godot/servers/visual/visual_server_raster.h

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/*************************************************************************/
/* visual_server_raster.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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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 VISUAL_SERVER_RASTER_H
#define VISUAL_SERVER_RASTER_H
#include "servers/visual_server.h"
#include "servers/visual/rasterizer.h"
#include "allocators.h"
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#include "octree.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class VisualServerRaster : public VisualServer {
enum {
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MAX_INSTANCE_CULL=8192,
MAX_INSTANCE_LIGHTS=4,
LIGHT_CACHE_DIRTY=-1,
MAX_LIGHTS_CULLED=256,
MAX_ROOM_CULL=32,
MAX_EXTERIOR_PORTALS=128,
MAX_LIGHT_SAMPLERS=256,
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INSTANCE_ROOMLESS_MASK=(1<<20)
};
struct Room {
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bool occlude_exterior;
BSP_Tree bounds;
Room() { occlude_exterior=true; }
};
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BalloonAllocator<> octree_allocator;
struct OctreeAllocator {
static BalloonAllocator<> *allocator;
_FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
_FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }
};
struct Portal {
bool enabled;
float disable_distance;
Color disable_color;
float connect_range;
Vector<Point2> shape;
Rect2 bounds;
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Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
};
struct BakedLight {
Rasterizer::BakedLightData data;
DVector<int> sampler;
AABB octree_aabb;
Size2i octree_tex_size;
Size2i light_tex_size;
};
struct BakedLightSampler {
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float params[BAKED_LIGHT_SAMPLER_MAX];
int resolution;
Vector<Vector3> dp_cache;
BakedLightSampler() {
params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
resolution=16;
}
};
void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
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struct Camera {
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enum Type {
PERSPECTIVE,
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ORTHOGONAL
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};
Type type;
float fov;
float znear,zfar;
float size;
uint32_t visible_layers;
bool vaspect;
RID env;
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Transform transform;
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Camera() {
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visible_layers=0xFFFFFFFF;
fov=60;
type=PERSPECTIVE;
znear=0.1; zfar=100;
size=1.0;
vaspect=false;
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}
};
struct Instance;
typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
struct Scenario;
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struct Instance {
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enum {
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MAX_LIGHTS=4
};
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RID self;
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OctreeElementID octree_id;
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Scenario *scenario;
bool update;
bool update_aabb;
bool update_materials;
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Instance *update_next;
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InstanceType base_type;
RID base_rid;
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AABB aabb;
AABB transformed_aabb;
uint32_t object_ID;
bool visible;
bool visible_in_all_rooms;
uint32_t layer_mask;
float draw_range_begin;
float draw_range_end;
float extra_margin;
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Rasterizer::InstanceData data;
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Set<Instance*> auto_rooms;
Set<Instance*> valid_auto_rooms;
Instance *room;
List<Instance*>::Element *RE;
Instance *baked_light;
List<Instance*>::Element *BLE;
Instance *sampled_light;
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bool exterior;
uint64_t last_render_pass;
uint64_t last_frame_pass;
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uint64_t version; // changes to this, and changes to base increase version
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InstanceSet lights;
bool light_cache_dirty;
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struct RoomInfo {
Transform affine_inverse;
Room *room;
List<Instance*> owned_geometry_instances;
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List<Instance*> owned_portal_instances;
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List<Instance*> owned_room_instances;
List<Instance*> owned_light_instances; //not used, but just for the sake of it
Set<Instance*> disconnected_child_portals;
Set<Instance*> owned_autoroom_geometry;
uint64_t last_visited_pass;
RoomInfo() { last_visited_pass=0; }
};
struct PortalInfo {
Portal *portal;
Set<Instance*> candidate_set;
Instance *connected;
uint64_t last_visited_pass;
Plane plane_cache;
Vector<Vector3> transformed_point_cache;
PortalInfo() { connected=NULL; last_visited_pass=0;}
};
struct LightInfo {
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RID instance;
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int light_set_index;
uint64_t last_version;
uint64_t last_add_pass;
List<RID>::Element *D; // directional light in scenario
InstanceSet affected;
bool enabled;
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float dtc; //distance to camera, used for sorting
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LightInfo() {
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D=NULL;
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light_set_index=-1;
last_add_pass=0;
enabled=true;
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}
};
struct BakedLightInfo {
BakedLight *baked_light;
Transform affine_inverse;
List<Instance*> owned_instances;
};
struct BakedLightSamplerInfo {
Set<Instance*> baked_lights;
Set<Instance*> owned_instances;
BakedLightSampler *sampler;
int resolution;
Vector<Color> light_bufer;
RID sampled_light;
uint64_t last_pass;
Transform xform; // viewspace normal to lightspace, might not use one.
