/*************************************************************************/ /* visual_server.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "rid.h" #include "variant.h" #include "math_2d.h" #include "bsp_tree.h" #include "geometry.h" #include "object.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, RID p_texture,const Vector& p_margins, const Color& p_modulate=Color(1,1,1)); protected: RID _make_test_cube(); RID test_texture; RID white_texture; RID material_2d[16]; 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, 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 texure with linear (or available) filter TEXTURE_FLAG_CUBEMAP=8, TEXTURE_FLAG_VIDEO_SURFACE=16, 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; /* 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,int p_vertex_ofs=0,int p_fragment_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 void shader_get_param_list(RID p_shader, List *p_param_list) 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_WIREFRAME, MATERIAL_FLAG_BILLBOARD, 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 MaterialShadeModel { MATERIAL_SHADE_MODEL_LAMBERT, MATERIAL_SHADE_MODEL_LAMBERT_WRAP, MATERIAL_SHADE_MODEL_TOON }; /* FIXED MATERIAL */ virtual void material_set_shade_model(RID p_material, MaterialShadeModel p_model)=0; virtual MaterialShadeModel material_get_shade_model(RID p_material) const=0; enum MaterialHint { MATERIAL_HINT_DECAL, MATERIAL_HINT_OPAQUE_PRE_PASS, MATERIAL_HINT_NO_SHADOW, MATERIAL_HINT_NO_DEPTH_DRAW, MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA, MATERIAL_HINT_MAX }; virtual void material_set_hint(RID p_material, MaterialHint p_hint,bool p_enabled)=0; virtual bool material_get_hint(RID p_material,MaterialHint p_hint) 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_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; virtual void fixed_material_set_detail_blend_mode(RID p_material,MaterialBlendMode p_mode)=0; virtual MaterialBlendMode fixed_material_get_detail_blend_mode(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<& 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_AMBIENT, 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_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; /* 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_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_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_TEXTURE_RGBE, ENV_BG_CUBEMAP_RGBE, 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_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_FXAA, ENV_FX_GLOW, ENV_FX_DOF_BLUR, ENV_FX_HDR, ENV_FX_FOG, ENV_FX_BCS, ENV_FX_GAMMA, 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 EnvironmentFxParam { 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_EXPOSURE, ENV_FX_PARAM_HDR_SCALAR, 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_GAMMA, 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, }; 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; /* INSTANCING API */ enum InstanceType { INSTANCE_NONE, INSTANCE_MESH, INSTANCE_MULTIMESH, INSTANCE_IMMEDIATE, INSTANCE_PARTICLES, INSTANCE_LIGHT, INSTANCE_ROOM, INSTANCE_PORTAL, INSTANCE_GEOMETRY_MASK=(1< 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_VOLUME, INSTANCE_FLAG_MAX }; 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_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; /* 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 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_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_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))=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))=0; virtual void canvas_item_add_style_box(RID p_item, const Rect2& p_rect, 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_clear(RID p_item)=0; virtual void canvas_item_raise(RID p_item)=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)=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; /* 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 flush()=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_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)=0; virtual void set_default_clear_color(const Color& p_color)=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