godot/servers/visual/visual_server_raster.h

1144 lines
37 KiB
C++

/*************************************************************************/
/* visual_server_raster.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VISUAL_SERVER_RASTER_H
#define VISUAL_SERVER_RASTER_H
#include "allocators.h"
#include "octree.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual_server.h"
#include "visual_server_canvas.h"
#include "visual_server_global.h"
#include "visual_server_scene.h"
#include "visual_server_viewport.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class VisualServerRaster : public VisualServer {
enum {
MAX_INSTANCE_CULL = 8192,
MAX_INSTANCE_LIGHTS = 4,
LIGHT_CACHE_DIRTY = -1,
MAX_LIGHTS_CULLED = 256,
MAX_ROOM_CULL = 32,
MAX_EXTERIOR_PORTALS = 128,
MAX_LIGHT_SAMPLERS = 256,
INSTANCE_ROOMLESS_MASK = (1 << 20)
};
static int changes;
bool draw_extra_frame;
RID test_cube;
#if 0
struct Room {
bool occlude_exterior;
BSP_Tree bounds;
Room() { occlude_exterior=true; }
};
BalloonAllocator<> octree_allocator;
struct OctreeAllocator {
static BalloonAllocator<> *allocator;
_FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
_FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }
};
struct Portal {
bool enabled;
float disable_distance;
Color disable_color;
float connect_range;
Vector<Point2> shape;
Rect2 bounds;
Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
};
struct BakedLight {
Rasterizer::BakedLightData data;
PoolVector<int> sampler;
Rect3 octree_aabb;
Size2i octree_tex_size;
Size2i light_tex_size;
};
struct BakedLightSampler {
float params[BAKED_LIGHT_SAMPLER_MAX];
int resolution;
Vector<Vector3> dp_cache;
BakedLightSampler() {
params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
resolution=16;
}
};
void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
struct Camera {
enum Type {
PERSPECTIVE,
ORTHOGONAL
};
Type type;
float fov;
float znear,zfar;
float size;
uint32_t visible_layers;
bool vaspect;
RID env;
Transform transform;
Camera() {
visible_layers=0xFFFFFFFF;
fov=60;
type=PERSPECTIVE;
znear=0.1; zfar=100;
size=1.0;
vaspect=false;
}
};
struct Instance;
typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
struct Scenario;
struct Instance {
enum {
MAX_LIGHTS=4
};
RID self;
OctreeElementID octree_id;
Scenario *scenario;
bool update;
bool update_aabb;
bool update_materials;
Instance *update_next;
InstanceType base_type;
RID base_rid;
Rect3 aabb;
Rect3 transformed_aabb;
uint32_t object_ID;
bool visible;
bool visible_in_all_rooms;
uint32_t layer_mask;
float draw_range_begin;
float draw_range_end;
float extra_margin;
Rasterizer::InstanceData data;
Set<Instance*> auto_rooms;
Set<Instance*> valid_auto_rooms;
Instance *room;
List<Instance*>::Element *RE;
Instance *baked_light;
List<Instance*>::Element *BLE;
Instance *sampled_light;
bool exterior;
uint64_t last_render_pass;
uint64_t last_frame_pass;
uint64_t version; // changes to this, and changes to base increase version
InstanceSet lights;
bool light_cache_dirty;
struct RoomInfo {
Transform affine_inverse;
Room *room;
List<Instance*> owned_geometry_instances;
List<Instance*> owned_portal_instances;
List<Instance*> owned_room_instances;
List<Instance*> owned_light_instances; //not used, but just for the sake of it
Set<Instance*> disconnected_child_portals;
Set<Instance*> owned_autoroom_geometry;
uint64_t last_visited_pass;
RoomInfo() { last_visited_pass=0; }
};
struct PortalInfo {
Portal *portal;
Set<Instance*> candidate_set;
Instance *connected;
uint64_t last_visited_pass;
Plane plane_cache;
Vector<Vector3> transformed_point_cache;
PortalInfo() { connected=NULL; last_visited_pass=0;}
};
struct LightInfo {
RID instance;
int light_set_index;
uint64_t last_version;
uint64_t last_add_pass;
List<RID>::Element *D; // directional light in scenario
InstanceSet affected;
bool enabled;
float dtc; //distance to camera, used for sorting
LightInfo() {
D=NULL;
light_set_index=-1;
last_add_pass=0;
enabled=true;
}
};
struct BakedLightInfo {
BakedLight *baked_light;
Transform affine_inverse;
List<Instance*> owned_instances;
};
struct BakedLightSamplerInfo {
Set<Instance*> baked_lights;
Set<Instance*> owned_instances;
BakedLightSampler *sampler;
int resolution;
Vector<Color> light_bufer;
RID sampled_light;
uint64_t last_pass;
Transform xform; // viewspace normal to lightspace, might not use one.