BakedLightSamplerInfo() {
sampler=NULL;
last_pass=0;
resolution=0;
}
};
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struct ParticlesInfo {
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RID instance;
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};
RoomInfo *room_info;
LightInfo *light_info;
ParticlesInfo *particles_info;
PortalInfo * portal_info;
BakedLightInfo * baked_light_info;
BakedLightSamplerInfo * baked_light_sampler_info;
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Instance() {
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octree_id=0;
update_next=0;
object_ID=0;
last_render_pass=0;
last_frame_pass=0;
light_info=0;
particles_info=0;
update_next=NULL;
update=false;
visible=true;
data.cast_shadows=SHADOW_CASTING_SETTING_ON;
data.receive_shadows=true;
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data.depth_scale=false;
data.billboard=false;
data.billboard_y=false;
data.baked_light=NULL;
data.baked_light_octree_xform=NULL;
data.baked_lightmap_id=-1;
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version=1;
room_info=NULL;
room=NULL;
RE=NULL;
portal_info=NULL;
exterior=false;
layer_mask=1;
draw_range_begin=0;
draw_range_end=0;
extra_margin=0;
visible_in_all_rooms=false;
update_aabb=false;
update_materials=false;
baked_light=NULL;
baked_light_info=NULL;
baked_light_sampler_info=NULL;
sampled_light=NULL;
BLE=NULL;
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light_cache_dirty=true;
}
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~Instance() {
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if (light_info)
memdelete(light_info);
if (particles_info)
memdelete(particles_info);
if (room_info)
memdelete(room_info);
if (portal_info)
memdelete(portal_info);
if (baked_light_info)
memdelete(baked_light_info);
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};
};
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struct _InstanceLightsort {
bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
};
struct Scenario {
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ScenarioDebugMode debug;
RID self;
// well wtf, balloon allocator is slower?
typedef ::Octree<Instance,true> Octree;
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Octree octree;
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List<RID> directional_lights;
RID environment;
RID fallback_environment;
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Instance *dirty_instances;
Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
};
mutable RID_Owner<Rasterizer::CanvasItemMaterial> canvas_item_material_owner;
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struct CanvasItem : public Rasterizer::CanvasItem {
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RID parent; // canvas it belongs to
List<CanvasItem*>::Element *E;
RID viewport;
int z;
bool z_relative;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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bool sort_y;
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float opacity;
float self_opacity;
bool use_parent_material;
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Vector<CanvasItem*> child_items;
CanvasItem() {
E=NULL;
z=0;
opacity=1;
self_opacity=1;
sort_y=false;
use_parent_material=false;
z_relative=true;
}
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};
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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struct CanvasItemPtrSort {
_FORCE_INLINE_ bool operator()(const CanvasItem* p_left,const CanvasItem* p_right) const {
if(Math::abs(p_left->xform.elements[2].y - p_right->xform.elements[2].y) < CMP_EPSILON )
return p_left->xform.elements[2].x < p_right->xform.elements[2].x;
else
return p_left->xform.elements[2].y < p_right->xform.elements[2].y;
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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}
};
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struct CanvasLightOccluder;
struct CanvasLightOccluderPolygon {
bool active;
Rect2 aabb;
CanvasOccluderPolygonCullMode cull_mode;
RID occluder;
Set<Rasterizer::CanvasLightOccluderInstance*> owners;
CanvasLightOccluderPolygon() { active=false; cull_mode=CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
};
RID_Owner<CanvasLightOccluderPolygon> canvas_light_occluder_polygon_owner;
RID_Owner<Rasterizer::CanvasLightOccluderInstance> canvas_light_occluder_owner;
struct CanvasLight;
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struct Canvas {
Set<RID> viewports;
struct ChildItem {
Point2 mirror;
CanvasItem *item;
};
Set<Rasterizer::CanvasLight*> lights;
Set<Rasterizer::CanvasLightOccluderInstance*> occluders;
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Vector<ChildItem> child_items;
Color modulate;
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int find_item(CanvasItem *p_item) {
for(int i=0;i<child_items.size();i++) {
if (child_items[i].item==p_item)
return i;
}
return -1;
}
void erase_item(CanvasItem *p_item) {
int idx=find_item(p_item);
if (idx>=0)
child_items.remove(idx);
}
Canvas() { modulate=Color(1,1,1,1); }
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};
RID_Owner<Rasterizer::CanvasLight> canvas_light_owner;
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struct Viewport {
RID self;
RID parent;
VisualServer::ViewportRect rect;
RID camera;
RID scenario;
RID viewport_data;
RenderTargetUpdateMode render_target_update_mode;
RID render_target;
RID render_target_texture;
