5dbf1809c6
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
943 lines
40 KiB
C++
943 lines
40 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "bsp_tree.h"
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#include "geometry.h"
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#include "math_2d.h"
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#include "object.h"
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#include "rid.h"
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#include "variant.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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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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PoolVector<String> _shader_get_param_list(RID p_shader) const;
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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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RID material_2d[16];
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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, Rect3 &r_aabb, Vector<Rect3> 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 TextureFlags {
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TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
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TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
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TEXTURE_FLAG_FILTER = 4, /// Create texure with linear (or available) filter
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TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
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TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
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TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
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TEXTURE_FLAG_CUBEMAP = 2048,
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TEXTURE_FLAG_USED_FOR_STREAMING = 4096,
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TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
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};
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enum CubeMapSide {
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CUBEMAP_LEFT,
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CUBEMAP_RIGHT,
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CUBEMAP_BOTTOM,
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CUBEMAP_TOP,
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CUBEMAP_FRONT,
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CUBEMAP_BACK
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};
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virtual RID texture_create() = 0;
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RID texture_create_from_image(const Image &p_image, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT); // helper
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virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT) = 0;
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virtual void texture_set_data(RID p_texture, const Image &p_image, CubeMapSide p_cube_side = CUBEMAP_LEFT) = 0;
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virtual Image texture_get_data(RID p_texture, CubeMapSide p_cube_side = CUBEMAP_LEFT) const = 0;
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virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0;
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virtual uint32_t texture_get_flags(RID p_texture) const = 0;
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virtual Image::Format texture_get_format(RID p_texture) const = 0;
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virtual uint32_t texture_get_width(RID p_texture) const = 0;
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virtual uint32_t texture_get_height(RID p_texture) const = 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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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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virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 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_srgb_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0;
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struct TextureInfo {
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RID texture;
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Size2 size;
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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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virtual void textures_keep_original(bool p_enable) = 0;
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/* SKYBOX API */
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virtual RID skybox_create() = 0;
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virtual void skybox_set_texture(RID p_skybox, RID p_cube_map, int p_radiance_size) = 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(ShaderMode p_mode = SHADER_SPATIAL) = 0;
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virtual void shader_set_mode(RID p_shader, ShaderMode p_mode) = 0;
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virtual ShaderMode shader_get_mode(RID p_shader) const = 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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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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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 RID material_get_shader(RID p_shader_material) const = 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_line_width(RID p_material, float p_width) = 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_VERTEX = 1 << (ARRAY_VERTEX + ARRAY_COMPRESS_BASE), // mandatory