BakedLightSamplerInfo() {
sampler=NULL;
last_pass=0;
resolution=0;
}
};
struct ParticlesInfo {
RID instance;
};
RoomInfo *room_info;
LightInfo *light_info;
ParticlesInfo *particles_info;
PortalInfo * portal_info;
BakedLightInfo * baked_light_info;
BakedLightSamplerInfo * baked_light_sampler_info;
Instance() {
octree_id=0;
update_next=0;
object_ID=0;
last_render_pass=0;
last_frame_pass=0;
light_info=0;
particles_info=0;
update_next=NULL;
update=false;
visible=true;
data.cast_shadows=SHADOW_CASTING_SETTING_ON;
data.receive_shadows=true;
data.depth_scale=false;
data.billboard=false;
data.billboard_y=false;
data.baked_light=NULL;
data.baked_light_octree_xform=NULL;
data.baked_lightmap_id=-1;
version=1;
room_info=NULL;
room=NULL;
RE=NULL;
portal_info=NULL;
exterior=false;
layer_mask=1;
draw_range_begin=0;
draw_range_end=0;
extra_margin=0;
visible_in_all_rooms=false;
update_aabb=false;
update_materials=false;
baked_light=NULL;
baked_light_info=NULL;
baked_light_sampler_info=NULL;
sampled_light=NULL;
BLE=NULL;
light_cache_dirty=true;
}
~Instance() {
if (light_info)
memdelete(light_info);
if (particles_info)
memdelete(particles_info);
if (room_info)
memdelete(room_info);
if (portal_info)
memdelete(portal_info);
if (baked_light_info)
memdelete(baked_light_info);
};
};
struct _InstanceLightsort {
bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
};
struct Scenario {
ScenarioDebugMode debug;
RID self;
// well wtf, balloon allocator is slower?
typedef ::Octree<Instance,true> Octree;
Octree octree;
List<RID> directional_lights;
RID environment;
RID fallback_environment;
Instance *dirty_instances;
Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
};
mutable RID_Owner<Rasterizer::ShaderMaterial> canvas_item_material_owner;
struct Viewport {
RID self;
RID parent;
VisualServer::ViewportRect rect;
RID camera;
RID scenario;
RID viewport_data;
RenderTargetUpdateMode render_target_update_mode;
RID render_target;
RID render_target_texture;
Rect2 rt_to_screen_rect;
bool hide_scenario;
bool hide_canvas;
bool transparent_bg;
bool queue_capture;
bool render_target_vflip;
bool render_target_clear_on_new_frame;
bool render_target_clear;
bool disable_environment;
Image capture;
bool rendered_in_prev_frame;
struct CanvasKey {
int layer;
RID canvas;
bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
CanvasKey() { layer=0; }
CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
};
struct CanvasData {
Canvas *canvas;
Transform2D transform;
int layer;
};
Transform2D global_transform;
Map<RID,CanvasData> canvas_map;
SelfList<Viewport> update_list;
Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false; render_target_vflip=false; render_target_clear_on_new_frame=true; render_target_clear=true; disable_environment=false; }
};
SelfList<Viewport>::List viewport_update_list;
Map<RID,int> screen_viewports;
struct CullRange {
Plane nearp;
float min,max;
float z_near,z_far;
void add_aabb(const Rect3& p_aabb) {
}
};
struct Cursor {
Point2 pos;
float rot;
RID texture;
Point2 center;
bool visible;
Rect2 region;
Cursor() {
rot = 0;
visible = false;
region = Rect2();
};
};
Rect2 canvas_clip;
Color clear_color;
Cursor cursors[MAX_CURSORS];
RID default_cursor_texture;
static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);
Instance *instance_cull_result[MAX_INSTANCE_CULL];
Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
Instance *light_cull_result[MAX_LIGHTS_CULLED];
int light_cull_count;
Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
int exterior_portal_cull_count;
bool exterior_visited;
Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS];
int light_samplers_culled;
Instance *room_cull_result[MAX_ROOM_CULL];
int room_cull_count;
bool room_cull_enabled;
bool light_discard_enabled;
bool shadows_enabled;
int black_margin[4];
RID black_image[4];
Vector<Vector3> aabb_random_points;
