visual_server.h 48 KB

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  1. /*************************************************************************/
  2. /* visual_server.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef VISUAL_SERVER_H
  31. #define VISUAL_SERVER_H
  32. #include "bsp_tree.h"
  33. #include "geometry.h"
  34. #include "math_2d.h"
  35. #include "object.h"
  36. #include "rid.h"
  37. #include "variant.h"
  38. /**
  39. @author Juan Linietsky <[email protected]>
  40. */
  41. class VisualServer : public Object {
  42. OBJ_TYPE(VisualServer, Object);
  43. static VisualServer *singleton;
  44. int mm_policy;
  45. DVector<String> _shader_get_param_list(RID p_shader) const;
  46. void _camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
  47. void _viewport_set_rect(RID p_viewport, const Rect2 &p_rect);
  48. Rect2 _viewport_get_rect(RID p_viewport) const;
  49. 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));
  50. protected:
  51. RID _make_test_cube();
  52. void _free_internal_rids();
  53. RID test_texture;
  54. RID white_texture;
  55. RID test_material;
  56. RID material_2d[32];
  57. static VisualServer *(*create_func)();
  58. static void _bind_methods();
  59. public:
  60. static VisualServer *get_singleton();
  61. static VisualServer *create();
  62. enum MipMapPolicy {
  63. MIPMAPS_ENABLED,
  64. MIPMAPS_ENABLED_FOR_PO2,
  65. MIPMAPS_DISABLED
  66. };
  67. virtual void set_mipmap_policy(MipMapPolicy p_policy);
  68. virtual MipMapPolicy get_mipmap_policy() const;
  69. enum {
  70. NO_INDEX_ARRAY = -1,
  71. CUSTOM_ARRAY_SIZE = 8,
  72. ARRAY_WEIGHTS_SIZE = 4,
  73. MAX_PARTICLE_COLOR_PHASES = 4,
  74. MAX_PARTICLE_ATTRACTORS = 4,
  75. CANVAS_ITEM_Z_MIN = -4096,
  76. CANVAS_ITEM_Z_MAX = 4096,
  77. MAX_CURSORS = 8,
  78. };
  79. /* TEXTURE API */
  80. enum TextureFlags {
  81. TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
  82. TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
  83. TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
  84. TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
  85. TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
  86. TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
  87. TEXTURE_FLAG_CUBEMAP = 2048,
  88. TEXTURE_FLAG_VIDEO_SURFACE = 4096,
  89. TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
  90. };
  91. enum CubeMapSide {
  92. CUBEMAP_LEFT,
  93. CUBEMAP_RIGHT,
  94. CUBEMAP_BOTTOM,
  95. CUBEMAP_TOP,
  96. CUBEMAP_FRONT,
  97. CUBEMAP_BACK
  98. };
  99. virtual RID texture_create() = 0;
  100. RID texture_create_from_image(const Image &p_image, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT); // helper
  101. 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;
  102. virtual void texture_set_data(RID p_texture, const Image &p_image, CubeMapSide p_cube_side = CUBEMAP_LEFT) = 0;
  103. virtual Image texture_get_data(RID p_texture, CubeMapSide p_cube_side = CUBEMAP_LEFT) const = 0;
  104. virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0;
  105. virtual uint32_t texture_get_flags(RID p_texture) const = 0;
  106. virtual Image::Format texture_get_format(RID p_texture) const = 0;
  107. virtual uint32_t texture_get_width(RID p_texture) const = 0;
  108. virtual uint32_t texture_get_height(RID p_texture) const = 0;
  109. virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
  110. virtual bool texture_can_stream(RID p_texture) const = 0;
  111. virtual void texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const = 0;
  112. virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
  113. virtual String texture_get_path(RID p_texture) const = 0;
  114. virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 0;
  115. struct TextureInfo {
  116. RID texture;
  117. Size2 size;
  118. Image::Format format;
  119. int bytes;
  120. String path;
  121. };
  122. virtual void texture_debug_usage(List<TextureInfo> *r_info) = 0;
  123. /* SHADER API */
  124. enum ShaderMode {
  125. SHADER_MATERIAL,
