture_filter(RID p_canvas_texture, CanvasItemTextureFilter p_filter) = 0;
virtual void canvas_texture_set_texture_repeat(RID p_canvas_texture, CanvasItemTextureRepeat p_repeat) = 0;
/* CANVAS ITEM */
virtual RID canvas_item_create() = 0;
virtual void canvas_item_set_parent(RID p_item, RID p_parent) = 0;
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virtual void canvas_item_set_default_texture_filter(RID p_item, CanvasItemTextureFilter p_filter) = 0;
virtual void canvas_item_set_default_texture_repeat(RID p_item, CanvasItemTextureRepeat p_repeat) = 0;
virtual void canvas_item_set_visible(RID p_item, bool p_visible) = 0;
virtual void canvas_item_set_light_mask(RID p_item, int p_mask) = 0;
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virtual void canvas_item_set_update_when_visible(RID p_item, bool p_update) = 0;
virtual void canvas_item_set_transform(RID p_item, const Transform2D &p_transform) = 0;
virtual void canvas_item_set_clip(RID p_item, bool p_clip) = 0;
virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable) = 0;
virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect = Rect2()) = 0;
virtual void canvas_item_set_modulate(RID p_item, const Color &p_color) = 0;
virtual void canvas_item_set_self_modulate(RID p_item, const Color &p_color) = 0;
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virtual void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable) = 0;
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enum NinePatchAxisMode {
NINE_PATCH_STRETCH,
NINE_PATCH_TILE,
NINE_PATCH_TILE_FIT,
};
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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;
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;
virtual void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0) = 0;
virtual void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color) = 0;
virtual void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color) = 0;
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) = 0;
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, bool p_clip_uv = false) = 0;
virtual void canvas_item_add_msdf_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), int p_outline_size = 0, float p_px_range = 1.0) = 0;
virtual void canvas_item_add_lcd_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)) = 0;
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)) = 0;
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) = 0;
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()) = 0;
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>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1) = 0;
virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID()) = 0;
virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID()) = 0;
virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture) = 0;
virtual void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform) = 0;
virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore) = 0;
virtual void canvas_item_add_animation_slice(RID p_item, double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset) = 0;
virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) = 0;
virtual void canvas_item_set_z_index(RID p_item, int p_z) = 0;
virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) = 0;
virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) = 0;
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virtual void canvas_item_attach_skeleton(RID p_item, RID p_skeleton) = 0;
virtual void canvas_item_clear(RID p_item) = 0;
virtual void canvas_item_set_draw_index(RID p_item, int p_index) = 0;
virtual void canvas_item_set_material(RID p_item, RID p_material) = 0;
virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable) = 0;
virtual void canvas_item_set_visibility_notifier(RID p_item, bool p_enable, const Rect2 &p_area, const Callable &p_enter_callbable, const Callable &p_exit_callable) = 0;
enum CanvasGroupMode {
CANVAS_GROUP_MODE_DISABLED,
CANVAS_GROUP_MODE_OPAQUE,
CANVAS_GROUP_MODE_TRANSPARENT,
};
virtual void canvas_item_set_canvas_group_mode(RID p_item, CanvasGroupMode p_mode, float p_clear_margin = 5.0, bool p_fit_empty = false, float p_fit_margin = 0.0, bool p_blur_mipmaps = false) = 0;
/* CANVAS LIGHT */
virtual RID canvas_light_create() = 0;
enum CanvasLightMode {
CANVAS_LIGHT_MODE_POINT,
CANVAS_LIGHT_MODE_DIRECTIONAL,
};
virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode) = 0;
virtual void canvas_light_attach_to_canvas(RID p_light, RID p_canvas) = 0;