Rect2 rt_to_screen_rect;
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bool hide_scenario;
bool hide_canvas;
bool transparent_bg;
bool queue_capture;
bool render_target_vflip;
bool render_target_clear_on_new_frame;
bool render_target_clear;
bool disable_environment;
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Image capture;
bool rendered_in_prev_frame;
struct CanvasKey {
int layer;
RID canvas;
bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
CanvasKey() { layer=0; }
CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
};
struct CanvasData {
Canvas *canvas;
Matrix32 transform;
int layer;
};
Matrix32 global_transform;
Map<RID,CanvasData> canvas_map;
SelfList<Viewport> update_list;
Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false; render_target_vflip=false; render_target_clear_on_new_frame=true; render_target_clear=true; disable_environment=false; }
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};
SelfList<Viewport>::List viewport_update_list;
Map<RID,int> screen_viewports;
struct CullRange {
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Plane nearp;
float min,max;
float z_near,z_far;
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void add_aabb(const AABB& p_aabb) {
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}
};
struct Cursor {
Point2 pos;
float rot;
RID texture;
Point2 center;
bool visible;
Rect2 region;
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Cursor() {
rot = 0;
visible = false;
region = Rect2();
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};
};
Rect2 canvas_clip;
Color clear_color;
Cursor cursors[MAX_CURSORS];
RID default_cursor_texture;
static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);
Instance *instance_cull_result[MAX_INSTANCE_CULL];
Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
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Instance *light_cull_result[MAX_LIGHTS_CULLED];
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int light_cull_count;
Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
int exterior_portal_cull_count;
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bool exterior_visited;
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Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS];
int light_samplers_culled;
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Instance *room_cull_result[MAX_ROOM_CULL];
int room_cull_count;
bool room_cull_enabled;
bool light_discard_enabled;
bool shadows_enabled;
int black_margin[4];
RID black_image[4];
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Vector<Vector3> aabb_random_points;
Vector<Vector3> transformed_aabb_random_points;
void _instance_validate_autorooms(Instance *p_geometry);
void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
void _portal_attempt_connect(Instance *p_portal);
void _dependency_queue_update(RID p_rid, bool p_update_aabb=false, bool p_update_materials=false);
_FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false,bool p_update_materials=false);
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void _update_instances();
void _update_instance_aabb(Instance *p_instance);
void _update_instance(Instance *p_instance);
void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);
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Instance *instance_update_list;
//RID default_scenario;
//RID default_viewport;
RID test_cube;
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mutable RID_Owner<Room> room_owner;
mutable RID_Owner<Portal> portal_owner;
mutable RID_Owner<BakedLight> baked_light_owner;
mutable RID_Owner<BakedLightSampler> baked_light_sampler_owner;
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mutable RID_Owner<Camera> camera_owner;
mutable RID_Owner<Viewport> viewport_owner;
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mutable RID_Owner<Scenario> scenario_owner;
mutable RID_Owner<Instance> instance_owner;
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mutable RID_Owner<Canvas> canvas_owner;
mutable RID_Owner<CanvasItem> canvas_item_owner;
Map< RID, Set<RID> > instance_dependency_map;
Map< RID, Set<Instance*> > skeleton_dependency_map;
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ViewportRect viewport_rect;
_FORCE_INLINE_ void _instance_draw(Instance *p_instance);
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bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to);
void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace);
void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
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void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
void _render_canvas_item(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner);
void _render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights);
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Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
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void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
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uint64_t render_pass;
int changes;
bool draw_extra_frame;
void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera);
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void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h);
void _draw_viewports();
void _draw_cursors_and_margins();
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Rasterizer *rasterizer;
public:
virtual RID texture_create();
virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT);