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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_BONES = 1 << (ARRAY_BONES + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_WEIGHTS = 1 << (ARRAY_WEIGHTS + 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_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2,
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ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_VERTEX | ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS
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};
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enum PrimitiveType {
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PRIMITIVE_POINTS = 0,
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PRIMITIVE_LINES = 1,
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PRIMITIVE_LINE_STRIP = 2,
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PRIMITIVE_LINE_LOOP = 3,
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PRIMITIVE_TRIANGLES = 4,
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PRIMITIVE_TRIANGLE_STRIP = 5,
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PRIMITIVE_TRIANGLE_FAN = 6,
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PRIMITIVE_MAX = 7,
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};
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virtual RID mesh_create() = 0;
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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(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT);
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virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const Rect3 &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<Rect3> &p_bone_aabbs = Vector<Rect3>()) = 0;
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virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount) = 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_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 int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0;
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virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0;
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virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const = 0;
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virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const = 0;
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virtual Array mesh_surface_get_arrays(RID p_mesh, int p_surface) const;
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virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0;
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virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0;
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virtual Rect3 mesh_surface_get_aabb(RID p_mesh, int p_surface) const = 0;
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virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const = 0;
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virtual Vector<Rect3> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const = 0;
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virtual void mesh_remove_surface(RID p_mesh, int p_index) = 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 Rect3 &p_aabb) = 0;
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virtual Rect3 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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enum MultimeshColorFormat {
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MULTIMESH_COLOR_NONE,
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MULTIMESH_COLOR_8BIT,
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MULTIMESH_COLOR_FLOAT,
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};
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virtual void multimesh_allocate(RID p_multimesh, int p_instances, MultimeshTransformFormat p_transform_format, MultimeshColorFormat p_color_format) = 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 RID multimesh_get_mesh(RID p_multimesh) const = 0;
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virtual Rect3 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 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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/* 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_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_NORMAL_BIAS,
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LIGHT_PARAM_SHADOW_BIAS,
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LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE,
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LIGHT_PARAM_MAX
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};
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virtual RID light_create(LightType p_type) = 0;
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virtual void light_set_color(RID p_light, const Color &p_color) = 0;
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virtual void light_set_param(RID p_light, LightParam p_param, float p_value) = 0;
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virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
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virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0;
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virtual void light_set_projector(RID p_light, RID p_texture) = 0;
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virtual void light_set_negative(RID p_light, bool p_enable) = 0;
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virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;
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// omni light