Vector<Vector3> transformed_aabb_random_points;
void _instance_validate_autorooms(Instance *p_geometry);
void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
void _portal_attempt_connect(Instance *p_portal);
void _dependency_queue_update(RID p_rid, bool p_update_aabb=false, bool p_update_materials=false);
_FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false,bool p_update_materials=false);
void _update_instances();
void _update_instance_aabb(Instance *p_instance);
void _update_instance(Instance *p_instance);
void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);
Instance *instance_update_list;
//RID default_scenario;
//RID default_viewport;
RID test_cube;
mutable RID_Owner<Room> room_owner;
mutable RID_Owner<Portal> portal_owner;
mutable RID_Owner<BakedLight> baked_light_owner;
mutable RID_Owner<BakedLightSampler> baked_light_sampler_owner;
mutable RID_Owner<Camera> camera_owner;
mutable RID_Owner<Viewport> viewport_owner;
mutable RID_Owner<Scenario> scenario_owner;
mutable RID_Owner<Instance> instance_owner;
mutable RID_Owner<Canvas> canvas_owner;
mutable RID_Owner<CanvasItem> canvas_item_owner;
Map< RID, Set<RID> > instance_dependency_map;
Map< RID, Set<Instance*> > skeleton_dependency_map;
ViewportRect viewport_rect;
_FORCE_INLINE_ void _instance_draw(Instance *p_instance);
bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to);
void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace);
void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Transform2D& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
void _render_canvas_item(CanvasItem *p_canvas_item, const Transform2D& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner);
void _render_canvas(Canvas *p_canvas, const Transform2D &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights);
Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
uint64_t render_pass;
int changes;
bool draw_extra_frame;
void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera);
void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h);
void _draw_viewports();
void _draw_cursors_and_margins();
Rasterizer *rasterizer;
#endif
public:
_FORCE_INLINE_ static void redraw_request() { changes++; }
#define DISPLAY_CHANGED changes++;
#define BIND0R(m_r, m_name) \
m_r m_name() { return BINDBASE->m_name(); }
#define BIND1R(m_r, m_name, m_type1) \
m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
#define BIND1RC(m_r, m_name, m_type1) \
m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
#define BIND2RC(m_r, m_name, m_type1, m_type2) \
m_r m_name(m_type1 arg1, m_type2 arg2) const { return BINDBASE->m_name(arg1, arg2); }
#define BIND3RC(m_r, m_name, m_type1, m_type2, m_type3) \
m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) const { return BINDBASE->m_name(arg1, arg2, arg3); }
#define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }
#define BIND1(m_name, m_type1) \
void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
#define BIND2(m_name, m_type1, m_type2) \
void m_name(m_type1 arg1, m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2); }
#define BIND2C(m_name, m_type1, m_type2) \
void m_name(m_type1 arg1, m_type2 arg2) const { BINDBASE->m_name(arg1, arg2); }
#define BIND3(m_name, m_type1, m_type2, m_type3) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3); }
#define BIND4(m_name, m_type1, m_type2, m_type3, m_type4) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4); }
#define BIND5(m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
#define BIND6(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
#define BIND7(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7); }
#define BIND8(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8); }
#define BIND9(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9); }