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virtual void texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side=CUBEMAP_LEFT);
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virtual Image texture_get_data(RID p_texture,CubeMapSide p_cube_side=CUBEMAP_LEFT) const;
virtual void texture_set_flags(RID p_texture,uint32_t p_flags) ;
virtual uint32_t texture_get_flags(RID p_texture) const;
virtual Image::Format texture_get_format(RID p_texture) const;
virtual uint32_t texture_get_width(RID p_texture) const;
virtual uint32_t texture_get_height(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
virtual bool texture_can_stream(RID p_texture) const;
virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
virtual void texture_set_path(RID p_texture,const String& p_path);
virtual String texture_get_path(RID p_texture) const;
virtual void texture_debug_usage(List<TextureInfo> *r_info);
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
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/* SHADER API */
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virtual RID shader_create(ShaderMode p_mode=SHADER_MATERIAL);
virtual void shader_set_mode(RID p_shader,ShaderMode p_mode);
virtual ShaderMode shader_get_mode(RID p_shader) const;
virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
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virtual String shader_get_vertex_code(RID p_shader) const;
virtual String shader_get_fragment_code(RID p_shader) const;
virtual String shader_get_light_code(RID p_shader) const;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
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/* COMMON MATERIAL API */
virtual RID material_create();
virtual void material_set_shader(RID p_shader_material, RID p_shader);
virtual RID material_get_shader(RID p_shader_material) const;
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled);
virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const;
virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode);
virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
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virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode);
virtual MaterialBlendMode material_get_blend_mode(RID p_material) const;
virtual void material_set_line_width(RID p_material,float p_line_width);
virtual float material_get_line_width(RID p_material) const;
/* FIXED MATERIAL */
virtual RID fixed_material_create();
virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled);
virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const;
virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant& p_value);
virtual Variant fixed_material_get_param(RID p_material,FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture);
virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode);
virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const;
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virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
virtual Transform fixed_material_get_uv_transform(RID p_material) const;
virtual void fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader);
virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
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virtual void fixed_material_set_point_size(RID p_material,float p_size);
virtual float fixed_material_get_point_size(RID p_material) const;
/* SURFACE API */
virtual RID mesh_create();
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
virtual int mesh_get_morph_target_count(RID p_mesh) const;
virtual void mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode);
virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); //this is used by each platform in a different way
virtual void mesh_add_surface(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false);
virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
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virtual void mesh_remove_surface(RID p_mesh,int p_index);
virtual int mesh_get_surface_count(RID p_mesh) const;
virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
virtual void mesh_clear(RID p_mesh);
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/* MULTIMESH API */
virtual RID multimesh_create();
virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual AABB multimesh_get_aabb(RID p_multimesh,const AABB& p_aabb) const;
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
/* IMMEDIATE API */
virtual RID immediate_create();
virtual void immediate_begin(RID p_immediate,PrimitiveType p_rimitive,RID p_texture=RID());
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
virtual void immediate_color(RID p_immediate,const Color& p_color);
virtual void immediate_uv(RID p_immediate, const Vector2& p_uv);
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
virtual void immediate_end(RID p_immediate);
virtual void immediate_clear(RID p_immediate);
virtual void immediate_set_material(RID p_immediate,RID p_material);
virtual RID immediate_get_material(RID p_immediate) const;
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/* PARTICLES API */
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virtual RID particles_create();
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virtual void particles_set_amount(RID p_particles, int p_amount);
virtual int particles_get_amount(RID p_particles) const;
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virtual void particles_set_emitting(RID p_particles, bool p_emitting);