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enum LightOmniShadowMode {
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LIGHT_OMNI_SHADOW_DUAL_PARABOLOID,
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LIGHT_OMNI_SHADOW_CUBE,
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};
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virtual void light_omni_set_shadow_mode(RID p_light, LightOmniShadowMode p_mode) = 0;
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// omni light
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enum LightOmniShadowDetail {
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LIGHT_OMNI_SHADOW_DETAIL_VERTICAL,
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LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL
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};
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|
virtual void light_omni_set_shadow_detail(RID p_light, LightOmniShadowDetail p_detail) = 0;
|
|
|
|
// directional light
|
|
enum LightDirectionalShadowMode {
|
|
LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL,
|
|
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS,
|
|
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS
|
|
};
|
|
|
|
virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0;
|
|
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
|
|
|
|
/* PROBE API */
|
|
|
|
virtual RID reflection_probe_create() = 0;
|
|
|
|
enum ReflectionProbeUpdateMode {
|
|
REFLECTION_PROBE_UPDATE_ONCE,
|
|
REFLECTION_PROBE_UPDATE_ALWAYS,
|
|
};
|
|
|
|
virtual void reflection_probe_set_update_mode(RID p_probe, ReflectionProbeUpdateMode p_mode) = 0;
|
|
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0;
|
|
virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_color) = 0;
|
|
virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) = 0;
|
|
virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) = 0;
|
|
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0;
|
|
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0;
|
|
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0;
|
|
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0;
|
|
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0;
|
|
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
|
|
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
|
|
|
|
/* ROOM API */
|
|
|
|
virtual RID room_create() = 0;
|
|
virtual void room_add_bounds(RID p_room, const PoolVector<Vector2> &p_convex_polygon, float p_height, const Transform &p_transform) = 0;
|
|
virtual void room_clear_bounds(RID p_room) = 0;
|
|
|
|
/* PORTAL API */
|
|
|
|
// portals are only (x/y) points, forming a convex shape, which its clockwise
|
|
// order points outside. (z is 0);
|
|
|
|
virtual RID portal_create() = 0;
|
|
virtual void portal_set_shape(RID p_portal, const Vector<Point2> &p_shape) = 0;
|
|
virtual void portal_set_enabled(RID p_portal, bool p_enabled) = 0;
|
|
virtual void portal_set_disable_distance(RID p_portal, float p_distance) = 0;
|
|
virtual void portal_set_disabled_color(RID p_portal, const Color &p_color) = 0;
|
|
|
|
/* GI PROBE API */
|
|
|
|
virtual RID gi_probe_create() = 0;
|
|
|
|
virtual void gi_probe_set_bounds(RID p_probe, const Rect3 &p_bounds) = 0;
|
|
virtual Rect3 gi_probe_get_bounds(RID p_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_cell_size(RID p_probe, float p_range) = 0;
|
|
virtual float gi_probe_get_cell_size(RID p_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) = 0;
|
|
virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data) = 0;
|
|
virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range) = 0;
|
|
virtual int gi_probe_get_dynamic_range(RID p_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_energy(RID p_probe, float p_range) = 0;
|
|
virtual float gi_probe_get_energy(RID p_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_bias(RID p_probe, float p_range) = 0;
|
|
virtual float gi_probe_get_bias(RID p_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_propagation(RID p_probe, float p_range) = 0;
|
|
virtual float gi_probe_get_propagation(RID p_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_interior(RID p_probe, bool p_enable) = 0;
|
|
virtual bool gi_probe_is_interior(RID p_probe) const = 0;
|
|
|
|
virtual void gi_probe_set_compress(RID p_probe, bool p_enable) = 0;
|
|
virtual bool gi_probe_is_compressed(RID p_probe) const = 0;
|
|
|
|
/* PARTICLES API */
|
|
|
|
virtual RID particles_create() = 0;
|
|
|
|
virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 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_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 Rect3 &p_aabb) = 0;
|
|
virtual void particles_set_gravity(RID p_particles, const Vector3 &p_gravity) = 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;
|
|
|
|
enum ParticlesEmissionShape {
|
|
PARTICLES_EMSSION_POINT,
|
|
PARTICLES_EMSSION_SPHERE,
|
|
PARTICLES_EMSSION_BOX,
|
|
PARTICLES_EMSSION_POINTS,
|
|
PARTICLES_EMSSION_SEGMENTS,
|
|
};
|
|
|
|
virtual void particles_set_emission_shape(RID p_particles, ParticlesEmissionShape) = 0;
|
|
virtual void particles_set_emission_sphere_radius(RID p_particles, float p_radius) = 0;
|
|
virtual void particles_set_emission_box_extents(RID p_particles, const Vector3 &p_extents) = 0;
|
|
virtual void particles_set_emission_points(RID p_particles, const PoolVector<Vector3> &p_points) = 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;
|
|
|
|
enum ParticlesDrawPassMode {
|
|
PARTICLES_DRAW_PASS_MODE_QUAD,
|
|
PARTICLES_DRAW_PASS_MODE_MESH
|
|
};
|
|
|
|
virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0;
|
|
virtual void particles_set_draw_pass_material(RID p_particles, int p_pass, RID p_material) = 0;
|
|
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;
|
|
|
|
virtual Rect3 particles_get_current_aabb(RID p_particles) = 0;
|
|
|
|
/* CAMERA API */
|
|
|
|