#define BIND10(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10); }
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::storage
/* TEXTURE API */
BIND0R(RID, texture_create)
BIND5(texture_allocate, RID, int, int, Image::Format, uint32_t)
BIND3(texture_set_data, RID, const Ref<Image> &, CubeMapSide)
BIND2RC(Ref<Image>, texture_get_data, RID, CubeMapSide)
BIND2(texture_set_flags, RID, uint32_t)
BIND1RC(uint32_t, texture_get_flags, RID)
BIND1RC(Image::Format, texture_get_format, RID)
BIND1RC(uint32_t, texture_get_texid, RID)
BIND1RC(uint32_t, texture_get_width, RID)
BIND1RC(uint32_t, texture_get_height, RID)
BIND3(texture_set_size_override, RID, int, int)
BIND2RC(RID, texture_create_radiance_cubemap, RID, int)
BIND3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
BIND3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)
BIND2(texture_set_path, RID, const String &)
BIND1RC(String, texture_get_path, RID)
BIND1(texture_set_shrink_all_x2_on_set_data, bool)
BIND1(texture_debug_usage, List<TextureInfo> *)
BIND1(textures_keep_original, bool)
/* SKY API */
BIND0R(RID, sky_create)
BIND3(sky_set_texture, RID, RID, int)
/* SHADER API */
BIND0R(RID, shader_create)
BIND2(shader_set_code, RID, const String &)
BIND1RC(String, shader_get_code, RID)
BIND2C(shader_get_param_list, RID, List<PropertyInfo> *)
BIND3(shader_set_default_texture_param, RID, const StringName &, RID)
BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
/* COMMON MATERIAL API */
BIND0R(RID, material_create)
BIND2(material_set_shader, RID, RID)
BIND1RC(RID, material_get_shader, RID)
BIND3(material_set_param, RID, const StringName &, const Variant &)
BIND2RC(Variant, material_get_param, RID, const StringName &)
BIND2(material_set_line_width, RID, float)
/* MESH API */
BIND0R(RID, mesh_create)
BIND10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const Rect3 &, const Vector<PoolVector<uint8_t> > &, const Vector<Rect3> &)
BIND2(mesh_set_blend_shape_count, RID, int)
BIND1RC(int, mesh_get_blend_shape_count, RID)
BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
BIND3(mesh_surface_set_material, RID, int, RID)
BIND2RC(RID, mesh_surface_get_material, RID, int)
BIND2RC(int, mesh_surface_get_array_len, RID, int)
BIND2RC(int, mesh_surface_get_array_index_len, RID, int)
BIND2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)
BIND2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)
BIND2RC(uint32_t, mesh_surface_get_format, RID, int)
BIND2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)
BIND2RC(Rect3, mesh_surface_get_aabb, RID, int)
BIND2RC(Vector<PoolVector<uint8_t> >, mesh_surface_get_blend_shapes, RID, int)
BIND2RC(Vector<Rect3>, mesh_surface_get_skeleton_aabb, RID, int)
BIND2(mesh_remove_surface, RID, int)
BIND1RC(int, mesh_get_surface_count, RID)
BIND2(mesh_set_custom_aabb, RID, const Rect3 &)
BIND1RC(Rect3, mesh_get_custom_aabb, RID)
BIND1(mesh_clear, RID)
/* MULTIMESH API */
BIND0R(RID, multimesh_create)
BIND4(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat)
BIND1RC(int, multimesh_get_instance_count, RID)
BIND2(multimesh_set_mesh, RID, RID)
BIND3(multimesh_instance_set_transform, RID, int, const Transform &)
BIND3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
BIND3(multimesh_instance_set_color, RID, int, const Color &)
BIND1RC(RID, multimesh_get_mesh, RID)
BIND1RC(Rect3, multimesh_get_aabb, RID)
BIND2RC(Transform, multimesh_instance_get_transform, RID, int)
BIND2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
BIND2RC(Color, multimesh_instance_get_color, RID, int)
BIND2(multimesh_set_visible_instances, RID, int)
BIND1RC(int, multimesh_get_visible_instances, RID)
/* IMMEDIATE API */
BIND0R(RID, immediate_create)
BIND3(immediate_begin, RID, PrimitiveType, RID)
BIND2(immediate_vertex, RID, const Vector3 &)
BIND2(immediate_normal, RID, const Vector3 &)
BIND2(immediate_tangent, RID, const Plane &)
