0e3d625737
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.
1157 lines
52 KiB
C++
1157 lines
52 KiB
C++
/*************************************************************************/
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/* visual_server.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUAL_SERVER_H
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#define VISUAL_SERVER_H
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#include "core/image.h"
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#include "core/math/bsp_tree.h"
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#include "core/math/geometry.h"
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#include "core/math/transform_2d.h"
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#include "core/object.h"
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#include "core/rid.h"
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#include "core/variant.h"
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class VisualServer : public Object {
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GDCLASS(VisualServer, Object);
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static VisualServer *singleton;
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int mm_policy;
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void _camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
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void _canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &p_margins, const Color &p_modulate = Color(1, 1, 1));
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Array _get_array_from_surface(uint32_t p_format, PoolVector<uint8_t> p_vertex_data, int p_vertex_len, PoolVector<uint8_t> p_index_data, int p_index_len) const;
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protected:
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RID _make_test_cube();
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void _free_internal_rids();
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RID test_texture;
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RID white_texture;
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RID test_material;
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Error _surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, PoolVector<uint8_t> &r_vertex_array, int p_vertex_array_len, PoolVector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb);
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static VisualServer *(*create_func)();
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static void _bind_methods();
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public:
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static VisualServer *get_singleton();
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static VisualServer *create();
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enum {
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NO_INDEX_ARRAY = -1,
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ARRAY_WEIGHTS_SIZE = 4,
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CANVAS_ITEM_Z_MIN = -4096,
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CANVAS_ITEM_Z_MAX = 4096,
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MAX_GLOW_LEVELS = 7,
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MAX_CURSORS = 8,
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};
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/* TEXTURE API */
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enum TextureLayeredType {
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TEXTURE_LAYERED_2D_ARRAY,
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TEXTURE_LAYERED_CUBEMAP,
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TEXTURE_LAYERED_CUBEMAP_ARRAY,
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};
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enum CubeMapLayer {
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CUBEMAP_LAYER_LEFT,
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CUBEMAP_LAYER_RIGHT,
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CUBEMAP_LAYER_BOTTOM,
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CUBEMAP_LAYER_TOP,
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CUBEMAP_LAYER_FRONT,
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CUBEMAP_LAYER_BACK
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};
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virtual RID texture_2d_create(const Ref<Image> &p_image) = 0;
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virtual RID texture_2d_layered_create(const Vector<Ref<Image> > &p_layers, TextureLayeredType p_layered_type) = 0;
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virtual RID texture_3d_create(const Vector<Ref<Image> > &p_slices) = 0; //all slices, then all the mipmaps, must be coherent
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virtual RID texture_proxy_create(RID p_base) = 0;
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virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0; //mostly used for video and streaming
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virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
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virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap) = 0;
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virtual void texture_proxy_update(RID p_texture, RID p_proxy_to) = 0;
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//these two APIs can be used together or in combination with the others.
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virtual RID texture_2d_placeholder_create() = 0;
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virtual RID texture_2d_layered_placeholder_create() = 0;
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virtual RID texture_3d_placeholder_create() = 0;
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virtual Ref<Image> texture_2d_get(RID p_texture) const = 0;
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virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0;
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virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const = 0;
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virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
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virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
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// FIXME: Disabled during Vulkan refactoring, should be ported.