virtual RID camera_create() = 0;
|
|
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
|
|
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
|
|
virtual void camera_set_transform(RID p_camera, const Transform &p_transform) = 0;
|
|
virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
|
|
virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
|
|
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
|
|
|
|
/*
|
|
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_size(RID p_viewport, int p_width, int p_height) = 0;
|
|
virtual void viewport_set_active(RID p_viewport, bool p_active) = 0;
|
|
virtual void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) = 0;
|
|
|
|
virtual void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), int p_screen = 0) = 0;
|
|
virtual void viewport_detach(RID p_viewport) = 0;
|
|
|
|
enum ViewportUpdateMode {
|
|
VIEWPORT_UPDATE_DISABLED,
|
|
VIEWPORT_UPDATE_ONCE, //then goes to disabled, must be manually updated
|
|
VIEWPORT_UPDATE_WHEN_VISIBLE, // default
|
|
VIEWPORT_UPDATE_ALWAYS
|
|
};
|
|
|
|
virtual void viewport_set_update_mode(RID p_viewport, ViewportUpdateMode p_mode) = 0;
|
|
virtual void viewport_set_vflip(RID p_viewport, bool p_enable) = 0;
|
|
|
|
enum ViewportClearMode {
|
|
|
|
VIEWPORT_CLEAR_ALWAYS,
|
|
VIEWPORT_CLEAR_NEVER,
|
|
VIEWPORT_CLEAR_ONLY_NEXT_FRAME
|
|
};
|
|
|
|
virtual void viewport_set_clear_mode(RID p_viewport, ViewportClearMode p_clear_mode) = 0;
|
|
|
|
virtual RID viewport_get_texture(RID p_viewport) const = 0;
|
|
|
|
virtual void viewport_set_hide_scenario(RID p_viewport, bool p_hide) = 0;
|
|
virtual void viewport_set_hide_canvas(RID p_viewport, bool p_hide) = 0;
|
|
virtual void viewport_set_disable_environment(RID p_viewport, bool p_disable) = 0;
|
|
virtual void viewport_set_disable_3d(RID p_viewport, bool p_disable) = 0;
|
|
|
|
virtual void viewport_attach_camera(RID p_viewport, RID p_camera) = 0;
|
|
virtual void viewport_set_scenario(RID p_viewport, RID p_scenario) = 0;
|
|
virtual void viewport_attach_canvas(RID p_viewport, RID p_canvas) = 0;
|
|
virtual void viewport_remove_canvas(RID p_viewport, RID p_canvas) = 0;
|
|
virtual void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const 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_layer(RID p_viewport, RID p_canvas, int p_layer) = 0;
|
|
|
|
virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size) = 0;
|
|
virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) = 0;
|
|
|
|
enum ViewportMSAA {
|
|
VIEWPORT_MSAA_DISABLED,
|
|
VIEWPORT_MSAA_2X,
|
|
VIEWPORT_MSAA_4X,
|
|
VIEWPORT_MSAA_8X,
|
|
VIEWPORT_MSAA_16X,
|
|
};
|
|
|
|
virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0;
|
|
virtual void viewport_set_hdr(RID p_viewport, bool p_enabled) = 0;
|
|
|
|
/* ENVIRONMENT API */
|
|
|
|
virtual RID environment_create() = 0;
|
|
|
|
enum EnvironmentBG {
|
|
|
|
ENV_BG_CLEAR_COLOR,
|
|
ENV_BG_COLOR,
|
|
ENV_BG_SKYBOX,
|
|
ENV_BG_CANVAS,
|
|
ENV_BG_KEEP,
|
|
ENV_BG_MAX
|
|
};
|
|
|
|
virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0;
|
|
virtual void environment_set_skybox(RID p_env, RID p_skybox) = 0;
|
|
virtual void environment_set_skybox_scale(RID p_env, float p_scale) = 0;
|
|
virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
|
|
virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
|
|
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
|
|
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_skybox_contribution = 0.0) = 0;
|
|
|
|
//set default SSAO options
|
|
//set default SSR options
|
|
//set default SSSSS options
|
|
|
|
enum EnvironmentDOFBlurQuality {
|
|
ENV_DOF_BLUR_QUALITY_LOW,
|
|
ENV_DOF_BLUR_QUALITY_MEDIUM,
|
|
ENV_DOF_BLUR_QUALITY_HIGH,
|
|
};
|
|
|
|
virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0;
|
|
virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0;
|
|
|
|
enum EnvironmentGlowBlendMode {
|
|
GLOW_BLEND_MODE_ADDITIVE,
|
|
GLOW_BLEND_MODE_SCREEN,
|
|
GLOW_BLEND_MODE_SOFTLIGHT,
|
|
GLOW_BLEND_MODE_REPLACE,
|
|
};
|
|
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) = 0;
|
|
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0;
|
|
|
|
enum EnvironmentToneMapper {
|
|
ENV_TONE_MAPPER_LINEAR,
|
|
ENV_TONE_MAPPER_REINHARDT,
|
|
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_accel, float p_fade, float p_depth_tolerance, bool p_smooth, bool p_roughness) = 0;
|
|
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, bool p_blur) = 0;
|
|
|
|
/* SCENARIO API */
|
|
|
|
virtual RID scenario_create() = 0;
|
|
|
|
enum ScenarioDebugMode {
|
|
SCENARIO_DEBUG_DISABLED,
|
|
SCENARIO_DEBUG_WIREFRAME,
|
|
SCENARIO_DEBUG_OVERDRAW,
|
|
SCENARIO_DEBUG_SHADELESS,
|
|
|
|
};
|
|
|
|
virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0;
|
|
virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
|
|
virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv) = 0;
|
|
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
|
|
|
|
/* INSTANCING API */
|
|
|
|
enum InstanceType {
|
|
|
|
INSTANCE_NONE,
|
|
INSTANCE_MESH,
|
|
INSTANCE_MULTIMESH,
|
|
INSTANCE_IMMEDIATE,
|
|
INSTANCE_PARTICLES,
|
|
INSTANCE_LIGHT,
|
|
INSTANCE_REFLECTION_PROBE,
|
|
INSTANCE_ROOM,
|
|
INSTANCE_PORTAL,
|
|
INSTANCE_GI_PROBE,
|
|
INSTANCE_MAX,
|
|
/*INSTANCE_BAKED_LIGHT_SAMPLER,*/
|
|
|
|
INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_IMMEDIATE)
|
|
};
|
|
|
|
virtual RID instance_create2(RID p_base, RID p_scenario);
|
|
|
|
//virtual RID instance_create(RID p_base,RID p_scenario)=0; // from can be mesh, light, area and portal so far.
|
|
virtual RID instance_create() = 0; // from can be mesh, light, poly, area and portal so far.
|
|
|
|
virtual void instance_set_base(RID p_instance, RID p_base) = 0; // from can be mesh, light, poly, area and portal so far.
|
|
virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0; // from can be mesh, light, poly, area and portal so far.