BIND2(immediate_color, RID, const Color &)
BIND2(immediate_uv, RID, const Vector2 &)
BIND2(immediate_uv2, RID, const Vector2 &)
BIND1(immediate_end, RID)
BIND1(immediate_clear, RID)
BIND2(immediate_set_material, RID, RID)
BIND1RC(RID, immediate_get_material, RID)
/* SKELETON API */
BIND0R(RID, skeleton_create)
BIND3(skeleton_allocate, RID, int, bool)
BIND1RC(int, skeleton_get_bone_count, RID)
BIND3(skeleton_bone_set_transform, RID, int, const Transform &)
BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
/* Light API */
BIND1R(RID, light_create, LightType)
BIND2(light_set_color, RID, const Color &)
BIND3(light_set_param, RID, LightParam, float)
BIND2(light_set_shadow, RID, bool)
BIND2(light_set_shadow_color, RID, const Color &)
BIND2(light_set_projector, RID, RID)
BIND2(light_set_negative, RID, bool)
BIND2(light_set_cull_mask, RID, uint32_t)
BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
BIND2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)
BIND2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
BIND2(light_directional_set_blend_splits, RID, bool)
/* PROBE API */
BIND0R(RID, reflection_probe_create)
BIND2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
BIND2(reflection_probe_set_intensity, RID, float)
BIND2(reflection_probe_set_interior_ambient, RID, const Color &)
BIND2(reflection_probe_set_interior_ambient_energy, RID, float)
BIND2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)
BIND2(reflection_probe_set_max_distance, RID, float)
BIND2(reflection_probe_set_extents, RID, const Vector3 &)
BIND2(reflection_probe_set_origin_offset, RID, const Vector3 &)
BIND2(reflection_probe_set_as_interior, RID, bool)
BIND2(reflection_probe_set_enable_box_projection, RID, bool)
BIND2(reflection_probe_set_enable_shadows, RID, bool)
BIND2(reflection_probe_set_cull_mask, RID, uint32_t)
/* ROOM API */
BIND0R(RID, room_create)
BIND4(room_add_bounds, RID, const PoolVector<Vector2> &, float, const Transform &)
BIND1(room_clear_bounds, RID)
/* PORTAL API */
// portals are only (x/y) points, forming a convex shape, which its clockwise
// order points outside. (z is 0);
BIND0R(RID, portal_create)
BIND2(portal_set_shape, RID, const Vector<Point2> &)
BIND2(portal_set_enabled, RID, bool)
BIND2(portal_set_disable_distance, RID, float)
BIND2(portal_set_disabled_color, RID, const Color &)
/* BAKED LIGHT API */
BIND0R(RID, gi_probe_create)
BIND2(gi_probe_set_bounds, RID, const Rect3 &)
BIND1RC(Rect3, gi_probe_get_bounds, RID)
BIND2(gi_probe_set_cell_size, RID, float)
BIND1RC(float, gi_probe_get_cell_size, RID)
BIND2(gi_probe_set_to_cell_xform, RID, const Transform &)
BIND1RC(Transform, gi_probe_get_to_cell_xform, RID)
BIND2(gi_probe_set_dynamic_range, RID, int)
BIND1RC(int, gi_probe_get_dynamic_range, RID)
BIND2(gi_probe_set_energy, RID, float)
BIND1RC(float, gi_probe_get_energy, RID)
BIND2(gi_probe_set_bias, RID, float)
BIND1RC(float, gi_probe_get_bias, RID)
BIND2(gi_probe_set_propagation, RID, float)
BIND1RC(float, gi_probe_get_propagation, RID)
BIND2(gi_probe_set_interior, RID, bool)
BIND1RC(bool, gi_probe_is_interior, RID)
BIND2(gi_probe_set_compress, RID, bool)
BIND1RC(bool, gi_probe_is_compressed, RID)
BIND2(gi_probe_set_dynamic_data, RID, const PoolVector<int> &)
BIND1RC(PoolVector<int>, gi_probe_get_dynamic_data, RID)
/* PARTICLES */
BIND0R(RID, particles_create)
BIND2(particles_set_emitting, RID, bool)
BIND2(particles_set_amount, RID, int)
BIND2(particles_set_lifetime, RID, float)
BIND2(particles_set_pre_process_time, RID, float)
BIND2(particles_set_explosiveness_ratio, RID, float)
BIND2(particles_set_randomness_ratio, RID, float)
BIND2(particles_set_custom_aabb, RID, const Rect3 &)
BIND2(particles_set_speed_scale, RID, float)
BIND2(particles_set_use_local_coordinates, RID, bool)
BIND2(particles_set_process_material, RID, RID)
