/*************************************************************************/ /* visual_server.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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_H #define VISUAL_SERVER_H #include "bsp_tree.h" #include "geometry.h" #include "math_2d.h" #include "object.h" #include "rid.h" #include "variant.h" /** @author Juan Linietsky */ class VisualServer : public Object { OBJ_TYPE(VisualServer, Object); static VisualServer *singleton; int mm_policy; DVector _shader_get_param_list(RID p_shader) const; void _camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far); void _viewport_set_rect(RID p_viewport, const Rect2 &p_rect); Rect2 _viewport_get_rect(RID p_viewport) const; void _canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector &p_margins, const Color &p_modulate = Color(1, 1, 1)); protected: RID _make_test_cube(); void _free_internal_rids(); RID test_texture; RID white_texture; RID test_material; RID material_2d[32]; static VisualServer *(*create_func)(); static void _bind_methods(); public: static VisualServer *get_singleton(); static VisualServer *create(); enum MipMapPolicy { MIPMAPS_ENABLED, MIPMAPS_ENABLED_FOR_PO2, MIPMAPS_DISABLED }; virtual void set_mipmap_policy(MipMapPolicy p_policy); virtual MipMapPolicy get_mipmap_policy() const; enum { NO_INDEX_ARRAY = -1, CUSTOM_ARRAY_SIZE = 8, ARRAY_WEIGHTS_SIZE = 4, MAX_PARTICLE_COLOR_PHASES = 4, MAX_PARTICLE_ATTRACTORS = 4, CANVAS_ITEM_Z_MIN = -4096, CANVAS_ITEM_Z_MAX = 4096, MAX_CURSORS = 8, }; /* TEXTURE API */ enum TextureFlags { TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter TEXTURE_FLAG_ANISOTROPIC_FILTER = 8, TEXTURE_FLAG_CONVERT_TO_LINEAR = 16, TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored TEXTURE_FLAG_CUBEMAP = 2048, TEXTURE_FLAG_VIDEO_SURFACE = 4096, TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER }; enum CubeMapSide { CUBEMAP_LEFT, CUBEMAP_RIGHT, CUBEMAP_BOTTOM, CUBEMAP_TOP, CUBEMAP_FRONT, CUBEMAP_BACK }; virtual RID texture_create() = 0; RID texture_create_from_image(const Image &p_image, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT); // helper virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT) = 0; virtual void texture_set_data(RID p_texture, const Image &p_image, CubeMapSide p_cube_side = CUBEMAP_LEFT) = 0; virtual Image texture_get_data(RID p_texture, CubeMapSide p_cube_side = CUBEMAP_LEFT) const = 0; virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0; virtual uint32_t texture_get_flags(RID p_texture) const = 0; virtual Image::Format texture_get_format(RID p_texture) const = 0; virtual uint32_t texture_get_width(RID p_texture) const = 0; virtual uint32_t texture_get_height(RID p_texture) const = 0; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0; virtual bool texture_can_stream(RID p_texture) const = 0; virtual void texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const = 0; virtual void texture_set_path(RID p_texture, const String &p_path) = 0; virtual String texture_get_path(RID p_texture) const = 0; virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 0; struct TextureInfo { RID texture; Size2 size; Image::Format format; int bytes; String path; }; virtual void texture_debug_usage(List *r_info) = 0; /* SHADER API */ enum ShaderMode { SHADER_MATERIAL, SHADER_CANVAS_ITEM, SHADER_POST_PROCESS, }; virtual RID shader_create(ShaderMode p_mode = SHADER_MATERIAL) = 0; virtual void shader_set_mode(RID p_shader, ShaderMode p_mode) = 0; virtual ShaderMode shader_get_mode(RID p_shader) const = 0; 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) = 0; virtual String shader_get_fragment_code(RID p_shader) const = 0; virtual String shader_get_vertex_code(RID p_shader) const = 0; virtual String shader_get_light_code(RID p_shader) const = 0; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const = 0; virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0; virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0; /* COMMON MATERIAL API */ virtual RID material_create() = 0; virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0; virtual RID material_get_shader(RID p_shader_material) const = 0; 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; enum MaterialFlag { MATERIAL_FLAG_VISIBLE, MATERIAL_FLAG_DOUBLE_SIDED, MATERIAL_FLAG_INVERT_FACES, ///< Invert front/back of the object MATERIAL_FLAG_UNSHADED, MATERIAL_FLAG_ONTOP, MATERIAL_FLAG_LIGHTMAP_ON_UV2, MATERIAL_FLAG_COLOR_ARRAY_SRGB, MATERIAL_FLAG_MAX, }; virtual void material_set_flag(RID p_material, MaterialFlag p_flag, bool p_enabled) = 0; virtual bool material_get_flag(RID p_material, MaterialFlag p_flag) const = 0; enum MaterialDepthDrawMode { MATERIAL_DEPTH_DRAW_ALWAYS, MATERIAL_DEPTH_DRAW_OPAQUE_ONLY, MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA, MATERIAL_DEPTH_DRAW_NEVER }; virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode) = 0; virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const = 0; enum MaterialBlendMode { MATERIAL_BLEND_MODE_MIX, //default MATERIAL_BLEND_MODE_ADD, MATERIAL_BLEND_MODE_SUB, MATERIAL_BLEND_MODE_MUL, MATERIAL_BLEND_MODE_PREMULT_ALPHA }; virtual void material_set_blend_mode(RID p_material, MaterialBlendMode p_mode) = 0; virtual MaterialBlendMode material_get_blend_mode(RID p_material) const = 0; virtual void material_set_line_width(RID p_material, float p_line_width) = 0; virtual float material_get_line_width(RID p_material) const = 0; //fixed material api virtual RID fixed_material_create() = 0; enum FixedMaterialParam { FIXED_MATERIAL_PARAM_DIFFUSE, FIXED_MATERIAL_PARAM_DETAIL, FIXED_MATERIAL_PARAM_SPECULAR, FIXED_MATERIAL_PARAM_EMISSION, FIXED_MATERIAL_PARAM_SPECULAR_EXP, FIXED_MATERIAL_PARAM_GLOW, FIXED_MATERIAL_PARAM_NORMAL, FIXED_MATERIAL_PARAM_SHADE_PARAM, FIXED_MATERIAL_PARAM_MAX }; enum FixedMaterialTexCoordMode { FIXED_MATERIAL_TEXCOORD_UV, FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM, FIXED_MATERIAL_TEXCOORD_UV2, FIXED_MATERIAL_TEXCOORD_SPHERE }; enum FixedMaterialFlags { FIXED_MATERIAL_FLAG_USE_ALPHA, FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY, FIXED_MATERIAL_FLAG_USE_POINT_SIZE, FIXED_MATERIAL_FLAG_DISCARD_ALPHA, FIXED_MATERIAL_FLAG_USE_XY_NORMALMAP, FIXED_MATERIAL_FLAG_MAX, }; virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled) = 0; virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const = 0; virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant &p_value) = 0; virtual Variant fixed_material_get_param(RID p_material, FixedMaterialParam p_parameter) const = 0; virtual void fixed_material_set_texture(RID p_material, FixedMaterialParam p_parameter, RID p_texture) = 0; virtual RID fixed_material_get_texture(RID p_material, FixedMaterialParam p_parameter) const = 0; enum FixedMaterialLightShader { FIXED_MATERIAL_LIGHT_SHADER_LAMBERT, FIXED_MATERIAL_LIGHT_SHADER_WRAP, FIXED_MATERIAL_LIGHT_SHADER_VELVET, FIXED_MATERIAL_LIGHT_SHADER_TOON, }; virtual void fixed_material_set_light_shader(RID p_material, FixedMaterialLightShader p_shader) = 0; virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const = 0; virtual void fixed_material_set_texcoord_mode(RID p_material, FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode) = 0; virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material, FixedMaterialParam p_parameter) const = 0; virtual void fixed_material_set_uv_transform(RID p_material, const Transform &p_transform) = 0; virtual Transform fixed_material_get_uv_transform(RID p_material) const = 0; virtual void fixed_material_set_point_size(RID p_material, float p_size) = 0; virtual float fixed_material_get_point_size(RID p_material) const = 0; /* MESH API */ enum ArrayType { ARRAY_VERTEX = 0, ARRAY_NORMAL = 1, ARRAY_TANGENT = 2, ARRAY_COLOR = 3, ARRAY_TEX_UV = 4, ARRAY_TEX_UV2 = 5, ARRAY_BONES = 6, ARRAY_WEIGHTS = 7, ARRAY_INDEX = 8, ARRAY_MAX = 9 }; enum ArrayFormat { /* ARRAY FORMAT FLAGS */ ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX, // mandatory 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_BONES = 1 << ARRAY_BONES, ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS, ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX, }; enum PrimitiveType { PRIMITIVE_POINTS = 0, PRIMITIVE_LINES = 1, PRIMITIVE_LINE_STRIP = 2, PRIMITIVE_LINE_LOOP = 3, PRIMITIVE_TRIANGLES = 4, PRIMITIVE_TRIANGLE_STRIP = 5, PRIMITIVE_TRIANGLE_FAN = 6, PRIMITIVE_MAX = 7, }; virtual RID mesh_create() = 0; 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) = 0; virtual Array mesh_get_surface_arrays(RID p_mesh, int p_surface) const = 0; virtual Array mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const = 0; virtual void mesh_add_custom_surface(RID p_mesh, const Variant &p_dat) = 0; //this is used by each platform in a different way virtual void mesh_set_morph_target_count(RID p_mesh, int p_amount) = 0; virtual int mesh_get_morph_target_count(RID p_mesh) const = 0; enum MorphTargetMode { MORPH_MODE_NORMALIZED, MORPH_MODE_RELATIVE, }; virtual void mesh_set_morph_target_mode(RID p_mesh, MorphTargetMode p_mode) = 0; virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const = 0; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned = false) = 0; virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0; virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0; virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0; virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0; virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0; virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0; virtual int mesh_get_surface_count(RID p_mesh) const = 0; 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_clear(RID p_mesh) = 0; /* MULTIMESH API */ virtual RID multimesh_create() = 0; virtual void multimesh_set_instance_count(RID