/*************************************************************************/ /* visual_server.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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 "core/image.h" #include "core/math/bsp_tree.h" #include "core/math/geometry.h" #include "core/math/transform_2d.h" #include "core/object.h" #include "core/rid.h" #include "core/variant.h" class VisualServer : public Object { GDCLASS(VisualServer, Object); static VisualServer *singleton; int mm_policy; 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, PoolVector p_vertex_data, int p_vertex_len, PoolVector 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; Error _surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, PoolVector &r_vertex_array, int p_vertex_array_len, PoolVector &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_GLOW_LEVELS = 7, MAX_CURSORS = 8, }; /* TEXTURE API */ enum TextureLayeredType { TEXTURE_LAYERED_2D_ARRAY, TEXTURE_LAYERED_CUBEMAP, TEXTURE_LAYERED_CUBEMAP_ARRAY, }; enum CubeMapLayer { CUBEMAP_LAYER_LEFT, CUBEMAP_LAYER_RIGHT, CUBEMAP_LAYER_BOTTOM, CUBEMAP_LAYER_TOP, CUBEMAP_LAYER_FRONT, CUBEMAP_LAYER_BACK }; virtual RID texture_2d_create(const Ref &p_image) = 0; virtual RID texture_2d_layered_create(const Vector > &p_layers, TextureLayeredType p_layered_type) = 0; virtual RID texture_3d_create(const Vector > &p_slices) = 0; //all slices, then all the mipmaps, must be coherent virtual RID texture_proxy_create(RID p_base) = 0; virtual void texture_2d_update_immediate(RID p_texture, const Ref &p_image, int p_layer = 0) = 0; //mostly used for video and streaming virtual void texture_2d_update(RID p_texture, const Ref &p_image, int p_layer = 0) = 0; virtual void texture_3d_update(RID p_texture, const Ref &p_image, int p_depth, int p_mipmap) = 0; virtual void texture_proxy_update(RID p_texture, RID p_proxy_to) = 0; //these two APIs can be used together or in combination with the others. virtual RID texture_2d_placeholder_create() = 0; virtual RID texture_2d_layered_placeholder_create() = 0; virtual RID texture_3d_placeholder_create() = 0; virtual Ref texture_2d_get(RID p_texture) const = 0; virtual Ref texture_2d_layer_get(RID p_texture, int p_layer) const = 0; virtual Ref texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const = 0; virtual void texture_replace(RID p_texture, RID p_by_texture) = 0; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0; // FIXME: Disabled during Vulkan refactoring, should be ported. #if 0 virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0; #endif virtual void texture_set_path(RID p_texture, const String &p_path) = 0; virtual String texture_get_path(RID p_texture) const = 0; typedef void (*TextureDetectCallback)(void *); virtual void texture_set_detect_3d_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void texture_set_detect_normal_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0; enum TextureDetectRoughnessChannel { TEXTURE_DETECT_ROUGNHESS_R, TEXTURE_DETECT_ROUGNHESS_G, TEXTURE_DETECT_ROUGNHESS_B, TEXTURE_DETECT_ROUGNHESS_A, TEXTURE_DETECT_ROUGNHESS_GRAY, }; typedef void (*TextureDetectRoughnessCallback)(void *, const String &, TextureDetectRoughnessChannel); virtual void texture_set_detect_roughness_callback(RID p_texture, TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0; struct TextureInfo { RID texture; uint32_t width; uint32_t height; uint32_t depth; Image::Format format; int bytes; String path; }; virtual void texture_debug_usage(List *r_info) = 0; Array _texture_debug_usage_bind(); virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0; /* SHADER API */ enum ShaderMode { SHADER_SPATIAL, SHADER_CANVAS_ITEM, SHADER_PARTICLES, SHADER_MAX }; virtual RID shader_create() = 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; Array _shader_get_param_list_bind(RID p_shader) const; virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const = 0; virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0; virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0; /* COMMON MATERIAL API */ enum { MATERIAL_RENDER_PRIORITY_MIN = -128, MATERIAL_RENDER_PRIORITY_MAX = 127, }; virtual RID material_create() = 0; virtual void material_set_shader(RID p_shader_material, RID p_shader) = 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_render_priority(RID p_material, int priority) = 0; virtual void material_set_next_pass(RID p_material, RID p_next_material) = 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, ARRAY_COMPRESS_BASE = (ARRAY_INDEX + 1), ARRAY_COMPRESS_NORMAL = 1 << (ARRAY_NORMAL + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TANGENT = 1 << (ARRAY_TANGENT + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_COLOR = 1 << (ARRAY_COLOR + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE), ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1, ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3, ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 }; enum PrimitiveType { PRIMITIVE_POINTS, PRIMITIVE_LINES, PRIMITIVE_LINE_STRIP, PRIMITIVE_TRIANGLES, PRIMITIVE_TRIANGLE_STRIP, PRIMITIVE_MAX, }; struct SurfaceData { PrimitiveType primitive = PRIMITIVE_MAX; uint32_t format = 0; PoolVector vertex_data; uint32_t vertex_count = 0; PoolVector index_data; uint32_t index_count = 0; AABB aabb; struct LOD { float edge_length; PoolVector index_data; }; Vector lods; Vector bone_aabbs; Vector > blend_shapes; RID material; }; virtual RID mesh_create_from_surfaces(const Vector &p_surfaces) = 0; virtual RID mesh_create() = 0; virtual uint32_t mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const; virtual uint32_t mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len) const; /// Returns stride virtual uint32_t mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets) const; virtual Error mesh_create_surface_data_from_arrays(SurfaceData *r_surface_data, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT); Array mesh_create_arrays_from_surface_data(const SurfaceData &p_data) const; Array mesh_surface_get_arrays(RID p_mesh, int p_surface) const; Array mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const; Dictionary mesh_surface_get_lods(RID p_mesh, int p_surface) const; virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT); virtual void mesh_add_surface(RID p_mesh, const SurfaceData &p_surface) = 0; virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0; enum BlendShapeMode { BLEND_SHAPE_MODE_NORMALIZED, BLEND_SHAPE_MODE_RELATIVE, }; virtual void mesh_set_blend_shape_mode(RID p_mesh, BlendShapeMode p_mode) = 0; virtual BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0; virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector &p_data) = 0; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0; virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0; virtual SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const = 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, }; virtual void multimesh_allocate(RID p_multimesh, int p_instances, MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) = 0; virtual int multimesh_get_instance_count(RID p_multimesh) const = 0; 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 Transform2D &p_transform) = 0; virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0; virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0; 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 Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0; virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0; virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0; virtual void multimesh_set_buffer(RID p_multimesh, const PoolVector &p_buffer) = 0; virtual PoolVector multimesh_get_buffer(RID p_multimesh) 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 Transform2D &p_transform) = 0; virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0; virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0; /* Light API */ enum LightType { LIGHT_DIRECTIONAL, LIGHT_OMNI, LIGHT_SPOT }; enum LightParam { LIGHT_PARAM_ENERGY, LIGHT_PARAM_INDIRECT_ENERGY, LIGHT_PARAM_SPECULAR, LIGHT_PARAM_RANGE, LIGHT_PARAM_ATTENUATION, LIGHT_PARAM_SPOT_ANGLE, LIGHT_PARAM_SPOT_ATTENUATION, LIGHT_PARAM_CONTACT_SHADOW_SIZE, LIGHT_PARAM_SHADOW_MAX_DISTANCE, LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET, LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET, LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET, LIGHT_PARAM_SHADOW_FADE_START, LIGHT_PARAM_SHADOW_NORMAL_BIAS, LIGHT_PARAM_SHADOW_BIAS, LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE, LIGHT_PARAM_MAX }; virtual RID directional_light_create() = 0; virtual RID omni_light_create() = 0; virtual RID spot_light_create() = 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; virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0; virtual void light_set_use_gi(RID p_light, bool p_enable) = 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; // 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; enum LightDirectionalShadowDepthRangeMode { LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE, LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED, }; virtual void light_directional_set_shadow_depth_range_mode(RID p_light, LightDirectionalShadowDepthRangeMode p_range_mode) = 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; virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0; /* GI PROBE API */ virtual RID gi_probe_create() = 0; virtual void gi_probe_allocate(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const PoolVector &p_octree_cells, const PoolVector &p_data_cells, const PoolVector &p_distance_field, const PoolVector &p_level_counts) = 0; virtual AABB gi_probe_get_bounds(RID p_gi_probe) const = 0; virtual Vector3i gi_probe_get_octree_size(RID p_gi_probe) const = 0; virtual PoolVector gi_probe_get_octree_cells(RID p_gi_probe) const = 0; virtual