/*************************************************************************/ /* visual_server.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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 _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)); Array _get_array_from_surface(uint32_t p_format,DVector p_vertex_data,int p_vertex_len,DVector p_index_data,int p_index_len) const; protected: RID _make_test_cube(); void _free_internal_rids(); RID test_texture; RID white_texture; RID test_material; RID material_2d[16]; Error _surface_set_data(Array p_arrays,uint32_t p_format,uint32_t *p_offsets,uint32_t p_stride,DVector &r_vertex_array,int p_vertex_array_len,DVector &r_index_array,int p_index_array_len,AABB &r_aabb,Vector r_bone_aabb); static VisualServer* (*create_func)(); static void _bind_methods(); public: static VisualServer *get_singleton(); static VisualServer *create(); enum { NO_INDEX_ARRAY=-1, ARRAY_WEIGHTS_SIZE=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 texure 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_USED_FOR_STREAMING=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 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; /* SKYBOX API */ virtual RID skybox_create()=0; virtual void skybox_set_texture(RID p_skybox,RID p_cube_map,int p_radiance_size)=0; /* SHADER API */ enum ShaderMode { SHADER_SPATIAL, SHADER_CANVAS_ITEM, SHADER_LIGHT, SHADER_MAX }; virtual RID shader_create(ShaderMode p_mode=SHADER_SPATIAL)=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_code)=0; virtual String shader_get_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; virtual void material_set_line_width(RID p_material, float p_width)=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_array,int p_vertex_count,const DVector& p_index_array,int p_index_count,const AABB& p_aabb,const Vector >& p_blend_shapes=Vector >(),const Vector& p_bone_aabbs=Vector())=0; 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)=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 DVector mesh_surface_get_array(RID p_mesh, int p_surface) const=0; virtual DVector mesh_surface_get_index_array(RID p_mesh, int p_surface) const=0; virtual Array mesh_surface_get_arrays(RID p_mesh,int p_surface) const; 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 AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const=0; virtual Vector > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const=0; virtual Vector mesh_surface_get_skeleton_aabb(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; enum MultimeshTransformFormat { MULTIMESH_TRANSFORM_2D, MULTIMESH_TRANSFORM_3D, }; enum MultimeshColorFormat { MULTIMESH_COLOR_NONE, MULTIMESH_COLOR_8BIT, MULTIMESH_COLOR_FLOAT, }; virtual void multimesh_allocate(RID p_multimesh,int p_instances,MultimeshTransformFormat p_transform_format,MultimeshColorFormat p_color_format)=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_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform)=0; virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& 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=0; virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0; virtual Matrix32 multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const=0; virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const=0; virtual 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_vertex_2d(RID p_immediate,const Vector2& p_vertex); 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; /* SKELETON API */ virtual RID skeleton_create()=0; virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false)=0; virtual int skeleton_get_bone_count(RID p_skeleton) const=0; virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform)=0; virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone) const=0; virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform)=0; virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone)const =0; /* Light API */ enum LightType { LIGHT_DIRECTIONAL, LIGHT_OMNI, LIGHT_SPOT }; enum LightParam { LIGHT_PARAM_ENERGY, LIGHT_PARAM_SPECULAR, LIGHT_PARAM_RANGE, LIGHT_PARAM_ATTENUATION, LIGHT_PARAM_SPOT_ANGLE, LIGHT_PARAM_SPOT_ATTENUATION, LIGHT_PARAM_SHADOW_MAX_DISTANCE, LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET, LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET, LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET, LIGHT_PARAM_SHADOW_NORMAL_BIAS, LIGHT_PARAM_SHADOW_BIAS, LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE, LIGHT_PARAM_MAX }; virtual RID light_create(LightType p_type)=0; virtual void light_set_color(RID p_light,const Color& p_color)=0; virtual void light_set_param(RID p_light,LightParam p_param,float p_value)=0; virtual void light_set_shadow(RID