virtual void canvas_light_set_enabled(RID p_light, bool p_enabled) = 0;
virtual void canvas_light_set_transform(RID p_light, const Transform2D &p_transform) = 0;
virtual void canvas_light_set_color(RID p_light, const Color &p_color) = 0;
virtual void canvas_light_set_height(RID p_light, float p_height) = 0;
virtual void canvas_light_set_energy(RID p_light, float p_energy) = 0;
virtual void canvas_light_set_z_range(RID p_light, int p_min_z, int p_max_z) = 0;
virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer) = 0;
virtual void canvas_light_set_item_cull_mask(RID p_light, int p_mask) = 0;
virtual void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask) = 0;
virtual void canvas_light_set_directional_distance(RID p_light, float p_distance) = 0;
virtual void canvas_light_set_texture_scale(RID p_light, float p_scale) = 0;
virtual void canvas_light_set_texture(RID p_light, RID p_texture) = 0;
virtual void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset) = 0;
enum CanvasLightBlendMode {
CANVAS_LIGHT_BLEND_MODE_ADD,
CANVAS_LIGHT_BLEND_MODE_SUB,
CANVAS_LIGHT_BLEND_MODE_MIX,
};
virtual void canvas_light_set_blend_mode(RID p_light, CanvasLightBlendMode p_mode) = 0;
enum CanvasLightShadowFilter {
CANVAS_LIGHT_FILTER_NONE,
CANVAS_LIGHT_FILTER_PCF5,
CANVAS_LIGHT_FILTER_PCF13,
CANVAS_LIGHT_FILTER_MAX
};
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) = 0;
virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter) = 0;
virtual void canvas_light_set_shadow_color(RID p_light, const Color &p_color) = 0;
virtual void canvas_light_set_shadow_smooth(RID p_light, float p_smooth) = 0;
/* CANVAS LIGHT OCCLUDER */
virtual RID canvas_light_occluder_create() = 0;
virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas) = 0;
virtual void canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled) = 0;
virtual void canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon) = 0;
virtual void canvas_light_occluder_set_as_sdf_collision(RID p_occluder, bool p_enable) = 0;
virtual void canvas_light_occluder_set_transform(RID p_occluder, const Transform2D &p_xform) = 0;
virtual void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask) = 0;
/* CANVAS LIGHT OCCLUDER POLYGON */
virtual RID canvas_occluder_polygon_create() = 0;
virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const Vector<Vector2> &p_shape, bool p_closed) = 0;
enum CanvasOccluderPolygonCullMode {
CANVAS_OCCLUDER_POLYGON_CULL_DISABLED,
CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE,
CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE,
};
virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, CanvasOccluderPolygonCullMode p_mode) = 0;
virtual void canvas_set_shadow_texture_size(int p_size) = 0;
/* GLOBAL SHADER UNIFORMS */
enum GlobalShaderUniformType {
GLOBAL_VAR_TYPE_BOOL,
GLOBAL_VAR_TYPE_BVEC2,
GLOBAL_VAR_TYPE_BVEC3,
GLOBAL_VAR_TYPE_BVEC4,
GLOBAL_VAR_TYPE_INT,
GLOBAL_VAR_TYPE_IVEC2,
GLOBAL_VAR_TYPE_IVEC3,
GLOBAL_VAR_TYPE_IVEC4,
GLOBAL_VAR_TYPE_RECT2I,
GLOBAL_VAR_TYPE_UINT,
GLOBAL_VAR_TYPE_UVEC2,
GLOBAL_VAR_TYPE_UVEC3,
GLOBAL_VAR_TYPE_UVEC4,
GLOBAL_VAR_TYPE_FLOAT,
GLOBAL_VAR_TYPE_VEC2,
GLOBAL_VAR_TYPE_VEC3,
GLOBAL_VAR_TYPE_VEC4,
GLOBAL_VAR_TYPE_COLOR,
GLOBAL_VAR_TYPE_RECT2,
GLOBAL_VAR_TYPE_MAT2,
GLOBAL_VAR_TYPE_MAT3,
GLOBAL_VAR_TYPE_MAT4,
GLOBAL_VAR_TYPE_TRANSFORM_2D,
GLOBAL_VAR_TYPE_TRANSFORM,
GLOBAL_VAR_TYPE_SAMPLER2D,
GLOBAL_VAR_TYPE_SAMPLER2DARRAY,
GLOBAL_VAR_TYPE_SAMPLER3D,
GLOBAL_VAR_TYPE_SAMPLERCUBE,
GLOBAL_VAR_TYPE_MAX
};
virtual void global_shader_uniform_add(const StringName &p_name, GlobalShaderUniformType p_type, const Variant &p_value) = 0;
virtual void global_shader_uniform_remove(const StringName &p_name) = 0;
virtual Vector<StringName> global_shader_uniform_get_list() const = 0;
virtual void global_shader_uniform_set(const StringName &p_name, const Variant &p_value) = 0;
virtual void global_shader_uniform_set_override(const StringName &p_name, const Variant &p_value) = 0;
virtual Variant global_shader_uniform_get(const StringName &p_name) const = 0;
virtual GlobalShaderUniformType global_shader_uniform_get_type(const StringName &p_name) const = 0;
virtual void global_shader_uniforms_load_settings(bool p_load_textures) = 0;
virtual void global_shader_uniforms_clear() = 0;
static int global_shader_uniform_type_get_shader_datatype(GlobalShaderUniformType p_type);
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/* FREE */
virtual void free(RID p_rid) = 0; // Free RIDs associated with the rendering server.