virtual bool particles_is_emitting(RID p_particles) const;
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virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
virtual AABB particles_get_visibility_aabb(RID p_particles) const;
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virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
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virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
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virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable,float p_value);
virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const;
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virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable,float p_randomness);
virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const;
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virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
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virtual void particles_set_color_phases(RID p_particles, int p_phases);
virtual int particles_get_color_phases(RID p_particles) const;
virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
virtual void particles_set_attractors(RID p_particles, int p_attractors);
virtual int particles_get_attractors(RID p_particles) const;
virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
virtual RID particles_get_material(RID p_particles) const;
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virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
virtual bool particles_has_height_from_velocity(RID p_particles) const;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
virtual bool particles_is_using_local_coordinates(RID p_particles) const;
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/* Light API */
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virtual RID light_create(LightType p_type);
virtual LightType light_get_type(RID p_light) const;
virtual void light_set_color(RID p_light,LightColor p_type, const Color& p_color);
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virtual Color light_get_color(RID p_light,LightColor p_type) const;
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virtual void light_set_shadow(RID p_light,bool p_enabled);
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virtual bool light_has_shadow(RID p_light) const;
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virtual void light_set_volumetric(RID p_light,bool p_enabled);
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virtual bool light_is_volumetric(RID p_light) const;
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virtual void light_set_projector(RID p_light,RID p_texture);
virtual RID light_get_projector(RID p_light) const;
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virtual void light_set_param(RID p_light, LightParam p_var, float p_value);
virtual float light_get_param(RID p_light, LightParam p_var) const;
virtual void light_set_operator(RID p_light,LightOp p_op);
virtual LightOp light_get_operator(RID p_light) const;
virtual void light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode);
virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode);
virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
virtual void light_directional_set_shadow_param(RID p_light,LightDirectionalShadowParam p_param, float p_value);
virtual float light_directional_get_shadow_param(RID p_light,LightDirectionalShadowParam p_param) const;
/* SKELETON API */
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virtual RID skeleton_create();
virtual void skeleton_resize(RID p_skeleton,int p_bones);
virtual int skeleton_get_bone_count(RID p_skeleton) const;
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
/* ROOM API */
virtual RID room_create();
virtual void room_set_bounds(RID p_room, const BSP_Tree& p_bounds);
virtual BSP_Tree room_get_bounds(RID p_room) const;
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/* PORTAL API */
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virtual RID portal_create();
virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
virtual Vector<Point2> portal_get_shape(RID p_portal) const;
virtual void portal_set_enabled(RID p_portal, bool p_enabled);
virtual bool portal_is_enabled(RID p_portal) const;
virtual void portal_set_disable_distance(RID p_portal, float p_distance);
virtual float portal_get_disable_distance(RID p_portal) const;
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
virtual Color portal_get_disabled_color(RID p_portal) const;
virtual void portal_set_connect_range(RID p_portal, float p_range);
virtual float portal_get_connect_range(RID p_portal) const;
/* BAKED LIGHT */
virtual RID baked_light_create();
virtual void baked_light_set_mode(RID p_baked_light,BakedLightMode p_mode);
virtual BakedLightMode baked_light_get_mode(RID p_baked_light) const;
virtual void baked_light_set_octree(RID p_baked_light,const DVector<uint8_t> p_octree);
virtual DVector<uint8_t> baked_light_get_octree(RID p_baked_light) const;
virtual void baked_light_set_light(RID p_baked_light,const DVector<uint8_t> p_light);
virtual DVector<uint8_t> baked_light_get_light(RID p_baked_light) const;
virtual void baked_light_set_sampler_octree(RID p_baked_light,const DVector<int> &p_sampler);
virtual DVector<int> baked_light_get_sampler_octree(RID p_baked_light) const;
virtual void baked_light_set_lightmap_multiplier(RID p_baked_light,float p_multiplier);