PoolVector gi_probe_get_data_cells(RID p_gi_probe) const = 0; virtual PoolVector gi_probe_get_distance_field(RID p_gi_probe) const = 0; virtual PoolVector gi_probe_get_level_counts(RID p_gi_probe) const = 0; virtual Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const = 0; virtual void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range) = 0; virtual float gi_probe_get_dynamic_range(RID p_gi_probe) const = 0; virtual void gi_probe_set_propagation(RID p_gi_probe, float p_range) = 0; virtual float gi_probe_get_propagation(RID p_gi_probe) const = 0; virtual void gi_probe_set_energy(RID p_gi_probe, float p_energy) = 0; virtual float gi_probe_get_energy(RID p_gi_probe) const = 0; virtual void gi_probe_set_ao(RID p_gi_probe, float p_ao) = 0; virtual float gi_probe_get_ao(RID p_gi_probe) const = 0; virtual void gi_probe_set_ao_size(RID p_gi_probe, float p_strength) = 0; virtual float gi_probe_get_ao_size(RID p_gi_probe) const = 0; virtual void gi_probe_set_bias(RID p_gi_probe, float p_bias) = 0; virtual float gi_probe_get_bias(RID p_gi_probe) const = 0; virtual void gi_probe_set_normal_bias(RID p_gi_probe, float p_range) = 0; virtual float gi_probe_get_normal_bias(RID p_gi_probe) const = 0; virtual void gi_probe_set_interior(RID p_gi_probe, bool p_enable) = 0; virtual bool gi_probe_is_interior(RID p_gi_probe) const = 0; virtual void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable) = 0; virtual bool gi_probe_is_using_two_bounces(RID p_gi_probe) const = 0; virtual void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength) = 0; virtual float gi_probe_get_anisotropy_strength(RID p_gi_probe) const = 0; /* LIGHTMAP CAPTURE */ virtual RID lightmap_capture_create() = 0; virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) = 0; virtual AABB lightmap_capture_get_bounds(RID p_capture) const = 0; virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector &p_octree) = 0; virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) = 0; virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const = 0; virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) = 0; virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const = 0; virtual PoolVector lightmap_capture_get_octree(RID p_capture) const = 0; virtual void lightmap_capture_set_energy(RID p_capture, float p_energy) = 0; virtual float lightmap_capture_get_energy(RID p_capture) const = 0; /* PARTICLES API */ virtual RID particles_create() = 0; virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0; virtual bool particles_get_emitting(RID p_particles) = 0; virtual void particles_set_amount(RID p_particles, int p_amount) = 0; virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0; virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0; virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0; virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0; virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0; virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0; virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0; virtual void particles_set_process_material(RID p_particles, RID p_material) = 0; virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0; virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0; virtual bool particles_is_inactive(RID p_particles) = 0; virtual void particles_request_process(RID p_particles) = 0; virtual void particles_restart(RID p_particles) = 0; enum ParticlesDrawOrder { PARTICLES_DRAW_ORDER_INDEX, PARTICLES_DRAW_ORDER_LIFETIME, PARTICLES_DRAW_ORDER_VIEW_DEPTH, }; virtual void particles_set_draw_order(RID p_particles, ParticlesDrawOrder p_order) = 0; virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0; virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0; virtual AABB particles_get_current_aabb(RID p_particles) = 0; virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0; //this is only used for 2D, in 3D it's automatic /* 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_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0; virtual void camera_set_transform(RID p_camera, const 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_camera_effects(RID p_camera, RID p_camera_effects) = 0; virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0; /* enum ParticlesCollisionMode { PARTICLES_COLLISION_NONE, PARTICLES_COLLISION_TEXTURE, PARTICLES_COLLISION_CUBEMAP, }; virtual void particles_set_collision(RID p_particles,ParticlesCollisionMode p_mode,const Transform&, p_xform,const RID p_depth_tex,const RID p_normal_tex)=0; */ /* VIEWPORT TARGET API */ virtual RID viewport_create() = 0; virtual void viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) = 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_set_render_direct_to_screen(RID p_viewport, bool p_enable) = 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; 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_attach_camera(RID p_viewport, RID p_camera) = 