p_light,bool p_enabled)=0; virtual void light_set_shadow_color(RID p_light,const Color& p_color)=0; virtual void light_set_projector(RID p_light,RID p_texture)=0; virtual void light_set_negative(RID p_light,bool p_enable)=0; virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0; // omni light enum LightOmniShadowMode { LIGHT_OMNI_SHADOW_DUAL_PARABOLOID, LIGHT_OMNI_SHADOW_CUBE, }; virtual void light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode)=0; // omni light enum LightOmniShadowDetail { LIGHT_OMNI_SHADOW_DETAIL_VERTICAL, LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL }; virtual void light_omni_set_shadow_detail(RID p_light,LightOmniShadowDetail p_detail)=0; // directional light enum LightDirectionalShadowMode { LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL, 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 void light_directional_set_blend_splits(RID p_light,bool p_enable)=0; /* PROBE API */ virtual RID reflection_probe_create()=0; enum ReflectionProbeUpdateMode { REFLECTION_PROBE_UPDATE_ONCE, REFLECTION_PROBE_UPDATE_ALWAYS, }; virtual void reflection_probe_set_update_mode(RID p_probe, ReflectionProbeUpdateMode p_mode)=0; virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity)=0; virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color& p_color)=0; virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy)=0; virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib)=0; virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance)=0; virtual void reflection_probe_set_extents(RID p_probe, const Vector3& p_extents)=0; virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset)=0; virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable)=0; virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable)=0; virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable)=0; virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers)=0; /* ROOM API */ virtual RID room_create()=0; virtual void room_add_bounds(RID p_room, const DVector& p_convex_polygon,float p_height,const Transform& p_transform)=0; virtual void room_clear_bounds(RID p_room)=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 void portal_set_enabled(RID p_portal, bool p_enabled)=0; virtual void portal_set_disable_distance(RID p_portal, float p_distance)=0; virtual void portal_set_disabled_color(RID p_portal, const Color& p_color)=0; /* BAKED LIGHT API */ /* 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_cull_mask(RID p_camera,uint32_t p_layers)=0; virtual void camera_set_environment(RID p_camera,RID p_env)=0; virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable)=0; /* VIEWPORT TARGET API */ virtual RID viewport_create()=0; virtual void viewport_set_size(RID p_viewport,int p_width,int p_height)=0; virtual void viewport_set_active(RID p_viewport,bool p_active)=0; virtual void viewport_set_parent_viewport(RID p_viewport,RID p_parent_viewport)=0; virtual void viewport_attach_to_screen(RID p_viewport,const Rect2& p_rect=Rect2(),int p_screen=0)=0; virtual void viewport_detach(RID p_viewport)=0; enum ViewportUpdateMode { VIEWPORT_UPDATE_DISABLED, VIEWPORT_UPDATE_ONCE, //then goes to disabled, must be manually updated VIEWPORT_UPDATE_WHEN_VISIBLE, // default VIEWPORT_UPDATE_ALWAYS }; virtual void viewport_set_update_mode(RID p_viewport,ViewportUpdateMode p_mode)=0; virtual void viewport_set_vflip(RID p_viewport,bool p_enable)=0; enum ViewportClearMode { VIEWPORT_CLEAR_ALWAYS, VIEWPORT_CLEAR_NEVER, VIEWPORT_CLEAR_ONLY_NEXT_FRAME }; virtual void viewport_set_clear_mode(RID p_viewport,ViewportClearMode p_clear_mode)=0; virtual RID viewport_get_texture(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_set_disable_3d(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 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 void viewport_set_transparent_background(RID p_viewport,bool p_enabled)=0; virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform)=0; virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer)=0; virtual void viewport_set_shadow_atlas_size(RID p_viewport,int p_size)=0; virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport,int p_quadrant,int p_subdiv)=0; /* ENVIRONMENT API */ virtual RID environment_create()=0; enum EnvironmentBG { ENV_BG_CLEAR_COLOR, ENV_BG_COLOR, ENV_BG_SKYBOX, ENV_BG_CANVAS, ENV_BG_KEEP, ENV_BG_MAX }; virtual void environment_set_background(RID p_env,EnvironmentBG p_bg)=0; virtual void environment_set_skybox(RID p_env,RID p_skybox)=0; virtual void environment_set_skybox_scale(RID p_env,float p_scale)=0; virtual void environment_set_bg_color(RID p_env,const Color& p_color)=0; virtual void environment_set_bg_energy(RID p_env,float