virtual float baked_light_get_lightmap_multiplier(RID p_baked_light) const;
virtual void baked_light_add_lightmap(RID p_baked_light,const RID p_texture,int p_id);
virtual void baked_light_clear_lightmaps(RID p_baked_light);
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virtual void baked_light_set_realtime_color_enabled(RID p_baked_light, const bool p_enabled);
virtual bool baked_light_get_realtime_color_enabled(RID p_baked_light) const;
virtual void baked_light_set_realtime_color(RID p_baked_light, const Color& p_color);
virtual Color baked_light_get_realtime_color(RID p_baked_light) const;
virtual void baked_light_set_realtime_energy(RID p_baked_light, const float p_energy);
virtual float baked_light_get_realtime_energy(RID p_baked_light) const;
/* BAKED LIGHT SAMPLER */
virtual RID baked_light_sampler_create();
virtual void baked_light_sampler_set_param(RID p_baked_light_sampler,BakedLightSamplerParam p_param,float p_value);
virtual float baked_light_sampler_get_param(RID p_baked_light_sampler,BakedLightSamplerParam p_param) const;
virtual void baked_light_sampler_set_resolution(RID p_baked_light_sampler,int p_resolution);
virtual int baked_light_sampler_get_resolution(RID p_baked_light_sampler) const;
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/* CAMERA API */
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virtual RID camera_create();
virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far);
virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far);
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virtual void camera_set_transform(RID p_camera,const Transform& p_transform);
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virtual void camera_set_visible_layers(RID p_camera,uint32_t p_layers);
virtual uint32_t camera_get_visible_layers(RID p_camera) const;
virtual void camera_set_environment(RID p_camera,RID p_env);
virtual RID camera_get_environment(RID p_camera) const;
virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
virtual bool camera_is_using_vertical_aspect(RID p_camera,bool p_enable) const;
/* VIEWPORT API */
virtual RID viewport_create();
virtual void viewport_attach_to_screen(RID p_viewport,int p_screen=0);
virtual void viewport_detach(RID p_viewport);
virtual void viewport_set_as_render_target(RID p_viewport,bool p_enable);
virtual void viewport_set_render_target_update_mode(RID p_viewport,RenderTargetUpdateMode p_mode);
virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const;
virtual RID viewport_get_render_target_texture(RID p_viewport) const;
virtual void viewport_set_render_target_vflip(RID p_viewport,bool p_enable);
virtual bool viewport_get_render_target_vflip(RID p_viewport) const;
virtual void viewport_set_render_target_clear_on_new_frame(RID p_viewport,bool p_enable);
virtual bool viewport_get_render_target_clear_on_new_frame(RID p_viewport) const;
virtual void viewport_render_target_clear(RID p_viewport);
virtual void viewport_set_render_target_to_screen_rect(RID p_viewport,const Rect2& p_rect);
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virtual void viewport_queue_screen_capture(RID p_viewport);
virtual Image viewport_get_screen_capture(RID p_viewport) const;
virtual void viewport_set_rect(RID p_viewport,const ViewportRect& p_rect);
virtual ViewportRect viewport_get_rect(RID p_viewport) const;
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virtual void viewport_set_hide_scenario(RID p_viewport,bool p_hide);
virtual void viewport_set_hide_canvas(RID p_viewport,bool p_hide);
virtual void viewport_set_disable_environment(RID p_viewport,bool p_disable);
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virtual void viewport_attach_camera(RID p_viewport,RID p_camera);
virtual void viewport_set_scenario(RID p_viewport,RID p_scenario);
virtual RID viewport_get_attached_camera(RID p_viewport) const;
virtual RID viewport_get_scenario(RID p_viewport) const;
virtual void viewport_attach_canvas(RID p_viewport,RID p_canvas);
virtual void viewport_remove_canvas(RID p_viewport,RID p_canvas);
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virtual void viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset);
virtual Matrix32 viewport_get_canvas_transform(RID p_viewport,RID p_canvas) const;
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virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform);
virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const;
virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer);
virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled);
virtual bool viewport_has_transparent_background(RID p_viewport) const;
/* ENVIRONMENT API */
virtual RID environment_create();
virtual void environment_set_background(RID p_env,EnvironmentBG p_bg);
virtual EnvironmentBG environment_get_background(RID p_env) const;
virtual void environment_set_background_param(RID p_env,EnvironmentBGParam p_param, const Variant& p_value);
virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const;
virtual void environment_set_enable_fx(RID p_env,EnvironmentFx p_effect,bool p_enabled);
virtual bool environment_is_fx_enabled(RID p_env,EnvironmentFx p_effect) const;
virtual void environment_fx_set_param(RID p_env,EnvironmentFxParam p_effect,const Variant& p_param);
virtual Variant environment_fx_get_param(RID p_env,EnvironmentFxParam p_effect) const;
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/* SCENARIO API */
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virtual RID scenario_create();