  126. SHADER_CANVAS_ITEM,
  127. SHADER_POST_PROCESS,
  128. };
  129. virtual RID shader_create(ShaderMode p_mode = SHADER_MATERIAL) = 0;
  130. virtual void shader_set_mode(RID p_shader, ShaderMode p_mode) = 0;
  131. virtual ShaderMode shader_get_mode(RID p_shader) const = 0;
  132. virtual void shader_set_code(RID p_shader, const String &p_vertex, const String &p_fragment, const String &p_light, int p_vertex_ofs = 0, int p_fragment_ofs = 0, int p_light_ofs = 0) = 0;
  133. virtual String shader_get_fragment_code(RID p_shader) const = 0;
  134. virtual String shader_get_vertex_code(RID p_shader) const = 0;
  135. virtual String shader_get_light_code(RID p_shader) const = 0;
  136. virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
  137. virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
  138. virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
  139. /* COMMON MATERIAL API */
  140. virtual RID material_create() = 0;
  141. virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
  142. virtual RID material_get_shader(RID p_shader_material) const = 0;
  143. virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
  144. virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
  145. enum MaterialFlag {
  146. MATERIAL_FLAG_VISIBLE,
  147. MATERIAL_FLAG_DOUBLE_SIDED,
  148. MATERIAL_FLAG_INVERT_FACES, ///< Invert front/back of the object
  149. MATERIAL_FLAG_UNSHADED,
  150. MATERIAL_FLAG_ONTOP,
  151. MATERIAL_FLAG_LIGHTMAP_ON_UV2,
  152. MATERIAL_FLAG_COLOR_ARRAY_SRGB,
  153. MATERIAL_FLAG_MAX,
  154. };
  155. virtual void material_set_flag(RID p_material, MaterialFlag p_flag, bool p_enabled) = 0;
  156. virtual bool material_get_flag(RID p_material, MaterialFlag p_flag) const = 0;
  157. enum MaterialDepthDrawMode {
  158. MATERIAL_DEPTH_DRAW_ALWAYS,
  159. MATERIAL_DEPTH_DRAW_OPAQUE_ONLY,
  160. MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA,
  161. MATERIAL_DEPTH_DRAW_NEVER
  162. };
  163. virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode) = 0;
  164. virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const = 0;
  165. enum MaterialBlendMode {
  166. MATERIAL_BLEND_MODE_MIX, //default
  167. MATERIAL_BLEND_MODE_ADD,
  168. MATERIAL_BLEND_MODE_SUB,
  169. MATERIAL_BLEND_MODE_MUL,
  170. MATERIAL_BLEND_MODE_PREMULT_ALPHA
  171. };
  172. virtual void material_set_blend_mode(RID p_material, MaterialBlendMode p_mode) = 0;
  173. virtual MaterialBlendMode material_get_blend_mode(RID p_material) const = 0;
  174. virtual void material_set_line_width(RID p_material, float p_line_width) = 0;
  175. virtual float material_get_line_width(RID p_material) const = 0;
  176. //fixed material api
  177. virtual RID fixed_material_create() = 0;
  178. enum FixedMaterialParam {
  179. FIXED_MATERIAL_PARAM_DIFFUSE,
  180. FIXED_MATERIAL_PARAM_DETAIL,
  181. FIXED_MATERIAL_PARAM_SPECULAR,
  182. FIXED_MATERIAL_PARAM_EMISSION,
  183. FIXED_MATERIAL_PARAM_SPECULAR_EXP,
  184. FIXED_MATERIAL_PARAM_GLOW,
  185. FIXED_MATERIAL_PARAM_NORMAL,
  186. FIXED_MATERIAL_PARAM_SHADE_PARAM,
  187. FIXED_MATERIAL_PARAM_MAX
  188. };
  189. enum FixedMaterialTexCoordMode {
  190. FIXED_MATERIAL_TEXCOORD_UV,
  191. FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM,
  192. FIXED_MATERIAL_TEXCOORD_UV2,
  193. FIXED_MATERIAL_TEXCOORD_SPHERE
  194. };
  195. enum FixedMaterialFlags {
  196. FIXED_MATERIAL_FLAG_USE_ALPHA,
  197. FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,
  198. FIXED_MATERIAL_FLAG_USE_POINT_SIZE,
  199. FIXED_MATERIAL_FLAG_DISCARD_ALPHA,
  200. FIXED_MATERIAL_FLAG_USE_XY_NORMALMAP,
  201. FIXED_MATERIAL_FLAG_MAX,
  202. };
  203. virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled) = 0;
  204. virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const = 0;
  205. virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant &p_value) = 0;
  206. virtual Variant fixed_material_get_param(RID p_material, FixedMaterialParam p_parameter) const = 0;
  207. virtual void fixed_material_set_texture(RID p_material, FixedMaterialParam p_parameter, RID p_texture) = 0;