p_multimesh, int p_count) = 0; virtual int multimesh_get_instance_count(RID p_multimesh) const = 0; virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0; virtual void multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb) = 0; virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0; virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0; virtual RID multimesh_get_mesh(RID p_multimesh) const = 0; virtual AABB multimesh_get_aabb(RID p_multimesh, const AABB &p_aabb) const = 0; ; virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0; virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0; virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0; virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0; /* IMMEDIATE API */ virtual RID immediate_create() = 0; virtual void immediate_begin(RID p_immediate, PrimitiveType p_rimitive, RID p_texture = RID()) = 0; virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0; virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0; virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0; virtual void immediate_color(RID p_immediate, const Color &p_color) = 0; virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0; virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0; virtual void immediate_end(RID p_immediate) = 0; virtual void immediate_clear(RID p_immediate) = 0; virtual void immediate_set_material(RID p_immediate, RID p_material) = 0; virtual RID immediate_get_material(RID p_immediate) const = 0; /* PARTICLES API */ virtual RID particles_create() = 0; enum ParticleVariable { PARTICLE_LIFETIME, PARTICLE_SPREAD, PARTICLE_GRAVITY, PARTICLE_LINEAR_VELOCITY, PARTICLE_ANGULAR_VELOCITY, PARTICLE_LINEAR_ACCELERATION, PARTICLE_RADIAL_ACCELERATION, PARTICLE_TANGENTIAL_ACCELERATION, PARTICLE_DAMPING, PARTICLE_INITIAL_SIZE, PARTICLE_FINAL_SIZE, PARTICLE_INITIAL_ANGLE, PARTICLE_HEIGHT, PARTICLE_HEIGHT_SPEED_SCALE, PARTICLE_VAR_MAX }; virtual void particles_set_amount(RID p_particles, int p_amount) = 0; virtual int particles_get_amount(RID p_particles) const = 0; virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0; virtual bool particles_is_emitting(RID p_particles) const = 0; virtual void particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) = 0; virtual AABB particles_get_visibility_aabb(RID p_particles) const = 0; virtual void particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) = 0; virtual Vector3 particles_get_emission_half_extents(RID p_particles) const = 0; virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity) = 0; virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const = 0; virtual void particles_set_emission_points(RID p_particles, const DVector &p_points) = 0; virtual DVector particles_get_emission_points(RID p_particles) const = 0; virtual void particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) = 0; virtual Vector3 particles_get_gravity_normal(RID p_particles) const = 0; virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable, float p_value) = 0; virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const = 0; virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable, float p_randomness) = 0; virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const = 0; virtual void particles_set_color_phases(RID p_particles, int p_phases) = 0; virtual int particles_get_color_phases(RID p_particles) const = 0; virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) = 0; virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const = 0; virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color) = 0; virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const = 0; virtual void particles_set_attractors(RID p_particles, int p_attractors) = 0; virtual int particles_get_attractors(RID p_particles) const = 0; virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) = 0; virtual Vector3 particles_get_attractor_pos(RID p_particles, int p_attractor) const = 0; virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) = 0; virtual float particles_get_attractor_strength(RID p_particles, int p_attractor) const = 0; virtual void particles_set_material(RID p_particles, RID p_material, bool p_owned = false) = 0; virtual RID particles_get_material(RID p_particles) const = 0; virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable) = 0; virtual bool particles_has_height_from_velocity(RID p_particles) const = 0; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0; virtual bool particles_is_using_local_coordinates(RID p_particles) const = 0; /* Light API */ enum LightType { LIGHT_DIRECTIONAL, LIGHT_OMNI, LIGHT_SPOT }; enum LightColor { LIGHT_COLOR_DIFFUSE, LIGHT_COLOR_SPECULAR }; enum LightParam { LIGHT_PARAM_SPOT_ATTENUATION, LIGHT_PARAM_SPOT_ANGLE, LIGHT_PARAM_RADIUS, LIGHT_PARAM_ENERGY, LIGHT_PARAM_ATTENUATION, LIGHT_PARAM_SHADOW_DARKENING, LIGHT_PARAM_SHADOW_Z_OFFSET, LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE, LIGHT_PARAM_SHADOW_ESM_MULTIPLIER, LIGHT_PARAM_SHADOW_BLUR_PASSES, LIGHT_PARAM_MAX }; virtual RID light_create(LightType p_type) = 0; virtual LightType light_get_type(RID p_light) const = 0; virtual void light_set_color(RID p_light, LightColor p_type, const Color &p_color) = 0; virtual Color light_get_color(RID p_light, LightColor p_type) const = 0; virtual void light_set_shadow(RID p_light, bool p_enabled) = 0; virtual bool light_has_shadow(RID p_light) const = 0; virtual void light_set_volumetric(RID p_light, bool p_enabled) = 0; virtual bool light_is_volumetric(RID p_light) const = 0; virtual void light_set_projector(RID p_light, RID p_texture) = 0; virtual RID light_get_projector(RID p_light) const = 0; virtual void light_set_param(RID p_light, LightParam p_var, float p_value) = 0; virtual float light_get_param(RID p_light, LightParam p_var) const = 0; enum LightOp { LIGHT_OPERATOR_ADD, LIGHT_OPERATOR_SUB }; virtual void light_set_operator(RID p_light, LightOp p_op) = 0; virtual LightOp light_get_operator(RID p_light) const = 0; // omni light enum LightOmniShadowMode { LIGHT_OMNI_SHADOW_DEFAULT, LIGHT_OMNI_SHADOW_DUAL_PARABOLOID, LIGHT_OMNI_SHADOW_CUBEMAP }; virtual void light_omni_set_shadow_mode(RID p_light, LightOmniShadowMode p_mode) = 0; virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const = 0; // directional light enum LightDirectionalShadowMode { LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL, LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE, LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS, LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS }; virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0; virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const = 0; enum LightDirectionalShadowParam { LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE, LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT, LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE, }; virtual void light_directional_set_shadow_param(RID p_light, LightDirectionalShadowParam p_param, float p_value) = 0; virtual float light_directional_get_shadow_param(RID p_light, LightDirectionalShadowParam p_param) const = 0; //@TODO fallof model and all that stuff /* SKELETON API */ virtual RID skeleton_create() = 0; virtual void skeleton_resize(RID p_skeleton, int p_bones) = 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 Transform &p_transform) = 0; virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) = 0; /* ROOM API */ virtual RID room_create() = 0; virtual void room_set_bounds(RID p_room, const BSP_Tree &p_bounds) = 0; virtual BSP_Tree room_get_bounds(RID p_room) const = 0; /* PORTAL API */ // portals are only (x/y) points, forming a convex shape, which its clockwise // order points outside. (z is 0); virtual RID portal_create() = 0; virtual void portal_set_shape(RID p_portal, const Vector &p_shape) = 0; virtual Vector portal_get_shape(RID p_portal) const = 0; virtual void portal_set_enabled(RID p_portal, bool p_enabled) = 0; virtual bool portal_is_enabled(RID p_portal) const = 0; virtual void portal_set_disable_distance(RID p_portal, float p_distance) = 0; virtual float portal_get_disable_distance(RID p_portal) const = 0; virtual void portal_set_disabled_color(RID p_portal, const Color &p_color) = 0; virtual Color portal_get_disabled_color(RID p_portal) const = 0; virtual void portal_set_connect_range(RID p_portal, float p_range) = 0; virtual float portal_get_connect_range(RID p_portal) const = 0; /* BAKED LIGHT API */ virtual RID baked_light_create() = 0; enum BakedLightMode { BAKED_LIGHT_OCTREE, BAKED_LIGHT_LIGHTMAPS }; virtual void baked_light_set_mode(RID p_baked_light, BakedLightMode p_mode) = 0; virtual BakedLightMode baked_light_get_mode(RID p_baked_light) const = 0; virtual void baked_light_set_octree(RID p_baked_light, const DVector p_octree) = 0; virtual DVector baked_light_get_octree(RID p_baked_light) const = 0; virtual void baked_light_set_light(RID p_baked_light, const DVector p_light) = 0; virtual DVector baked_light_get_light(RID p_baked_light) const = 0; virtual void baked_light_set_sampler_octree(RID p_baked_light, const DVector &p_sampler) = 0; virtual DVector baked_light_get_sampler_octree(RID p_baked_light) const = 0; virtual void baked_light_set_lightmap_multiplier(RID p_baked_light, float p_multiplier) = 0; virtual float baked_light_get_lightmap_multiplier(RID p_baked_light) const = 0; virtual void baked_light_add_lightmap(RID p_baked_light, const RID p_texture, int p_id) = 0; virtual void baked_light_clear_lightmaps(RID p_baked_light) = 0; virtual void baked_light_set_realtime_color_enabled(RID p_baked_light, const bool p_enabled) = 0; virtual bool baked_light_get_realtime_color_enabled(RID p_baked_light) const = 0; virtual void baked_light_set_realtime_color(RID p_baked_light, const Color &p_color) = 0; virtual Color baked_light_get_realtime_color(RID p_baked_light) const = 0; virtual void baked_light_set_realtime_energy(RID p_baked_light, const float p_energy) = 0; virtual float baked_light_get_realtime_energy(RID p_baked_light) const = 0; /* BAKED LIGHT SAMPLER */ virtual RID baked_light_sampler_create() = 0; enum BakedLightSamplerParam { BAKED_LIGHT_SAMPLER_RADIUS, BAKED_LIGHT_SAMPLER_STRENGTH, BAKED_LIGHT_SAMPLER_ATTENUATION, BAKED_LIGHT_SAMPLER_DETAIL_RATIO, BAKED_LIGHT_SAMPLER_MAX }; virtual void baked_light_sampler_set_param(RID p_baked_light_sampler, BakedLightSamplerParam p_param, float p_value) = 0; virtual float baked_light_sampler_get_param(RID p_baked_light_sampler, BakedLightSamplerParam p_param) const = 0; virtual void baked_light_sampler_set_resolution(RID p_baked_light_sampler, int p_resolution) = 0; virtual int baked_light_sampler_get_resolution(RID p_baked_light_sampler) const = 0; /* CAMERA API */ 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_transform(RID p_camera, const Transform &p_transform) = 0; virtual void camera_set_visible_layers(RID p_camera, uint32_t p_layers) = 0; virtual uint32_t camera_get_visible_layers(RID p_camera) const = 0; virtual void camera_set_environment(RID p_camera, RID p_env) = 0; virtual RID camera_get_environment(RID p_camera) const = 0; virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0; virtual bool camera_is_using_vertical_aspect(RID p_camera, bool p_enable) const = 0; /* virtual void camera_add_layer(RID p_camera); virtual void camera_layer_move_up(RID p_camera,int p_layer); virtual void camera_layer_move_down(RID p_camera,int p_layer); virtual void camera_layer_set_mask(RID p_camera,int p_layer,int p_mask); virtual int camera_layer_get_mask(RID p_camera,int p_layer) const; enum CameraLayerFlag { FLAG_CLEAR_DEPTH, FLAG_CLEAR_COLOR, FLAG_IGNORE_FOG, }; virtual void camera_layer_set_flag(RID p_camera,int p_layer,bool p_enable); virtual bool camera_layer_get_flag(RID p_camera,int p_layer) const; */ /* VIEWPORT API */ virtual RID viewport_create() = 0; virtual void viewport_attach_to_screen(RID p_viewport, int p_screen = 0) = 0; virtual void viewport_detach(RID p_viewport) = 0; virtual void viewport_set_render_target_to_screen_rect(RID p_viewport, const Rect2 &p_rect) = 0; enum RenderTargetUpdateMode { RENDER_TARGET_UPDATE_DISABLED, RENDER_TARGET_UPDATE_ONCE, //then goes to disabled RENDER_TARGET_UPDATE_WHEN_VISIBLE, // default RENDER_TARGET_UPDATE_ALWAYS }; virtual void viewport_set_as_render_target(RID p_viewport, bool p_enable) = 0; virtual void viewport_set_render_target_update_mode(RID p_viewport, RenderTargetUpdateMode p_mode) = 0; virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const = 0; virtual RID viewport_get_render_target_texture(RID p_viewport) const = 0; virtual void viewport_set_render_target_vflip(RID p_viewport, bool p_enable) = 0; virtual bool viewport_get_render_target_vflip(RID p_viewport) const = 0; virtual void viewport_set_render_target_clear_on_new_frame(RID p_viewport, bool p_enable) = 0; virtual bool viewport_get_render_target_clear_on_new_frame(RID p_viewport) const = 0; virtual void viewport_render_target_clear(RID p_viewport) = 0; virtual void viewport_queue_screen_capture(RID p_viewport) = 0; virtual Image viewport_get_screen_capture(RID p_viewport) const = 0; struct ViewportRect { int x, y, width, height; ViewportRect() { x = y = width = height = 0; } }; virtual void viewport_set_rect(RID p_viewport, const ViewportRect &p_rect) = 0; virtual ViewportRect viewport_get_rect(RID p_viewport) const = 0; virtual void viewport_set_hide_scenario(RID p_viewport, bool p_hide) = 0; virtual void viewport_set_hide_canvas(RID p_viewport, bool p_hide) = 0; virtual void viewport_set_disable_environment(RID p_viewport, bool p_disable) = 0; 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 RID viewport_get_attached_camera(RID p_viewport) const = 0; virtual RID viewport_get_scenario(RID p_viewport) const = 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 Matrix32 &p_offset) = 0; virtual Matrix32 viewport_get_canvas_transform(RID p_viewport, RID p_canvas) const = 0; virtual void viewport_set_transparent_background(RID p_viewport, bool p_enabled) = 0; virtual bool viewport_has_transparent_background(RID p_viewport) const = 0; virtual void viewport_set_global_canvas_transform(RID p_viewport, const Matrix32 &p_transform) = 0; virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const = 0; virtual void viewport_set_canvas_layer(RID p_viewport, RID p_canvas, int p_layer) = 0; /* ENVIRONMENT API */ virtual RID environment_create() = 0; enum EnvironmentBG { ENV_BG_KEEP, ENV_BG_DEFAULT_COLOR, ENV_BG_COLOR, ENV_BG_TEXTURE, ENV_BG_CUBEMAP, ENV_BG_CANVAS, ENV_BG_MAX }; virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0; virtual EnvironmentBG environment_get_background(RID p_env) const = 0; enum