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/* EVENT QUEUING */
virtual void request_frame_drawn_callback(const Callable &p_callable) = 0;
virtual void draw(bool p_swap_buffers = true, double frame_step = 0.0) = 0;
virtual void sync() = 0;
virtual bool has_changed() const = 0;
virtual void init();
virtual void finish() = 0;
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/* STATUS INFORMATION */
enum RenderingInfo {
RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME,
RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME,
RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME,
RENDERING_INFO_TEXTURE_MEM_USED,
RENDERING_INFO_BUFFER_MEM_USED,
RENDERING_INFO_VIDEO_MEM_USED,
RENDERING_INFO_MAX
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};
virtual uint64_t get_rendering_info(RenderingInfo p_info) = 0;
virtual String get_video_adapter_name() const = 0;
virtual String get_video_adapter_vendor() const = 0;
virtual RenderingDevice::DeviceType get_video_adapter_type() const = 0;
virtual String get_video_adapter_api_version() const = 0;
struct FrameProfileArea {
String name;
double gpu_msec;
double cpu_msec;
};
virtual void set_frame_profiling_enabled(bool p_enable) = 0;
virtual Vector<FrameProfileArea> get_frame_profile() = 0;
virtual uint64_t get_frame_profile_frame() = 0;
virtual double get_frame_setup_time_cpu() const = 0;
virtual void gi_set_use_half_resolution(bool p_enable) = 0;
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/* TESTING */
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virtual RID get_test_cube() = 0;
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virtual RID get_test_texture();
virtual RID get_white_texture();
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virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
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virtual RID make_sphere_mesh(int p_lats, int p_lons, real_t p_radius);
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virtual void mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry3D::MeshData &p_mesh_data);
virtual void mesh_add_surface_from_planes(RID p_mesh, const Vector<Plane> &p_planes);
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virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;
virtual void set_default_clear_color(const Color &p_color) = 0;
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enum Features {
FEATURE_SHADERS,
FEATURE_MULTITHREADED,
};
virtual bool has_feature(Features p_feature) const = 0;
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virtual bool has_os_feature(const String &p_feature) const = 0;
virtual void set_debug_generate_wireframes(bool p_generate) = 0;
virtual void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) = 0;
virtual bool is_low_end() const = 0;
virtual void set_print_gpu_profile(bool p_enable) = 0;
RenderingDevice *get_rendering_device() const;
RenderingDevice *create_local_rendering_device() const;
bool is_render_loop_enabled() const;
void set_render_loop_enabled(bool p_enabled);
RenderingServer();
virtual ~RenderingServer();
private:
// Binder helpers
RID _texture_2d_layered_create(const TypedArray<Image> &p_layers, TextureLayeredType p_layered_type);
RID _texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const TypedArray<Image> &p_data);
void _texture_3d_update(RID p_texture, const TypedArray<Image> &p_data);
TypedArray<Image> _texture_3d_get(RID p_texture) const;
TypedArray<Dictionary> _shader_get_shader_uniform_list(RID p_shader) const;
RID _mesh_create_from_surfaces(const TypedArray<Dictionary> &p_surfaces, int p_blend_shape_count);
void _mesh_add_surface(RID p_mesh, const Dictionary &p_surface);
Dictionary _mesh_get_surface(RID p_mesh, int p_idx);
TypedArray<Dictionary> _instance_geometry_get_shader_uniform_list(RID p_instance) const;
TypedArray<Image> _bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size);
void _particles_set_trail_bind_poses(RID p_particles, const TypedArray<Transform3D> &p_bind_poses);
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};
// Make variant understand the enums.