0; virtual void viewport_set_scenario(RID p_viewport, RID p_scenario) = 0; virtual void viewport_attach_canvas(RID p_viewport, RID p_canvas) = 0; virtual void viewport_remove_canvas(RID p_viewport, RID p_canvas) = 0; virtual void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) = 0; virtual void viewport_set_transparent_background(RID p_viewport, bool p_enabled) = 0; virtual void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) = 0; virtual void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) = 0; 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; enum ViewportMSAA { VIEWPORT_MSAA_DISABLED, VIEWPORT_MSAA_2X, VIEWPORT_MSAA_4X, VIEWPORT_MSAA_8X, VIEWPORT_MSAA_16X, VIEWPORT_MSAA_EXT_2X, VIEWPORT_MSAA_EXT_4X, }; virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0; enum ViewportRenderInfo { VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME, VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME, VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME, VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME, VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME, VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME, VIEWPORT_RENDER_INFO_MAX }; virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) = 0; enum ViewportDebugDraw { VIEWPORT_DEBUG_DRAW_DISABLED, VIEWPORT_DEBUG_DRAW_UNSHADED, VIEWPORT_DEBUG_DRAW_LIGHTING, VIEWPORT_DEBUG_DRAW_OVERDRAW, VIEWPORT_DEBUG_DRAW_WIREFRAME, VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER, VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO, VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS, VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS, VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE, VIEWPORT_DEBUG_DRAW_SSAO, VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER, }; virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0; virtual void directional_shadow_atlas_set_size(int p_size) = 0; /* SKY API */ enum SkyMode { SKY_MODE_QUALITY, SKY_MODE_REALTIME }; virtual RID sky_create() = 0; virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0; virtual void sky_set_mode(RID p_sky, SkyMode p_mode) = 0; virtual void sky_set_texture(RID p_sky, RID p_panorama) = 0; /* ENVIRONMENT API */ virtual RID environment_create() = 0; enum EnvironmentBG { ENV_BG_CLEAR_COLOR, ENV_BG_COLOR, ENV_BG_SKY, ENV_BG_CANVAS, ENV_BG_KEEP, ENV_BG_CAMERA_FEED, ENV_BG_MAX }; enum EnvironmentAmbientSource { ENV_AMBIENT_SOURCE_BG, ENV_AMBIENT_SOURCE_DISABLED, ENV_AMBIENT_SOURCE_COLOR, ENV_AMBIENT_SOURCE_SKY, }; enum EnvironmentReflectionSource { ENV_REFLECTION_SOURCE_BG, ENV_REFLECTION_SOURCE_DISABLED, ENV_REFLECTION_SOURCE_SKY, }; virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; virtual void environment_set_ambient_light(RID p_env, const Color &p_color, EnvironmentAmbientSource p_ambient = ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, EnvironmentReflectionSource p_reflection_source = ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0; // FIXME: Disabled during Vulkan refactoring, should be ported. #if 0 virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0; #endif enum EnvironmentGlowBlendMode { ENV_GLOW_BLEND_MODE_ADDITIVE, ENV_GLOW_BLEND_MODE_SCREEN, ENV_GLOW_BLEND_MODE_SOFTLIGHT, ENV_GLOW_BLEND_MODE_REPLACE, ENV_GLOW_BLEND_MODE_MIX, }; virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0; enum EnvironmentToneMapper { ENV_TONE_MAPPER_LINEAR, ENV_TONE_MAPPER_REINHARD, ENV_TONE_MAPPER_FILMIC, ENV_TONE_MAPPER_ACES }; virtual void environment_set_tonemap(RID p_env, EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_grey) = 0; virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0; virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0; enum EnvironmentSSAOBlur { ENV_SSAO_BLUR_DISABLED, ENV_SSAO_BLUR_1x1, ENV_SSAO_BLUR_2x2, ENV_SSAO_BLUR_3x3, }; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0; enum EnvironmentSSAOQuality { ENV_SSAO_QUALITY_LOW, ENV_SSAO_QUALITY_MEDIUM, ENV_SSAO_QUALITY_HIGH, ENV_SSAO_QUALITY_ULTRA, }; virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size) = 0; virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0; virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0; virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0; virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve) = 0; /* CAMERA EFFECTS */ virtual RID camera_effects_create() = 0; enum DOFBlurQuality { DOF_BLUR_QUALITY_VERY_LOW, DOF_BLUR_QUALITY_LOW, DOF_BLUR_QUALITY_MEDIUM, DOF_BLUR_QUALITY_HIGH, }; virtual void camera_effects_set_dof_blur_quality(DOFBlurQuality p_quality, bool p_use_jitter) = 0; enum DOFBokehShape { DOF_BOKEH_BOX, DOF_BOKEH_HEXAGON, DOF_BOKEH_CIRCLE }; virtual void camera_effects_set_dof_blur_bokeh_shape(DOFBokehShape p_shape) = 0; virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0; virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0; /* 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_fallback_environment(RID