EnvironmentBGParam { ENV_BG_PARAM_CANVAS_MAX_LAYER, ENV_BG_PARAM_COLOR, ENV_BG_PARAM_TEXTURE, ENV_BG_PARAM_CUBEMAP, ENV_BG_PARAM_ENERGY, ENV_BG_PARAM_SCALE, ENV_BG_PARAM_GLOW, ENV_BG_PARAM_MAX }; virtual void environment_set_background_param(RID p_env, EnvironmentBGParam p_param, const Variant &p_value) = 0; virtual Variant environment_get_background_param(RID p_env, EnvironmentBGParam p_param) const = 0; enum EnvironmentFx { ENV_FX_AMBIENT_LIGHT, ENV_FX_FXAA, ENV_FX_GLOW, ENV_FX_DOF_BLUR, ENV_FX_HDR, ENV_FX_FOG, ENV_FX_BCS, ENV_FX_SRGB, ENV_FX_MAX }; virtual void environment_set_enable_fx(RID p_env, EnvironmentFx p_effect, bool p_enabled) = 0; virtual bool environment_is_fx_enabled(RID p_env, EnvironmentFx p_mode) const = 0; enum EnvironmentFxBlurBlendMode { ENV_FX_BLUR_BLEND_MODE_ADDITIVE, ENV_FX_BLUR_BLEND_MODE_SCREEN, ENV_FX_BLUR_BLEND_MODE_SOFTLIGHT, }; enum EnvironmentFxHDRToneMapper { ENV_FX_HDR_TONE_MAPPER_LINEAR, ENV_FX_HDR_TONE_MAPPER_LOG, ENV_FX_HDR_TONE_MAPPER_REINHARDT, ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE, }; enum EnvironmentFxParam { ENV_FX_PARAM_AMBIENT_LIGHT_COLOR, ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY, ENV_FX_PARAM_GLOW_BLUR_PASSES, ENV_FX_PARAM_GLOW_BLUR_SCALE, ENV_FX_PARAM_GLOW_BLUR_STRENGTH, ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE, ENV_FX_PARAM_GLOW_BLOOM, ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD, ENV_FX_PARAM_DOF_BLUR_PASSES, ENV_FX_PARAM_DOF_BLUR_BEGIN, ENV_FX_PARAM_DOF_BLUR_RANGE, ENV_FX_PARAM_HDR_TONEMAPPER, ENV_FX_PARAM_HDR_EXPOSURE, ENV_FX_PARAM_HDR_WHITE, ENV_FX_PARAM_HDR_GLOW_TRESHOLD, ENV_FX_PARAM_HDR_GLOW_SCALE, ENV_FX_PARAM_HDR_MIN_LUMINANCE, ENV_FX_PARAM_HDR_MAX_LUMINANCE, ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED, ENV_FX_PARAM_FOG_BEGIN, ENV_FX_PARAM_FOG_BEGIN_COLOR, ENV_FX_PARAM_FOG_END_COLOR, ENV_FX_PARAM_FOG_ATTENUATION, ENV_FX_PARAM_FOG_BG, ENV_FX_PARAM_BCS_BRIGHTNESS, ENV_FX_PARAM_BCS_CONTRAST, ENV_FX_PARAM_BCS_SATURATION, ENV_FX_PARAM_MAX }; virtual void environment_fx_set_param(RID p_env, EnvironmentFxParam p_effect, const Variant &p_param) = 0; virtual Variant environment_fx_get_param(RID p_env, EnvironmentFxParam p_effect) const = 0; /* SCENARIO API */ virtual RID scenario_create() = 0; enum ScenarioDebugMode { SCENARIO_DEBUG_DISABLED, SCENARIO_DEBUG_WIREFRAME, SCENARIO_DEBUG_OVERDRAW, SCENARIO_DEBUG_SHADELESS, }; virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0; virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0; virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const = 0; virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0; /* INSTANCING API */ enum InstanceType { INSTANCE_NONE, INSTANCE_MESH, INSTANCE_MULTIMESH, INSTANCE_IMMEDIATE, INSTANCE_PARTICLES, INSTANCE_LIGHT, INSTANCE_ROOM, INSTANCE_PORTAL, INSTANCE_BAKED_LIGHT, INSTANCE_BAKED_LIGHT_SAMPLER, INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_IMMEDIATE) | (1 << INSTANCE_PARTICLES) }; virtual RID instance_create2(RID p_base, RID p_scenario); // virtual RID instance_create(RID p_base,RID p_scenario)=0; // from can be mesh, light, area and portal so far. virtual RID instance_create() = 0; // from can be mesh, light, poly, area and portal so far. virtual void instance_set_base(RID p_instance, RID p_base) = 0; // from can be mesh, light, poly, area and portal so far. virtual RID instance_get_base(RID p_instance) const = 0; virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0; // from can be mesh, light, poly, area and portal so far. virtual RID instance_get_scenario(RID p_instance) const = 0; virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0; virtual uint32_t instance_get_layer_mask(RID p_instance) const = 0; virtual AABB instance_get_base_aabb(RID p_instance) const = 0; virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0; virtual Transform instance_get_transform(RID p_instance) const = 0; virtual void instance_attach_object_instance_ID(RID p_instance, uint32_t p_ID) = 0; virtual uint32_t instance_get_object_instance_ID(RID p_instance) const = 0; virtual void instance_set_morph_target_weight(RID p_instance, int p_shape, float p_weight) = 0; virtual float instance_get_morph_target_weight(RID p_instance, int p_shape) const = 0; virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0; virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0; virtual RID instance_get_skeleton(RID p_instance) const = 0; virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0; virtual bool instance_is_exterior(RID p_instance) const = 0; virtual void instance_set_room(RID p_instance, RID p_room) = 0; virtual RID instance_get_room(RID p_instance) const = 0; virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0; virtual real_t instance_get_extra_visibility_margin(RID p_instance) const = 0; // don't use these in a game! virtual Vector instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0; virtual