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virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode);
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
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/* INSTANCING API */
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virtual RID instance_create();
virtual void instance_set_base(RID p_instance, RID p_base);
virtual RID instance_get_base(RID p_instance) const;
virtual void instance_set_scenario(RID p_instance, RID p_scenario);
virtual RID instance_get_scenario(RID p_instance) const;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
virtual uint32_t instance_get_layer_mask(RID p_instance) const;
virtual AABB instance_get_base_aabb(RID p_instance) const;
virtual void instance_attach_object_instance_ID(RID p_instance,uint32_t p_ID);
virtual uint32_t instance_get_object_instance_ID(RID p_instance) const;
virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
virtual RID instance_get_skeleton(RID p_instance) const;
virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight);
virtual float instance_get_morph_target_weight(RID p_instance,int p_shape) const;
virtual void instance_set_surface_material(RID p_instance,int p_surface, RID p_material);
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virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
virtual Transform instance_get_transform(RID p_instance) const;
virtual void instance_set_exterior( RID p_instance, bool p_enabled );
virtual bool instance_is_exterior( RID p_instance) const;
virtual void instance_set_room( RID p_instance, RID p_room );
virtual RID instance_get_room( RID p_instance ) const ;
virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
virtual real_t instance_get_extra_visibility_margin( RID p_instance ) const;
virtual Vector<RID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
virtual Vector<RID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
virtual Vector<RID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
virtual bool instance_geometry_get_flag(RID p_instance,InstanceFlags p_flags) const;
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting);
virtual VS::ShadowCastingSetting instance_geometry_get_cast_shadows_setting(RID p_instance) const;
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virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
virtual RID instance_geometry_get_material_override(RID p_instance) const;
virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max);
virtual float instance_geometry_get_draw_range_max(RID p_instance) const;
virtual float instance_geometry_get_draw_range_min(RID p_instance) const;
virtual void instance_geometry_set_baked_light(RID p_instance,RID p_baked_light);
virtual RID instance_geometry_get_baked_light(RID p_instance) const;
virtual void instance_geometry_set_baked_light_sampler(RID p_instance,RID p_baked_light_sampler);
virtual RID instance_geometry_get_baked_light_sampler(RID p_instance) const;
virtual void instance_geometry_set_baked_light_texture_index(RID p_instance,int p_tex_id);
virtual int instance_geometry_get_baked_light_texture_index(RID p_instance) const;
virtual void instance_light_set_enabled(RID p_instance,bool p_enabled);
virtual bool instance_light_is_enabled(RID p_instance) const;
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/* CANVAS (2D) */
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virtual RID canvas_create();
virtual void canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring);
virtual Point2 canvas_get_item_mirroring(RID p_canvas,RID p_item) const;
virtual void canvas_set_modulate(RID p_canvas,const Color& p_color);
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virtual RID canvas_item_create();
virtual void canvas_item_set_parent(RID p_item,RID p_parent_item);
virtual RID canvas_item_get_parent(RID p_canvas_item) const;
virtual void canvas_item_set_visible(RID p_item,bool p_visible);
virtual bool canvas_item_is_visible(RID p_item) const;
virtual void canvas_item_set_blend_mode(RID p_canvas_item,MaterialBlendMode p_blend);
virtual void canvas_item_set_light_mask(RID p_canvas_item,int p_mask);
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//virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect);
virtual void canvas_item_set_transform(RID p_item, const Matrix32& p_transform);
virtual void canvas_item_set_clip(RID p_item, bool p_clip);
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virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable);
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virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect=Rect2());
virtual void canvas_item_set_opacity(RID p_item, float p_opacity);
virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const;
virtual void canvas_item_set_on_top(RID p_item, bool p_on_top);
virtual bool canvas_item_is_on_top(RID p_item) const;
virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity);
virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const;
virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport);
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);
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virtual void canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color);
virtual void canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color);
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);
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);