p_scenario, RID p_environment) = 0; virtual void scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) = 0; /* INSTANCING API */ enum InstanceType { INSTANCE_NONE, INSTANCE_MESH, INSTANCE_MULTIMESH, INSTANCE_IMMEDIATE, INSTANCE_PARTICLES, INSTANCE_LIGHT, INSTANCE_REFLECTION_PROBE, INSTANCE_GI_PROBE, INSTANCE_LIGHTMAP_CAPTURE, INSTANCE_MAX, 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() = 0; virtual void instance_set_base(RID p_instance, RID p_base) = 0; virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0; virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0; virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0; virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0; virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0; virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0; virtual void instance_set_visible(RID p_instance, bool p_visible) = 0; virtual void instance_set_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap) = 0; virtual void instance_set_custom_aabb(RID p_instance, AABB aabb) = 0; virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0; virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0; virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 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; Array _instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario = RID()) const; Array _instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const; Array _instances_cull_convex_bind(const Array &p_convex, RID p_scenario = RID()) const; enum InstanceFlags { INSTANCE_FLAG_USE_BAKED_LIGHT, INSTANCE_FLAG_USE_DYNAMIC_GI, INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, 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 void canvas_set_parent(RID p_canvas, RID p_parent, float p_scale) = 0; virtual void canvas_set_disable_scale(bool p_disable) = 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_update_when_visible(RID p_item, bool p_update) = 0; virtual void canvas_item_set_transform(RID p_item, const Transform2D &p_transform) = 0; virtual void canvas_item_set_clip(RID p_item, bool p_clip) = 0; virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable) = 0; virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect = Rect2()) = 0; virtual void canvas_item_set_modulate(RID p_item, const Color &p_color) = 0; virtual void canvas_item_set_self_modulate(RID p_item, const Color &p_color) = 0; 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, }; enum CanvasItemTextureFilter { CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, //uses canvas item setting for draw command, uses global setting for canvas item CANVAS_ITEM_TEXTURE_FILTER_NEAREST, CANVAS_ITEM_TEXTURE_FILTER_LINEAR, CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, CANVAS_ITEM_TEXTURE_FILTER_MAX }; enum CanvasItemTextureRepeat { CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, //uses canvas item setting for draw command, uses global setting for canvas item CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, CANVAS_ITEM_TEXTURE_REPEAT_MIRROR, CANVAS_ITEM_TEXTURE_REPEAT_MAX, }; //takes effect only for new draw commands virtual void canvas_item_set_default_texture_filter(RID p_item, CanvasItemTextureFilter p_filter) = 0; virtual void canvas_item_set_default_texture_repeat(RID p_item, CanvasItemTextureRepeat p_repeat) = 0; virtual void canvas_item_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_polyline(RID p_item, const Vector &p_points, const Vector &p_colors, float p_width = 1.0) = 0; virtual void canvas_item_add_multiline(RID p_item, const Vector &p_points, const Vector &p_colors, float p_width = 1.0) = 0; virtual void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color) = 0; virtual void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color) = 0; virtual void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 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, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), bool p_clip_uv = false, CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 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), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 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, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 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(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 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(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0; virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0; virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0; virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0; virtual void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform) = 0; virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore) = 0; virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) = 0; virtual void canvas_item_set_z_index(RID p_item, int