Vector instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0; virtual Vector instances_cull_convex(const Vector &p_convex, RID p_scenario = RID()) const = 0; enum InstanceFlags { INSTANCE_FLAG_VISIBLE, INSTANCE_FLAG_BILLBOARD, INSTANCE_FLAG_BILLBOARD_FIX_Y, INSTANCE_FLAG_CAST_SHADOW, INSTANCE_FLAG_RECEIVE_SHADOWS, INSTANCE_FLAG_DEPH_SCALE, INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS, INSTANCE_FLAG_USE_BAKED_LIGHT, INSTANCE_FLAG_MAX }; enum ShadowCastingSetting { SHADOW_CASTING_SETTING_OFF, SHADOW_CASTING_SETTING_ON, SHADOW_CASTING_SETTING_DOUBLE_SIDED, SHADOW_CASTING_SETTING_SHADOWS_ONLY, }; virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0; virtual bool instance_geometry_get_flag(RID p_instance, InstanceFlags p_flags) const = 0; virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0; virtual ShadowCastingSetting instance_geometry_get_cast_shadows_setting(RID p_instance) const = 0; virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0; virtual RID instance_geometry_get_material_override(RID p_instance) const = 0; virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max) = 0; virtual float instance_geometry_get_draw_range_max(RID p_instance) const = 0; virtual float instance_geometry_get_draw_range_min(RID p_instance) const = 0; virtual void instance_geometry_set_baked_light(RID p_instance, RID p_baked_light) = 0; virtual RID instance_geometry_get_baked_light(RID p_instance) const = 0; virtual void instance_geometry_set_baked_light_sampler(RID p_instance, RID p_baked_light_sampler) = 0; virtual RID instance_geometry_get_baked_light_sampler(RID p_instance) const = 0; virtual void instance_geometry_set_baked_light_texture_index(RID p_instance, int p_tex_id) = 0; virtual int instance_geometry_get_baked_light_texture_index(RID p_instance) const = 0; virtual void instance_light_set_enabled(RID p_instance, bool p_enabled) = 0; virtual bool instance_light_is_enabled(RID p_instance) const = 0; /* 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 Point2 canvas_get_item_mirroring(RID p_canvas, RID p_item) const = 0; virtual void canvas_set_modulate(RID p_canvas, const Color &p_color) = 0; virtual RID canvas_item_create() = 0; virtual void canvas_item_set_parent(RID p_item, RID p_parent) = 0; virtual RID canvas_item_get_parent(RID p_canvas_item) const = 0; virtual void canvas_item_set_visible(RID p_item, bool p_visible) = 0; virtual bool canvas_item_is_visible(RID p_item) const = 0; virtual void canvas_item_set_light_mask(RID p_item, int p_mask) = 0; virtual void canvas_item_set_blend_mode(RID p_canvas_item, MaterialBlendMode p_blend) = 0; virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport) = 0; //virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect)=0; virtual void canvas_item_set_transform(RID p_item, const Matrix32 &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_opacity(RID p_item, float p_opacity) = 0; virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const = 0; virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity) = 0; virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const = 0; virtual void canvas_item_set_on_top(RID p_item, bool p_on_top) = 0; virtual bool canvas_item_is_on_top(RID p_item) const = 0; 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) = 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) = 0; 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)) = 0; virtual void canvas_item_add_primitive(RID p_item, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs, RID p_texture, float p_width = 1.0) = 0; virtual void canvas_item_add_polygon(RID p_item, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), RID p_texture = RID()) = 0; virtual void canvas_item_add_triangle_array(RID p_item, const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), RID p_texture = RID(), int p_count = -1) = 0; 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()) = 0; virtual void canvas_item_add_set_transform(RID p_item, const Matrix32 &p_transform) = 0; virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend) = 0; virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore) = 0; virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) = 0; virtual void canvas_item_set_z(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; virtual void canvas_item_clear(RID p_item) = 0; virtual void canvas_item_raise(RID p_item) = 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 RID canvas_light_create() = 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_scale(RID p_light, float p_scale) = 0; virtual void canvas_light_set_transform(RID p_light, const Matrix32 &p_transform) = 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; 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_mask(RID p_light, int p_mask) = 0; virtual void canvas_light_set_item_shadow_mask(RID p_light, int p_mask) = 0; enum