  208. virtual RID fixed_material_get_texture(RID p_material, FixedMaterialParam p_parameter) const = 0;
  209. enum FixedMaterialLightShader {
  210. FIXED_MATERIAL_LIGHT_SHADER_LAMBERT,
  211. FIXED_MATERIAL_LIGHT_SHADER_WRAP,
  212. FIXED_MATERIAL_LIGHT_SHADER_VELVET,
  213. FIXED_MATERIAL_LIGHT_SHADER_TOON,
  214. };
  215. virtual void fixed_material_set_light_shader(RID p_material, FixedMaterialLightShader p_shader) = 0;
  216. virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const = 0;
  217. virtual void fixed_material_set_texcoord_mode(RID p_material, FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode) = 0;
  218. virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material, FixedMaterialParam p_parameter) const = 0;
  219. virtual void fixed_material_set_uv_transform(RID p_material, const Transform &p_transform) = 0;
  220. virtual Transform fixed_material_get_uv_transform(RID p_material) const = 0;
  221. virtual void fixed_material_set_point_size(RID p_material, float p_size) = 0;
  222. virtual float fixed_material_get_point_size(RID p_material) const = 0;
  223. /* MESH API */
  224. enum ArrayType {
  225. ARRAY_VERTEX = 0,
  226. ARRAY_NORMAL = 1,
  227. ARRAY_TANGENT = 2,
  228. ARRAY_COLOR = 3,
  229. ARRAY_TEX_UV = 4,
  230. ARRAY_TEX_UV2 = 5,
  231. ARRAY_BONES = 6,
  232. ARRAY_WEIGHTS = 7,
  233. ARRAY_INDEX = 8,
  234. ARRAY_MAX = 9
  235. };
  236. enum ArrayFormat {
  237. /* ARRAY FORMAT FLAGS */
  238. ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX, // mandatory
  239. ARRAY_FORMAT_NORMAL = 1 << ARRAY_NORMAL,
  240. ARRAY_FORMAT_TANGENT = 1 << ARRAY_TANGENT,
  241. ARRAY_FORMAT_COLOR = 1 << ARRAY_COLOR,
  242. ARRAY_FORMAT_TEX_UV = 1 << ARRAY_TEX_UV,
  243. ARRAY_FORMAT_TEX_UV2 = 1 << ARRAY_TEX_UV2,
  244. ARRAY_FORMAT_BONES = 1 << ARRAY_BONES,
  245. ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS,
  246. ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX,
  247. };
  248. enum PrimitiveType {
  249. PRIMITIVE_POINTS = 0,
  250. PRIMITIVE_LINES = 1,
  251. PRIMITIVE_LINE_STRIP = 2,
  252. PRIMITIVE_LINE_LOOP = 3,
  253. PRIMITIVE_TRIANGLES = 4,
  254. PRIMITIVE_TRIANGLE_STRIP = 5,
  255. PRIMITIVE_TRIANGLE_FAN = 6,
  256. PRIMITIVE_MAX = 7,
  257. };
  258. virtual RID mesh_create() = 0;
  259. virtual void mesh_add_surface(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), bool p_alpha_sort = false) = 0;
  260. virtual Array mesh_get_surface_arrays(RID p_mesh, int p_surface) const = 0;
  261. virtual Array mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const = 0;
  262. virtual void mesh_add_custom_surface(RID p_mesh, const Variant &p_dat) = 0; //this is used by each platform in a different way
  263. virtual void mesh_set_morph_target_count(RID p_mesh, int p_amount) = 0;
  264. virtual int mesh_get_morph_target_count(RID p_mesh) const = 0;
  265. enum MorphTargetMode {
  266. MORPH_MODE_NORMALIZED,
  267. MORPH_MODE_RELATIVE,
  268. };
  269. virtual void mesh_set_morph_target_mode(RID p_mesh, MorphTargetMode p_mode) = 0;
  270. virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const = 0;
  271. virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned = false) = 0;
  272. virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
  273. virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0;
  274. virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0;
  275. virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0;
  276. virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0;
  277. virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0;
  278. virtual int mesh_get_surface_count(RID p_mesh) const = 0;
  279. virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
  280. virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
  281. virtual void mesh_clear(RID p_mesh) = 0;
  282. /* MULTIMESH API */
  283. virtual RID multimesh_create() = 0;
  284. virtual void multimesh_set_instance_count(RID p_multimesh, int p_count) = 0;