virtual void canvas_item_add_style_box(RID p_item, const Rect2& p_rect, const Rect2& p_source, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
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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);
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());
virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int>& p_indices, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID(), int p_count=-1);
virtual void canvas_item_add_triangle_array_ptr(RID p_item, int p_count, const int* p_indices, const Point2* p_points, const Color* p_colors,const Point2* p_uvs=NULL, RID p_texture=RID());
virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform);
virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend);
virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
virtual void canvas_item_set_z(RID p_item, int p_z);
virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable,const Rect2& p_rect);
virtual void canvas_item_set_material(RID p_item, RID p_material);
virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
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virtual RID canvas_light_create();
virtual void canvas_light_attach_to_canvas(RID p_light,RID p_canvas);
virtual void canvas_light_set_enabled(RID p_light, bool p_enabled);
virtual void canvas_light_set_transform(RID p_light, const Matrix32& p_transform);
virtual void canvas_light_set_scale(RID p_light, float p_scale);
virtual void canvas_light_set_texture(RID p_light, RID p_texture);
virtual void canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset);
virtual void canvas_light_set_color(RID p_light, const Color& p_color);
virtual void canvas_light_set_height(RID p_light, float p_height);
virtual void canvas_light_set_energy(RID p_light, float p_energy);
virtual void canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z);
virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer,int p_max_layer);
virtual void canvas_light_set_item_mask(RID p_light, int p_mask);
virtual void canvas_light_set_item_shadow_mask(RID p_light, int p_mask);
virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode);
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier);
virtual void canvas_light_set_shadow_color(RID p_light, const Color& p_color);
virtual RID canvas_light_occluder_create();
virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder,RID p_canvas);
virtual void canvas_light_occluder_set_enabled(RID p_occluder,bool p_enabled);
virtual void canvas_light_occluder_set_polygon(RID p_occluder,RID p_polygon);
virtual void canvas_light_occluder_set_transform(RID p_occluder,const Matrix32& p_xform);
virtual void canvas_light_occluder_set_light_mask(RID p_occluder,int p_mask);
virtual RID canvas_occluder_polygon_create();
virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon,const DVector<Vector2>& p_shape,bool p_close);
virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon,const DVector<Vector2>& p_shape);
virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon,CanvasOccluderPolygonCullMode p_mode);
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virtual void canvas_item_clear(RID p_item);
virtual void canvas_item_raise(RID p_item);
/* CANVAS ITEM MATERIAL */
virtual RID canvas_item_material_create();
virtual void canvas_item_material_set_shader(RID p_material, RID p_shader);
virtual void canvas_item_material_set_shader_param(RID p_material, const StringName& p_param, const Variant& p_value);
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virtual Variant canvas_item_material_get_shader_param(RID p_material, const StringName& p_param) const;
virtual void canvas_item_material_set_shading_mode(RID p_material, CanvasItemShadingMode p_mode);
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/* CURSOR */
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset, int p_cursor=0, const Rect2 &p_region=Rect2());
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virtual void cursor_set_visible(bool p_visible, int p_cursor = 0);
virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0);
/* BLACK BARS */
virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);
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/* FREE */
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virtual void free( RID p_rid );
/* CUSTOM SHADE MODEL */
virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
virtual RID custom_shade_model_get_shader(int p_model) const;
virtual void custom_shade_model_set_name(int p_model, const String& p_name);
virtual String custom_shade_model_get_name(int p_model) const;
virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info);
virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const;
/* EVENT QUEUING */
virtual void draw();
virtual void sync();
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virtual void init();
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virtual void finish();
virtual bool has_changed() const;
/* RENDER INFO */
virtual int get_render_info(RenderInfo p_info);
virtual bool has_feature(Features p_feature) const;
RID get_test_cube();
virtual void set_boot_image(const Image& p_image, const Color& p_color, bool p_scale);
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virtual void set_default_clear_color(const Color& p_color);
virtual Color get_default_clear_color() const;
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VisualServerRaster(Rasterizer *p_rasterizer);
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~VisualServerRaster();
};
#endif