BIND2(particles_set_fixed_fps, RID, int)
BIND2(particles_set_fractional_delta, RID, bool)
BIND2(particles_set_draw_order, RID, VS::ParticlesDrawOrder)
BIND2(particles_set_draw_passes, RID, int)
BIND3(particles_set_draw_pass_mesh, RID, int, RID)
BIND1R(Rect3, particles_get_current_aabb, RID);
#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::scene
/* CAMERA API */
BIND0R(RID, camera_create)
BIND4(camera_set_perspective, RID, float, float, float)
BIND4(camera_set_orthogonal, RID, float, float, float)
BIND2(camera_set_transform, RID, const Transform &)
BIND2(camera_set_cull_mask, RID, uint32_t)
BIND2(camera_set_environment, RID, RID)
BIND2(camera_set_use_vertical_aspect, RID, bool)
#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::viewport
/* VIEWPORT TARGET API */
BIND0R(RID, viewport_create)
BIND3(viewport_set_size, RID, int, int)
BIND2(viewport_set_active, RID, bool)
BIND2(viewport_set_parent_viewport, RID, RID)
BIND2(viewport_set_clear_mode, RID, ViewportClearMode)
BIND3(viewport_attach_to_screen, RID, const Rect2 &, int)
BIND1(viewport_detach, RID)
BIND2(viewport_set_update_mode, RID, ViewportUpdateMode)
BIND2(viewport_set_vflip, RID, bool)
BIND1RC(RID, viewport_get_texture, RID)
BIND2(viewport_set_hide_scenario, RID, bool)
BIND2(viewport_set_hide_canvas, RID, bool)
BIND2(viewport_set_disable_environment, RID, bool)
BIND2(viewport_set_disable_3d, RID, bool)
BIND2(viewport_attach_camera, RID, RID)
BIND2(viewport_set_scenario, RID, RID)
BIND2(viewport_attach_canvas, RID, RID)
BIND2(viewport_remove_canvas, RID, RID)
BIND3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
BIND2(viewport_set_transparent_background, RID, bool)
BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &)
BIND3(viewport_set_canvas_layer, RID, RID, int)
BIND2(viewport_set_shadow_atlas_size, RID, int)
BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
BIND2(viewport_set_msaa, RID, ViewportMSAA)
BIND2(viewport_set_hdr, RID, bool)
/* ENVIRONMENT API */
#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::scene_render
BIND0R(RID, environment_create)
BIND2(environment_set_background, RID, EnvironmentBG)
BIND2(environment_set_sky, RID, RID)
BIND2(environment_set_sky_scale, RID, float)
BIND2(environment_set_bg_color, RID, const Color &)
BIND2(environment_set_bg_energy, RID, float)
BIND2(environment_set_canvas_max_layer, RID, int)
BIND4(environment_set_ambient_light, RID, const Color &, float, float)
BIND8(environment_set_ssr, RID, bool, int, float, float, float, bool, bool)
BIND10(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, bool)
BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
BIND10(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, bool)
BIND5(environment_set_fog, RID, bool, float, float, RID)
BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
/* SCENARIO API */
#undef BINDBASE
#define BINDBASE VSG::scene
BIND0R(RID, scenario_create)
BIND2(scenario_set_debug, RID, ScenarioDebugMode)
BIND2(scenario_set_environment, RID, RID)
BIND3(scenario_set_reflection_atlas_size, RID, int, int)
BIND2(scenario_set_fallback_environment, RID, RID)
/* INSTANCING API */
// from can be mesh, light, area and portal so far.
BIND0R(RID, instance_create)
BIND2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
BIND2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
BIND2(instance_set_layer_mask, RID, uint32_t)
BIND2(instance_set_transform, RID, const Transform &)
BIND2(instance_attach_object_instance_ID, RID, ObjectID)
BIND3(instance_set_blend_shape_weight, RID, int, float)
BIND3(instance_set_surface_material, RID, int, RID)
BIND2(instance_set_visible, RID, bool)
BIND2(instance_attach_skeleton, RID, RID)
BIND2(instance_set_exterior, RID, bool)
BIND2(instance_set_room, RID, RID)
BIND2(instance_set_extra_visibility_margin, RID, real_t)
// don't use these in a game!