CanvasLightMode { CANVAS_LIGHT_MODE_ADD, CANVAS_LIGHT_MODE_SUB, CANVAS_LIGHT_MODE_MIX, CANVAS_LIGHT_MODE_MASK, }; virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode) = 0; virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) = 0; virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size) = 0; virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier) = 0; virtual void canvas_light_set_shadow_color(RID p_light, const Color &p_color) = 0; 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_transform(RID p_occluder, const Matrix32 &p_xform) = 0; virtual void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask) = 0; virtual RID canvas_occluder_polygon_create() = 0; virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const DVector &p_shape, bool p_closed) = 0; virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const DVector &p_shape) = 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; /* CANVAS ITEM MATERIAL */ virtual RID canvas_item_material_create() = 0; virtual void canvas_item_material_set_shader(RID p_material, RID p_shader) = 0; virtual void canvas_item_material_set_shader_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0; virtual Variant canvas_item_material_get_shader_param(RID p_material, const StringName &p_param) const = 0; enum CanvasItemShadingMode { CANVAS_ITEM_SHADING_NORMAL, CANVAS_ITEM_SHADING_UNSHADED, CANVAS_ITEM_SHADING_ONLY_LIGHT, }; virtual void canvas_item_material_set_shading_mode(RID p_material, CanvasItemShadingMode p_mode) = 0; /* CURSOR */ virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0) = 0; // radians virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor = 0, const Rect2 &p_region = Rect2()) = 0; virtual void cursor_set_visible(bool p_visible, int p_cursor = 0) = 0; virtual void cursor_set_pos(const Point2 &p_pos, int p_cursor = 0) = 0; /* BLACK BARS */ virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) = 0; virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) = 0; /* FREE */ virtual void free(RID p_rid) = 0; ///< free RIDs associated with the visual server /* CUSTOM SHADING */ virtual void custom_shade_model_set_shader(int p_model, RID p_shader) = 0; virtual RID custom_shade_model_get_shader(int p_model) const = 0; virtual void custom_shade_model_set_name(int p_model, const String &p_name) = 0; virtual String custom_shade_model_get_name(int p_model) const = 0; virtual void custom_shade_model_set_param_info(int p_model, const List &p_info) = 0; virtual void custom_shade_model_get_param_info(int p_model, List *p_info) const = 0; /* EVENT QUEUING */ virtual void draw() = 0; virtual void sync() = 0; virtual bool has_changed() const = 0; virtual void init() = 0; virtual void finish() = 0; /* STATUS INFORMATION */ enum RenderInfo { INFO_OBJECTS_IN_FRAME, INFO_VERTICES_IN_FRAME, INFO_MATERIAL_CHANGES_IN_FRAME, INFO_SHADER_CHANGES_IN_FRAME, INFO_SURFACE_CHANGES_IN_FRAME, INFO_DRAW_CALLS_IN_FRAME, INFO_USAGE_VIDEO_MEM_TOTAL, INFO_VIDEO_MEM_USED, INFO_TEXTURE_MEM_USED, INFO_VERTEX_MEM_USED, }; virtual int get_render_info(RenderInfo p_info) = 0; /* Materials for 2D on 3D */ RID material_2d_get(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_ontop, bool p_cut_alpha, bool p_opaque_prepass); /* TESTING */ virtual RID get_test_cube() = 0; virtual RID get_test_texture(); virtual RID get_white_texture(); virtual RID make_sphere_mesh(int p_lats, int p_lons, float p_radius); virtual void mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data); virtual void mesh_add_surface_from_planes(RID p_mesh, const DVector &p_planes); virtual void set_boot_image(const Image &p_image, const Color &p_color, bool p_scale) = 0; virtual void set_default_clear_color(const Color &p_color) = 0; virtual Color get_default_clear_color() const = 0; virtual void set_time_scale(float p_scale) = 0; enum Features { FEATURE_SHADERS, FEATURE_MULTITHREADED, FEATURE_NEEDS_RELOAD_HOOK, }; virtual bool has_feature(Features p_feature) const = 0; VisualServer(); virtual ~VisualServer(); }; // make variant understand the enums VARIANT_ENUM_CAST(VisualServer::CubeMapSide); VARIANT_ENUM_CAST(VisualServer::TextureFlags); VARIANT_ENUM_CAST(VisualServer::ShaderMode); VARIANT_ENUM_CAST(VisualServer::MaterialFlag); VARIANT_ENUM_CAST(VisualServer::MaterialBlendMode); VARIANT_ENUM_CAST(VisualServer::ParticleVariable); VARIANT_ENUM_CAST(VisualServer::ArrayType); VARIANT_ENUM_CAST(VisualServer::ArrayFormat); VARIANT_ENUM_CAST(VisualServer::PrimitiveType); VARIANT_ENUM_CAST(VisualServer::LightType); VARIANT_ENUM_CAST(VisualServer::LightColor); VARIANT_ENUM_CAST(VisualServer::LightParam); VARIANT_ENUM_CAST(VisualServer::ScenarioDebugMode); VARIANT_ENUM_CAST(VisualServer::InstanceType); VARIANT_ENUM_CAST(VisualServer::RenderInfo); VARIANT_ENUM_CAST(VisualServer::MipMapPolicy); //typedef VisualServer VS; // makes it easier to use #define VS VisualServer #endif