  285. virtual int multimesh_get_instance_count(RID p_multimesh) const = 0;
  286. virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
  287. virtual void multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb) = 0;
  288. virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;
  289. virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
  290. virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;
  291. virtual AABB multimesh_get_aabb(RID p_multimesh, const AABB &p_aabb) const = 0;
  292. ;
  293. virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
  294. virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
  295. virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
  296. virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;
  297. /* IMMEDIATE API */
  298. virtual RID immediate_create() = 0;
  299. virtual void immediate_begin(RID p_immediate, PrimitiveType p_rimitive, RID p_texture = RID()) = 0;
  300. virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0;
  301. virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0;
  302. virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0;
  303. virtual void immediate_color(RID p_immediate, const Color &p_color) = 0;
  304. virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0;
  305. virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0;
  306. virtual void immediate_end(RID p_immediate) = 0;
  307. virtual void immediate_clear(RID p_immediate) = 0;
  308. virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;
  309. virtual RID immediate_get_material(RID p_immediate) const = 0;
  310. /* PARTICLES API */
  311. virtual RID particles_create() = 0;
  312. enum ParticleVariable {
  313. PARTICLE_LIFETIME,
  314. PARTICLE_SPREAD,
  315. PARTICLE_GRAVITY,
  316. PARTICLE_LINEAR_VELOCITY,
  317. PARTICLE_ANGULAR_VELOCITY,
  318. PARTICLE_LINEAR_ACCELERATION,
  319. PARTICLE_RADIAL_ACCELERATION,
  320. PARTICLE_TANGENTIAL_ACCELERATION,
  321. PARTICLE_DAMPING,
  322. PARTICLE_INITIAL_SIZE,
  323. PARTICLE_FINAL_SIZE,
  324. PARTICLE_INITIAL_ANGLE,
  325. PARTICLE_HEIGHT,
  326. PARTICLE_HEIGHT_SPEED_SCALE,
  327. PARTICLE_VAR_MAX
  328. };
  329. virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
  330. virtual int particles_get_amount(RID p_particles) const = 0;
  331. virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
  332. virtual bool particles_is_emitting(RID p_particles) const = 0;
  333. virtual void particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) = 0;
  334. virtual AABB particles_get_visibility_aabb(RID p_particles) const = 0;
  335. virtual void particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) = 0;
  336. virtual Vector3 particles_get_emission_half_extents(RID p_particles) const = 0;
  337. virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity) = 0;
  338. virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const = 0;
  339. virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3> &p_points) = 0;
  340. virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const = 0;
  341. virtual void particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) = 0;
  342. virtual Vector3 particles_get_gravity_normal(RID p_particles) const = 0;
  343. virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable, float p_value) = 0;
  344. virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const = 0;
  345. virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable, float p_randomness) = 0;
  346. virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const = 0;
  347. virtual void particles_set_color_phases(RID p_particles, int p_phases) = 0;
  348. virtual int particles_get_color_phases(RID p_particles) const = 0;
  349. virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) = 0;
  350. virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const = 0;
  351. virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color) = 0;
  352. virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const = 0;