p_energy)=0; virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer)=0; virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0)=0; //set default SSAO options //set default SSR options //set default SSSSS options enum EnvironmentGlowBlendMode { GLOW_BLEND_MODE_ADDITIVE, GLOW_BLEND_MODE_SCREEN, GLOW_BLEND_MODE_SOFTLIGHT, GLOW_BLEND_MODE_DISABLED, }; virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode)=0; virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture)=0; enum EnvironmentToneMapper { ENV_TONE_MAPPER_LINEAR, ENV_TONE_MAPPER_LOG, ENV_TONE_MAPPER_REINHARDT, ENV_TONE_MAPPER_FILMIC, ENV_TONE_MAPPER_ACES_FILMIC }; virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,EnvironmentToneMapper p_tone_mapper)=0; virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0; virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness)=0; virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect,const Color &p_color,bool p_blur)=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 void scenario_set_reflection_atlas_size(RID p_scenario, int p_size,int p_subdiv)=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_LIGHT, INSTANCE_REFLECTION_PROBE, INSTANCE_ROOM, INSTANCE_PORTAL, INSTANCE_MAX, /*INSTANCE_BAKED_LIGHT, INSTANCE_BAKED_LIGHT_SAMPLER,*/ 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_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 void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0; virtual void instance_geometry_set_material_override(RID p_instance, RID p_material)=0; virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin)=0; virtual void instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance)=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 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 void canvas_item_set_visible(RID p_item,bool p_visible)=0; virtual void canvas_item_set_light_mask(RID p_item,int p_mask)=0; 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_modulate(RID p_item, const Color& p_color)=0; virtual void canvas_item_set_self_modulate(RID p_item, const Color& p_color)=0; virtual void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable)=0; enum NinePatchAxisMode { NINE_PATCH_STRETCH, NINE_PATCH_TILE, NINE_PATCH_TILE_FIT, }; virtual void canvas_item_add_line(RID p_item, const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width=1.0,bool p_antialiased=false)=0; virtual void canvas_item_add_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_nine_patch(RID p_item, const Rect2& p_rect, const Rect2& p_source, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright,NinePatchAxisMode p_x_axis_mode=NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode=NINE_PATCH_STRETCH,bool p_draw_center=true,const Color& p_modulate=Color(1,1,1))=0; virtual void canvas_item_add_primitive(RID p_item, const Vector& 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_mesh(RID p_item, const RID& p_mesh,RID p_skeleton=RID())=0; virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh,RID p_skeleton=RID())=0; virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform)=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_set_draw_index(RID p_item,int p_index)=0; virtual void canvas_item_set_material(RID p_item, RID p_material)=0; virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable)=0; virtual 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_cull_mask(RID p_light, int p_mask)=0; virtual void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask)=0; 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; enum CanvasLightShadowFilter { CANVAS_LIGHT_FILTER_NONE, CANVAS_LIGHT_FILTER_PCF3, CANVAS_LIGHT_FILTER_PCF5, CANVAS_LIGHT_FILTER_PCF9, CANVAS_LIGHT_FILTER_PCF13, }; 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_gradient_length(RID p_light, float p_length)=0; virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter)=0; virtual void canvas_light_set_shadow_color(RID p_light, const Color& p_color)=0; virtual 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; /* 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 /* 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_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; enum Features { FEATURE_SHADERS, FEATURE_MULTITHREADED, }; 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::ArrayType ); VARIANT_ENUM_CAST( VisualServer::ArrayFormat ); VARIANT_ENUM_CAST( VisualServer::PrimitiveType ); VARIANT_ENUM_CAST( VisualServer::LightType ); VARIANT_ENUM_CAST( VisualServer::LightParam ); VARIANT_ENUM_CAST( VisualServer::ScenarioDebugMode ); VARIANT_ENUM_CAST( VisualServer::InstanceType ); VARIANT_ENUM_CAST( VisualServer::RenderInfo ); //typedef VisualServer VS; // makes it easier to use #define VS VisualServer #endif