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#if 0
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virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0;
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#endif
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virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
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virtual String texture_get_path(RID p_texture) const = 0;
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typedef void (*TextureDetectCallback)(void *);
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virtual void texture_set_detect_3d_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0;
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virtual void texture_set_detect_normal_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0;
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enum TextureDetectRoughnessChannel {
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TEXTURE_DETECT_ROUGNHESS_R,
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TEXTURE_DETECT_ROUGNHESS_G,
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TEXTURE_DETECT_ROUGNHESS_B,
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TEXTURE_DETECT_ROUGNHESS_A,
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TEXTURE_DETECT_ROUGNHESS_GRAY,
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};
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typedef void (*TextureDetectRoughnessCallback)(void *, const String &, TextureDetectRoughnessChannel);
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virtual void texture_set_detect_roughness_callback(RID p_texture, TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0;
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struct TextureInfo {
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RID texture;
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uint32_t width;
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uint32_t height;
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uint32_t depth;
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Image::Format format;
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int bytes;
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String path;
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};
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virtual void texture_debug_usage(List<TextureInfo> *r_info) = 0;
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Array _texture_debug_usage_bind();
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virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
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/* SHADER API */
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enum ShaderMode {
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SHADER_SPATIAL,
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SHADER_CANVAS_ITEM,
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SHADER_PARTICLES,
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SHADER_MAX
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};
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virtual RID shader_create() = 0;
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virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
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virtual String shader_get_code(RID p_shader) const = 0;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
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Array _shader_get_param_list_bind(RID p_shader) const;
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virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const = 0;
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virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
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virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
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/* COMMON MATERIAL API */
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enum {
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MATERIAL_RENDER_PRIORITY_MIN = -128,
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MATERIAL_RENDER_PRIORITY_MAX = 127,
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};
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virtual RID material_create() = 0;
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virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
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virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
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virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
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virtual void material_set_render_priority(RID p_material, int priority) = 0;
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virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
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/* MESH API */
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enum ArrayType {
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ARRAY_VERTEX = 0,
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ARRAY_NORMAL = 1,
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ARRAY_TANGENT = 2,
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ARRAY_COLOR = 3,
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ARRAY_TEX_UV = 4,
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ARRAY_TEX_UV2 = 5,
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ARRAY_BONES = 6,
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ARRAY_WEIGHTS = 7,
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ARRAY_INDEX = 8,
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ARRAY_MAX = 9
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};
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enum ArrayFormat {
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/* ARRAY FORMAT FLAGS */
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ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX, // mandatory
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ARRAY_FORMAT_NORMAL = 1 << ARRAY_NORMAL,
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ARRAY_FORMAT_TANGENT = 1 << ARRAY_TANGENT,
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ARRAY_FORMAT_COLOR = 1 << ARRAY_COLOR,
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ARRAY_FORMAT_TEX_UV = 1 << ARRAY_TEX_UV,
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ARRAY_FORMAT_TEX_UV2 = 1 << ARRAY_TEX_UV2,
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ARRAY_FORMAT_BONES = 1 << ARRAY_BONES,
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ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS,
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ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX,
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ARRAY_COMPRESS_BASE = (ARRAY_INDEX + 1),
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ARRAY_COMPRESS_NORMAL = 1 << (ARRAY_NORMAL + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_TANGENT = 1 << (ARRAY_TANGENT + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_COLOR = 1 << (ARRAY_COLOR + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE),
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ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
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ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
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ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2
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};
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enum PrimitiveType {
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PRIMITIVE_POINTS,
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PRIMITIVE_LINES,
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PRIMITIVE_LINE_STRIP,
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PRIMITIVE_TRIANGLES,
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PRIMITIVE_TRIANGLE_STRIP,
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PRIMITIVE_MAX,
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};
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struct SurfaceData {
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PrimitiveType primitive = PRIMITIVE_MAX;
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uint32_t format = 0;
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PoolVector<uint8_t> vertex_data;
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uint32_t vertex_count = 0;
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PoolVector<uint8_t> index_data;
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uint32_t index_count = 0;
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AABB aabb;
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struct LOD {
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float edge_length;
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PoolVector<uint8_t> index_data;
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};
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Vector<LOD> lods;
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Vector<AABB> bone_aabbs;
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Vector<PoolVector<uint8_t> > blend_shapes;
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RID material;
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};
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virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) = 0;
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virtual RID mesh_create() = 0;
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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;
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virtual uint32_t mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len) const;
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/// Returns stride
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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;
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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);
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Array mesh_create_arrays_from_surface_data(const SurfaceData &p_data) const;
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Array mesh_surface_get_arrays(RID p_mesh, int p_surface) const;
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Array mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const;
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Dictionary mesh_surface_get_lods(RID p_mesh, int p_surface) const;
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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);
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virtual void mesh_add_surface(RID p_mesh, const SurfaceData &p_surface) = 0;
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virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;
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enum BlendShapeMode {
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BLEND_SHAPE_MODE_NORMALIZED,