|
|
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_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_room(RID p_instance, RID p_room) = 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 Rect3 &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;
|
|
|
|
enum InstanceFlags {
|
|
INSTANCE_FLAG_BILLBOARD,
|
|
INSTANCE_FLAG_BILLBOARD_FIX_Y,
|
|
INSTANCE_FLAG_CAST_SHADOW,
|
|
INSTANCE_FLAG_DEPH_SCALE,
|
|
INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
|
|
INSTANCE_FLAG_USE_BAKED_LIGHT,
|
|
INSTANCE_FLAG_MAX
|
|
};
|
|
|
|
enum ShadowCastingSetting {
|
|
SHADOW_CASTING_SETTING_OFF,
|
|
SHADOW_CASTING_SETTING_ON,
|
|
SHADOW_CASTING_SETTING_DOUBLE_SIDED,
|
|
SHADOW_CASTING_SETTING_SHADOWS_ONLY,
|
|
};
|
|
|
|
virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0;
|
|
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0;
|
|
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
|
|
|
|
virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
|
|
virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) = 0;
|
|
|
|
/* CANVAS (2D) */
|
|
|
|
virtual RID canvas_create() = 0;
|
|
virtual void canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring) = 0;
|
|
virtual void canvas_set_modulate(RID p_canvas, const Color &p_color) = 0;
|
|
|
|
virtual RID canvas_item_create() = 0;
|
|
virtual void canvas_item_set_parent(RID p_item, RID p_parent) = 0;
|
|
|
|
virtual void canvas_item_set_visible(RID p_item, bool p_visible) = 0;
|
|
virtual void canvas_item_set_light_mask(RID p_item, int p_mask) = 0;
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virtual void canvas_item_set_transform(RID p_item, const Transform2D &p_transform) = 0;
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virtual void canvas_item_set_clip(RID p_item, bool p_clip) = 0;
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virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable) = 0;
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virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect = Rect2()) = 0;
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virtual void canvas_item_set_modulate(RID p_item, const Color &p_color) = 0;
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virtual void canvas_item_set_self_modulate(RID p_item, const Color &p_color) = 0;
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virtual void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable) = 0;
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enum NinePatchAxisMode {
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NINE_PATCH_STRETCH,
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NINE_PATCH_TILE,
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NINE_PATCH_TILE_FIT,
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};
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virtual void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0, bool p_antialiased = false) = 0;
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virtual void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color) = 0;
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virtual void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color) = 0;
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virtual void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) = 0;
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virtual void canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) = 0;
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virtual void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, NinePatchAxisMode p_x_axis_mode = NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode = NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1)) = 0;
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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) = 0;
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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()) = 0;
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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>(), RID p_texture = RID(), int p_count = -1) = 0;
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virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_skeleton = RID()) = 0;
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virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_skeleton = RID()) = 0;
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virtual void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform) = 0;
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virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore) = 0;
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virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) = 0;
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virtual void canvas_item_set_z(RID p_item, int p_z) = 0;
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virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) = 0;
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virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) = 0;
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virtual void canvas_item_clear(RID p_item) = 0;
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virtual void canvas_item_set_draw_index(RID p_item, int p_index) = 0;
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virtual void canvas_item_set_material(RID p_item, RID p_material) = 0;
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virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable) = 0;
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virtual RID canvas_light_create() = 0;
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virtual void canvas_light_attach_to_canvas(RID p_light, RID p_canvas) = 0;
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virtual void canvas_light_set_enabled(RID p_light, bool p_enabled) = 0;
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virtual void canvas_light_set_scale(RID p_light, float p_scale) = 0;
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virtual void canvas_light_set_transform(RID p_light, const Transform2D &p_transform) = 0;
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virtual void canvas_light_set_texture(RID p_light, RID p_texture) = 0;
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virtual void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset) = 0;
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virtual void canvas_light_set_color(RID p_light, const Color &p_color) = 0;
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virtual void canvas_light_set_height(RID p_light, float p_height) = 0;
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virtual void canvas_light_set_energy(RID p_light, float p_energy) = 0;
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virtual void canvas_light_set_z_range(RID p_light, int p_min_z, int p_max_z) = 0;
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virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer) = 0;
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virtual void canvas_light_set_item_cull_mask(RID p_light, int p_mask) = 0;