  353. virtual void particles_set_attractors(RID p_particles, int p_attractors) = 0;
  354. virtual int particles_get_attractors(RID p_particles) const = 0;
  355. virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) = 0;
  356. virtual Vector3 particles_get_attractor_pos(RID p_particles, int p_attractor) const = 0;
  357. virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) = 0;
  358. virtual float particles_get_attractor_strength(RID p_particles, int p_attractor) const = 0;
  359. virtual void particles_set_material(RID p_particles, RID p_material, bool p_owned = false) = 0;
  360. virtual RID particles_get_material(RID p_particles) const = 0;
  361. virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable) = 0;
  362. virtual bool particles_has_height_from_velocity(RID p_particles) const = 0;
  363. virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
  364. virtual bool particles_is_using_local_coordinates(RID p_particles) const = 0;
  365. /* Light API */
  366. enum LightType {
  367. LIGHT_DIRECTIONAL,
  368. LIGHT_OMNI,
  369. LIGHT_SPOT
  370. };
  371. enum LightColor {
  372. LIGHT_COLOR_DIFFUSE,
  373. LIGHT_COLOR_SPECULAR
  374. };
  375. enum LightParam {
  376. LIGHT_PARAM_SPOT_ATTENUATION,
  377. LIGHT_PARAM_SPOT_ANGLE,
  378. LIGHT_PARAM_RADIUS,
  379. LIGHT_PARAM_ENERGY,
  380. LIGHT_PARAM_ATTENUATION,
  381. LIGHT_PARAM_SHADOW_DARKENING,
  382. LIGHT_PARAM_SHADOW_Z_OFFSET,
  383. LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE,
  384. LIGHT_PARAM_SHADOW_ESM_MULTIPLIER,
  385. LIGHT_PARAM_SHADOW_BLUR_PASSES,
  386. LIGHT_PARAM_MAX
  387. };
  388. virtual RID light_create(LightType p_type) = 0;
  389. virtual LightType light_get_type(RID p_light) const = 0;
  390. virtual void light_set_color(RID p_light, LightColor p_type, const Color &p_color) = 0;
  391. virtual Color light_get_color(RID p_light, LightColor p_type) const = 0;
  392. virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
  393. virtual bool light_has_shadow(RID p_light) const = 0;
  394. virtual void light_set_volumetric(RID p_light, bool p_enabled) = 0;
  395. virtual bool light_is_volumetric(RID p_light) const = 0;
  396. virtual void light_set_projector(RID p_light, RID p_texture) = 0;
  397. virtual RID light_get_projector(RID p_light) const = 0;
  398. virtual void light_set_param(RID p_light, LightParam p_var, float p_value) = 0;
  399. virtual float light_get_param(RID p_light, LightParam p_var) const = 0;
  400. enum LightOp {
  401. LIGHT_OPERATOR_ADD,
  402. LIGHT_OPERATOR_SUB
  403. };
  404. virtual void light_set_operator(RID p_light, LightOp p_op) = 0;
  405. virtual LightOp light_get_operator(RID p_light) const = 0;
  406. // omni light
  407. enum LightOmniShadowMode {
  408. LIGHT_OMNI_SHADOW_DEFAULT,
  409. LIGHT_OMNI_SHADOW_DUAL_PARABOLOID,
  410. LIGHT_OMNI_SHADOW_CUBEMAP
  411. };
  412. virtual void light_omni_set_shadow_mode(RID p_light, LightOmniShadowMode p_mode) = 0;
  413. virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const = 0;
  414. // directional light
  415. enum LightDirectionalShadowMode {
  416. LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL,
  417. LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE,
  418. LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS,
  419. LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS
  420. };
  421. virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0;
  422. virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const = 0;
  423. enum LightDirectionalShadowParam {
  424. LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE,
  425. LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT,
  426. LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE,
  427. };
  428. virtual void light_directional_set_shadow_param(RID p_light, LightDirectionalShadowParam p_param, float p_value) = 0;
  429. virtual float light_directional_get_shadow_param(RID p_light, LightDirectionalShadowParam p_param) const = 0;