p_z) = 0; virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) = 0; virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) = 0; virtual void canvas_item_attach_skeleton(RID p_item, RID p_skeleton) = 0; virtual void canvas_item_clear(RID p_item) = 0; virtual void canvas_item_set_draw_index(RID p_item, int p_index) = 0; virtual void canvas_item_set_material(RID p_item, RID p_material) = 0; virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable) = 0; virtual 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 Transform2D &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_PCF5, CANVAS_LIGHT_FILTER_PCF13, CANVAS_LIGHT_FILTER_MAX }; virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) = 0; virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size) = 0; virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter) = 0; virtual void canvas_light_set_shadow_color(RID p_light, const Color &p_color) = 0; virtual void canvas_light_set_shadow_smooth(RID p_light, float p_smooth) = 0; 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 Transform2D &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 PoolVector &p_shape, bool p_closed) = 0; virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const PoolVector &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; /* 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 virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) = 0; /* EVENT QUEUING */ virtual void draw(bool p_swap_buffers = true, double frame_step = 0.0) = 0; virtual void sync() = 0; virtual bool has_changed() const = 0; virtual void init() = 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; virtual String get_video_adapter_name() const = 0; virtual String get_video_adapter_vendor() const = 0; struct FrameProfileArea { String name; float gpu_msec; float cpu_msec; }; virtual void set_frame_profiling_enabled(bool p_enable) = 0; virtual Vector get_frame_profile() = 0; virtual uint64_t get_frame_profile_frame() = 0; /* Materials for 2D on 3D */ /* 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 PoolVector &p_planes); virtual void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0; virtual void set_default_clear_color(const Color &p_color) = 0; enum Features { FEATURE_SHADERS, FEATURE_MULTITHREADED, }; virtual bool has_feature(Features p_feature) const = 0; virtual bool has_os_feature(const String &p_feature) const = 0; virtual void set_debug_generate_wireframes(bool p_generate) = 0; virtual void call_set_use_vsync(bool p_enable) = 0; virtual bool is_low_end() const = 0; VisualServer(); virtual ~VisualServer(); }; // make variant understand the enums VARIANT_ENUM_CAST(VisualServer::TextureLayeredType); VARIANT_ENUM_CAST(VisualServer::CubeMapLayer); VARIANT_ENUM_CAST(VisualServer::ShaderMode); VARIANT_ENUM_CAST(VisualServer::ArrayType); VARIANT_ENUM_CAST(VisualServer::ArrayFormat); VARIANT_ENUM_CAST(VisualServer::PrimitiveType); VARIANT_ENUM_CAST(VisualServer::BlendShapeMode); VARIANT_ENUM_CAST(VisualServer::MultimeshTransformFormat); VARIANT_ENUM_CAST(VisualServer::LightType); VARIANT_ENUM_CAST(VisualServer::LightParam); VARIANT_ENUM_CAST(VisualServer::LightOmniShadowMode); VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowMode); VARIANT_ENUM_CAST(VisualServer::LightDirectionalShadowDepthRangeMode); VARIANT_ENUM_CAST(VisualServer::ReflectionProbeUpdateMode); VARIANT_ENUM_CAST(VisualServer::ParticlesDrawOrder); VARIANT_ENUM_CAST(VisualServer::ViewportUpdateMode); VARIANT_ENUM_CAST(VisualServer::ViewportClearMode); VARIANT_ENUM_CAST(VisualServer::ViewportMSAA); VARIANT_ENUM_CAST(VisualServer::ViewportRenderInfo); VARIANT_ENUM_CAST(VisualServer::ViewportDebugDraw); VARIANT_ENUM_CAST(VisualServer::SkyMode); VARIANT_ENUM_CAST(VisualServer::EnvironmentBG); VARIANT_ENUM_CAST(VisualServer::EnvironmentAmbientSource); VARIANT_ENUM_CAST(VisualServer::EnvironmentReflectionSource); VARIANT_ENUM_CAST(VisualServer::EnvironmentGlowBlendMode); VARIANT_ENUM_CAST(VisualServer::EnvironmentToneMapper); VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOQuality); VARIANT_ENUM_CAST(VisualServer::EnvironmentSSAOBlur); VARIANT_ENUM_CAST(VisualServer::DOFBlurQuality); VARIANT_ENUM_CAST(VisualServer::DOFBokehShape); VARIANT_ENUM_CAST(VisualServer::ScenarioDebugMode); VARIANT_ENUM_CAST(VisualServer::InstanceType); VARIANT_ENUM_CAST(VisualServer::InstanceFlags); VARIANT_ENUM_CAST(VisualServer::ShadowCastingSetting); VARIANT_ENUM_CAST(VisualServer::NinePatchAxisMode); VARIANT_ENUM_CAST(VisualServer::CanvasItemTextureFilter); VARIANT_ENUM_CAST(VisualServer::CanvasItemTextureRepeat); VARIANT_ENUM_CAST(VisualServer::CanvasLightMode); VARIANT_ENUM_CAST(VisualServer::CanvasLightShadowFilter); VARIANT_ENUM_CAST(VisualServer::CanvasOccluderPolygonCullMode); VARIANT_ENUM_CAST(VisualServer::RenderInfo); VARIANT_ENUM_CAST(VisualServer::Features); //typedef VisualServer VS; // makes it easier to use #define VS VisualServer #endif