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virtual void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask) = 0;
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|
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enum CanvasLightMode {
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CANVAS_LIGHT_MODE_ADD,
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CANVAS_LIGHT_MODE_SUB,
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CANVAS_LIGHT_MODE_MIX,
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CANVAS_LIGHT_MODE_MASK,
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|
};
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virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode) = 0;
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|
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enum CanvasLightShadowFilter {
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CANVAS_LIGHT_FILTER_NONE,
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CANVAS_LIGHT_FILTER_PCF3,
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CANVAS_LIGHT_FILTER_PCF5,
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CANVAS_LIGHT_FILTER_PCF9,
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CANVAS_LIGHT_FILTER_PCF13,
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|
};
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virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) = 0;
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virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size) = 0;
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virtual void canvas_light_set_shadow_gradient_length(RID p_light, float p_length) = 0;
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virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter) = 0;
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virtual void canvas_light_set_shadow_color(RID p_light, const Color &p_color) = 0;
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virtual RID canvas_light_occluder_create() = 0;
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virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas) = 0;
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virtual void canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled) = 0;
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virtual void canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon) = 0;
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virtual void canvas_light_occluder_set_transform(RID p_occluder, const Transform2D &p_xform) = 0;
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virtual void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask) = 0;
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virtual RID canvas_occluder_polygon_create() = 0;
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virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape, bool p_closed) = 0;
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virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const PoolVector<Vector2> &p_shape) = 0;
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enum CanvasOccluderPolygonCullMode {
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|
CANVAS_OCCLUDER_POLYGON_CULL_DISABLED,
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CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE,
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|
CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE,
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|
};
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virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, CanvasOccluderPolygonCullMode p_mode) = 0;
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|
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/* CURSOR */
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virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0) = 0; // radians
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|
virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor = 0, const Rect2 &p_region = Rect2()) = 0;
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|
virtual void cursor_set_visible(bool p_visible, int p_cursor = 0) = 0;
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|
virtual void cursor_set_pos(const Point2 &p_pos, int p_cursor = 0) = 0;
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|
|
|
/* BLACK BARS */
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|
|
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virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) = 0;
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|
virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) = 0;
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|
|
|
/* FREE */
|
|
|
|
virtual void free(RID p_rid) = 0; ///< free RIDs associated with the visual server
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|
|
|
/* EVENT QUEUING */
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|
|
|
virtual void draw() = 0;
|
|
virtual void sync() = 0;
|
|
virtual bool has_changed() const = 0;
|
|
virtual void init() = 0;
|
|
virtual void finish() = 0;
|
|
|
|
/* STATUS INFORMATION */
|
|
|
|
enum RenderInfo {
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|
|
|
INFO_OBJECTS_IN_FRAME,
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|
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;
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|
|
|
/* Materials for 2D on 3D */
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|
|
|
RID material_2d_get(bool p_shaded, bool p_transparent, bool p_cut_alpha, bool p_opaque_prepass);
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|
|
|
/* TESTING */
|
|
|
|
virtual RID get_test_cube() = 0;
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|
|
|
virtual RID get_test_texture();
|
|
virtual RID get_white_texture();
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|
|
|
virtual RID make_sphere_mesh(int p_lats, int p_lons, float p_radius);
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|
|
|
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 Image &p_image, const Color &p_color, bool p_scale) = 0;
|
|
virtual void set_default_clear_color(const Color &p_color) = 0;
|
|
|
|
enum Features {
|
|
FEATURE_SHADERS,
|
|
FEATURE_MULTITHREADED,
|
|
};
|
|
|
|
virtual bool has_feature(Features p_feature) const = 0;
|
|
|
|
virtual bool has_os_feature(const String &p_feature) const = 0;
|
|
|
|
VisualServer();
|
|
virtual ~VisualServer();
|
|
};
|
|
|
|
// make variant understand the enums
|
|
|
|
VARIANT_ENUM_CAST(VisualServer::CubeMapSide);
|
|
VARIANT_ENUM_CAST(VisualServer::TextureFlags);
|
|
VARIANT_ENUM_CAST(VisualServer::ShaderMode);
|
|
VARIANT_ENUM_CAST(VisualServer::ArrayType);
|
|
VARIANT_ENUM_CAST(VisualServer::ArrayFormat);
|
|
VARIANT_ENUM_CAST(VisualServer::PrimitiveType);
|
|
VARIANT_ENUM_CAST(VisualServer::LightType);
|
|
VARIANT_ENUM_CAST(VisualServer::LightParam);
|
|
VARIANT_ENUM_CAST(VisualServer::ScenarioDebugMode);
|
|
VARIANT_ENUM_CAST(VisualServer::InstanceType);
|
|
VARIANT_ENUM_CAST(VisualServer::RenderInfo);
|
|
|
|
//typedef VisualServer VS; // makes it easier to use
|
|
#define VS VisualServer
|
|
|
|
#endif
|