VARIANT_ENUM_CAST(RenderingServer::TextureLayeredType);
VARIANT_ENUM_CAST(RenderingServer::CubeMapLayer);
VARIANT_ENUM_CAST(RenderingServer::ShaderMode);
VARIANT_ENUM_CAST(RenderingServer::ArrayType);
VARIANT_ENUM_CAST(RenderingServer::ArrayFormat);
VARIANT_ENUM_CAST(RenderingServer::ArrayCustomFormat);
VARIANT_ENUM_CAST(RenderingServer::PrimitiveType);
VARIANT_ENUM_CAST(RenderingServer::BlendShapeMode);
VARIANT_ENUM_CAST(RenderingServer::MultimeshTransformFormat);
VARIANT_ENUM_CAST(RenderingServer::LightType);
VARIANT_ENUM_CAST(RenderingServer::LightParam);
VARIANT_ENUM_CAST(RenderingServer::LightBakeMode);
VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode);
VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode);
VARIANT_ENUM_CAST(RenderingServer::LightDirectionalSkyMode);
VARIANT_ENUM_CAST(RenderingServer::LightProjectorFilter);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeAmbientMode);
VARIANT_ENUM_CAST(RenderingServer::VoxelGIQuality);
VARIANT_ENUM_CAST(RenderingServer::DecalTexture);
VARIANT_ENUM_CAST(RenderingServer::DecalFilter);
VARIANT_ENUM_CAST(RenderingServer::ParticlesMode);
VARIANT_ENUM_CAST(RenderingServer::ParticlesTransformAlign);
VARIANT_ENUM_CAST(RenderingServer::ParticlesDrawOrder);
VARIANT_ENUM_CAST(RenderingServer::ParticlesEmitFlags);
VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionType);
VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionHeightfieldResolution);
VARIANT_ENUM_CAST(RenderingServer::FogVolumeShape);
VARIANT_ENUM_CAST(RenderingServer::ViewportScaling3DMode);
VARIANT_ENUM_CAST(RenderingServer::ViewportUpdateMode);
VARIANT_ENUM_CAST(RenderingServer::ViewportClearMode);
VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA);
VARIANT_ENUM_CAST(RenderingServer::ViewportScreenSpaceAA);
VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfo);
VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfoType);
VARIANT_ENUM_CAST(RenderingServer::ViewportDebugDraw);
VARIANT_ENUM_CAST(RenderingServer::ViewportOcclusionCullingBuildQuality);
VARIANT_ENUM_CAST(RenderingServer::ViewportSDFOversize);
VARIANT_ENUM_CAST(RenderingServer::ViewportSDFScale);
VARIANT_ENUM_CAST(RenderingServer::ViewportVRSMode);
VARIANT_ENUM_CAST(RenderingServer::SkyMode);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentBG);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentAmbientSource);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentReflectionSource);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentGlowBlendMode);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentToneMapper);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSRRoughnessQuality);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSILQuality);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIFramesToConverge);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIRayCount);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIFramesToUpdateLight);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIYScale);
VARIANT_ENUM_CAST(RenderingServer::SubSurfaceScatteringQuality);
VARIANT_ENUM_CAST(RenderingServer::DOFBlurQuality);
VARIANT_ENUM_CAST(RenderingServer::DOFBokehShape);
VARIANT_ENUM_CAST(RenderingServer::ShadowQuality);
VARIANT_ENUM_CAST(RenderingServer::InstanceType);
VARIANT_ENUM_CAST(RenderingServer::InstanceFlags);
VARIANT_ENUM_CAST(RenderingServer::ShadowCastingSetting);
VARIANT_ENUM_CAST(RenderingServer::VisibilityRangeFadeMode);
VARIANT_ENUM_CAST(RenderingServer::NinePatchAxisMode);
VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureFilter);
VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureRepeat);
VARIANT_ENUM_CAST(RenderingServer::CanvasGroupMode);
VARIANT_ENUM_CAST(RenderingServer::CanvasLightMode);
VARIANT_ENUM_CAST(RenderingServer::CanvasLightBlendMode);
VARIANT_ENUM_CAST(RenderingServer::CanvasLightShadowFilter);
VARIANT_ENUM_CAST(RenderingServer::CanvasOccluderPolygonCullMode);
VARIANT_ENUM_CAST(RenderingServer::GlobalShaderUniformType);
VARIANT_ENUM_CAST(RenderingServer::RenderingInfo);
VARIANT_ENUM_CAST(RenderingServer::Features);
VARIANT_ENUM_CAST(RenderingServer::CanvasTextureChannel);
VARIANT_ENUM_CAST(RenderingServer::BakeChannels);
// Alias to make it easier to use.
#define RS RenderingServer
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#endif // RENDERING_SERVER_H