BIND2RC(Vector<ObjectID>, instances_cull_aabb, const Rect3 &, RID)
BIND3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
BIND2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
BIND3(instance_geometry_set_flag, RID, InstanceFlags, bool)
BIND2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
BIND2(instance_geometry_set_material_override, RID, RID)
BIND5(instance_geometry_set_draw_range, RID, float, float, float, float)
BIND2(instance_geometry_set_as_instance_lod, RID, RID)
#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::canvas
/* CANVAS (2D) */
BIND0R(RID, canvas_create)
BIND3(canvas_set_item_mirroring, RID, RID, const Point2 &)
BIND2(canvas_set_modulate, RID, const Color &)
BIND0R(RID, canvas_item_create)
BIND2(canvas_item_set_parent, RID, RID)
BIND2(canvas_item_set_visible, RID, bool)
BIND2(canvas_item_set_light_mask, RID, int)
BIND2(canvas_item_set_transform, RID, const Transform2D &)
BIND2(canvas_item_set_clip, RID, bool)
BIND2(canvas_item_set_distance_field_mode, RID, bool)
BIND3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
BIND2(canvas_item_set_modulate, RID, const Color &)
BIND2(canvas_item_set_self_modulate, RID, const Color &)
BIND2(canvas_item_set_draw_behind_parent, RID, bool)
BIND6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
BIND3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
BIND4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
BIND6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
BIND6(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool)
BIND10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
BIND6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
BIND5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
BIND7(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int)
BIND3(canvas_item_add_mesh, RID, const RID &, RID)
BIND3(canvas_item_add_multimesh, RID, RID, RID)
BIND2(canvas_item_add_set_transform, RID, const Transform2D &)
BIND2(canvas_item_add_clip_ignore, RID, bool)
BIND2(canvas_item_set_sort_children_by_y, RID, bool)
BIND2(canvas_item_set_z, RID, int)
BIND2(canvas_item_set_z_as_relative_to_parent, RID, bool)
BIND3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
BIND1(canvas_item_clear, RID)
BIND2(canvas_item_set_draw_index, RID, int)
BIND2(canvas_item_set_material, RID, RID)
BIND2(canvas_item_set_use_parent_material, RID, bool)
BIND0R(RID, canvas_light_create)
BIND2(canvas_light_attach_to_canvas, RID, RID)
BIND2(canvas_light_set_enabled, RID, bool)
BIND2(canvas_light_set_scale, RID, float)
BIND2(canvas_light_set_transform, RID, const Transform2D &)
BIND2(canvas_light_set_texture, RID, RID)
BIND2(canvas_light_set_texture_offset, RID, const Vector2 &)
BIND2(canvas_light_set_color, RID, const Color &)
BIND2(canvas_light_set_height, RID, float)
BIND2(canvas_light_set_energy, RID, float)
BIND3(canvas_light_set_z_range, RID, int, int)
BIND3(canvas_light_set_layer_range, RID, int, int)
BIND2(canvas_light_set_item_cull_mask, RID, int)
BIND2(canvas_light_set_item_shadow_cull_mask, RID, int)
BIND2(canvas_light_set_mode, RID, CanvasLightMode)
BIND2(canvas_light_set_shadow_enabled, RID, bool)
BIND2(canvas_light_set_shadow_buffer_size, RID, int)
BIND2(canvas_light_set_shadow_gradient_length, RID, float)
BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
BIND2(canvas_light_set_shadow_color, RID, const Color &)
BIND0R(RID, canvas_light_occluder_create)
BIND2(canvas_light_occluder_attach_to_canvas, RID, RID)
BIND2(canvas_light_occluder_set_enabled, RID, bool)
BIND2(canvas_light_occluder_set_polygon, RID, RID)
BIND2(canvas_light_occluder_set_transform, RID, const Transform2D &)
BIND2(canvas_light_occluder_set_light_mask, RID, int)
BIND0R(RID, canvas_occluder_polygon_create)
BIND3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
BIND2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)
BIND2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
/* CURSOR */
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor = 0, const Rect2 &p_region = Rect2());
virtual void cursor_set_visible(bool p_visible, int p_cursor = 0);
virtual void cursor_set_pos(const Point2 &p_pos, int p_cursor = 0);
/* BLACK BARS */
virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);
/* FREE */
virtual void free(RID p_rid); ///< free RIDs associated with the visual server
/* EVENT QUEUING */
virtual void draw();
virtual void sync();
virtual bool has_changed() const;
virtual void init();
virtual void finish();
/* STATUS INFORMATION */
virtual int get_render_info(RenderInfo p_info);
virtual RID get_test_cube();
/* TESTING */
virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale);
virtual void set_default_clear_color(const Color &p_color);
virtual bool has_feature(Features p_feature) const;
virtual bool has_os_feature(const String &p_feature) const;
VisualServerRaster();
~VisualServerRaster();
#undef DISPLAY_CHANGED
#undef BIND0R
#undef BIND1RC
#undef BIND2RC
#undef BIND3RC
#undef BIND4RC
#undef BIND1
#undef BIND2
#undef BIND3
#undef BIND4
#undef BIND5
#undef BIND6
#undef BIND7
#undef BIND8
#undef BIND9
#undef BIND10
};
#endif