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BLEND_SHAPE_MODE_RELATIVE,
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};
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virtual void mesh_set_blend_shape_mode(RID p_mesh, BlendShapeMode p_mode) = 0;
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virtual BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
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virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data) = 0;
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virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
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virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
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virtual SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const = 0;
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virtual int mesh_get_surface_count(RID p_mesh) const = 0;
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virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
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virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
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virtual void mesh_clear(RID p_mesh) = 0;
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/* MULTIMESH API */
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virtual RID multimesh_create() = 0;
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enum MultimeshTransformFormat {
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MULTIMESH_TRANSFORM_2D,
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MULTIMESH_TRANSFORM_3D,
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};
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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;
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virtual int multimesh_get_instance_count(RID p_multimesh) const = 0;
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virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
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virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;
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virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) = 0;
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virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
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virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0;
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virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;
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virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0;
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virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
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virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const = 0;
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virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
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virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0;
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virtual void multimesh_set_buffer(RID p_multimesh, const PoolVector<float> &p_buffer) = 0;
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virtual PoolVector<float> multimesh_get_buffer(RID p_multimesh) const = 0;
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virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
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virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;
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/* IMMEDIATE API */
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virtual RID immediate_create() = 0;
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virtual void immediate_begin(RID p_immediate, PrimitiveType p_rimitive, RID p_texture = RID()) = 0;
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virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0;
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virtual void immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex);
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virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0;
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virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0;
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virtual void immediate_color(RID p_immediate, const Color &p_color) = 0;
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virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0;
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virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0;
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virtual void immediate_end(RID p_immediate) = 0;
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virtual void immediate_clear(RID p_immediate) = 0;
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virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;
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virtual RID immediate_get_material(RID p_immediate) const = 0;
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/* SKELETON API */
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virtual RID skeleton_create() = 0;
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virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 0;
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virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
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virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0;
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virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const = 0;
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virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
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virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
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virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
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/* Light API */
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enum LightType {
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LIGHT_DIRECTIONAL,
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LIGHT_OMNI,
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LIGHT_SPOT
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};
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enum LightParam {
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LIGHT_PARAM_ENERGY,
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LIGHT_PARAM_INDIRECT_ENERGY,
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LIGHT_PARAM_SPECULAR,
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LIGHT_PARAM_RANGE,
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LIGHT_PARAM_ATTENUATION,
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LIGHT_PARAM_SPOT_ANGLE,
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LIGHT_PARAM_SPOT_ATTENUATION,
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LIGHT_PARAM_CONTACT_SHADOW_SIZE,
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LIGHT_PARAM_SHADOW_MAX_DISTANCE,
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LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET,
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LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET,
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LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET,
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LIGHT_PARAM_SHADOW_FADE_START,
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LIGHT_PARAM_SHADOW_NORMAL_BIAS,
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LIGHT_PARAM_SHADOW_BIAS,
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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<uint8_t> &p_octree_cells, const PoolVector<uint8_t> &p_data_cells, const PoolVector<uint8_t> &p_distance_field, const PoolVector<int> &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<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const = 0;
|
|
virtual PoolVector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const = 0;
|
|
virtual PoolVector<uint8_t> gi_probe_get_distance_field(RID p_gi_probe) const = 0;
|
|
virtual PoolVector<int> 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<uint8_t> &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<uint8_t> 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_intensity2, 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<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
|
|
virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
|
|
virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &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<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0) = 0;
|
|
virtual void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &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<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &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<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), 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<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), 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<Vector2> &p_shape, bool p_closed) = 0;
|
|
virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const PoolVector<Vector2> &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,
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INFO_VERTICES_IN_FRAME,
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INFO_MATERIAL_CHANGES_IN_FRAME,
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INFO_SHADER_CHANGES_IN_FRAME,
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|
INFO_SURFACE_CHANGES_IN_FRAME,
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|
INFO_DRAW_CALLS_IN_FRAME,
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|
INFO_USAGE_VIDEO_MEM_TOTAL,
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|
INFO_VIDEO_MEM_USED,
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|
INFO_TEXTURE_MEM_USED,
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|
INFO_VERTEX_MEM_USED,
|
|
};
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|
|
|
virtual int get_render_info(RenderInfo p_info) = 0;
|
|
virtual String get_video_adapter_name() const = 0;
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|
virtual String get_video_adapter_vendor() const = 0;
|
|
|
|
struct FrameProfileArea {
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|
String name;
|
|
float gpu_msec;
|
|
float cpu_msec;
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|
};
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|
|
|
virtual void set_frame_profiling_enabled(bool p_enable) = 0;
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|
virtual Vector<FrameProfileArea> get_frame_profile() = 0;
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|
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<Plane> &p_planes);
|
|
|
|
virtual void set_boot_image(const Ref<Image> &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
|