  430. //@TODO fallof model and all that stuff
  431. /* SKELETON API */
  432. virtual RID skeleton_create() = 0;
  433. virtual void skeleton_resize(RID p_skeleton, int p_bones) = 0;
  434. virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
  435. virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0;
  436. virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) = 0;
  437. /* ROOM API */
  438. virtual RID room_create() = 0;
  439. virtual void room_set_bounds(RID p_room, const BSP_Tree &p_bounds) = 0;
  440. virtual BSP_Tree room_get_bounds(RID p_room) const = 0;
  441. /* PORTAL API */
  442. // portals are only (x/y) points, forming a convex shape, which its clockwise
  443. // order points outside. (z is 0);
  444. virtual RID portal_create() = 0;
  445. virtual void portal_set_shape(RID p_portal, const Vector<Point2> &p_shape) = 0;
  446. virtual Vector<Point2> portal_get_shape(RID p_portal) const = 0;
  447. virtual void portal_set_enabled(RID p_portal, bool p_enabled) = 0;
  448. virtual bool portal_is_enabled(RID p_portal) const = 0;
  449. virtual void portal_set_disable_distance(RID p_portal, float p_distance) = 0;
  450. virtual float portal_get_disable_distance(RID p_portal) const = 0;
  451. virtual void portal_set_disabled_color(RID p_portal, const Color &p_color) = 0;
  452. virtual Color portal_get_disabled_color(RID p_portal) const = 0;
  453. virtual void portal_set_connect_range(RID p_portal, float p_range) = 0;
  454. virtual float portal_get_connect_range(RID p_portal) const = 0;
  455. /* BAKED LIGHT API */
  456. virtual RID baked_light_create() = 0;
  457. enum BakedLightMode {
  458. BAKED_LIGHT_OCTREE,
  459. BAKED_LIGHT_LIGHTMAPS
  460. };
  461. virtual void baked_light_set_mode(RID p_baked_light, BakedLightMode p_mode) = 0;
  462. virtual BakedLightMode baked_light_get_mode(RID p_baked_light) const = 0;
  463. virtual void baked_light_set_octree(RID p_baked_light, const DVector<uint8_t> p_octree) = 0;
  464. virtual DVector<uint8_t> baked_light_get_octree(RID p_baked_light) const = 0;
  465. virtual void baked_light_set_light(RID p_baked_light, const DVector<uint8_t> p_light) = 0;
  466. virtual DVector<uint8_t> baked_light_get_light(RID p_baked_light) const = 0;
  467. virtual void baked_light_set_sampler_octree(RID p_baked_light, const DVector<int> &p_sampler) = 0;
  468. virtual DVector<int> baked_light_get_sampler_octree(RID p_baked_light) const = 0;
  469. virtual void baked_light_set_lightmap_multiplier(RID p_baked_light, float p_multiplier) = 0;
  470. virtual float baked_light_get_lightmap_multiplier(RID p_baked_light) const = 0;
  471. virtual void baked_light_add_lightmap(RID p_baked_light, const RID p_texture, int p_id) = 0;
  472. virtual void baked_light_clear_lightmaps(RID p_baked_light) = 0;
  473. virtual void baked_light_set_realtime_color_enabled(RID p_baked_light, const bool p_enabled) = 0;
  474. virtual bool baked_light_get_realtime_color_enabled(RID p_baked_light) const = 0;
  475. virtual void baked_light_set_realtime_color(RID p_baked_light, const Color &p_color) = 0;
  476. virtual Color baked_light_get_realtime_color(RID p_baked_light) const = 0;
  477. virtual void baked_light_set_realtime_energy(RID p_baked_light, const float p_energy) = 0;
  478. virtual float baked_light_get_realtime_energy(RID p_baked_light) const = 0;
  479. /* BAKED LIGHT SAMPLER */
  480. virtual RID baked_light_sampler_create() = 0;
  481. enum BakedLightSamplerParam {
  482. BAKED_LIGHT_SAMPLER_RADIUS,
  483. BAKED_LIGHT_SAMPLER_STRENGTH,
  484. BAKED_LIGHT_SAMPLER_ATTENUATION,
  485. BAKED_LIGHT_SAMPLER_DETAIL_RATIO,
  486. BAKED_LIGHT_SAMPLER_MAX
  487. };
  488. virtual void baked_light_sampler_set_param(RID p_baked_light_sampler, BakedLightSamplerParam p_param, float p_value) = 0;
  489. virtual float baked_light_sampler_get_param(RID p_baked_light_sampler, BakedLightSamplerParam p_param) const = 0;
  490. virtual void baked_light_sampler_set_resolution(RID p_baked_light_sampler, int p_resolution) = 0;
  491. virtual int baked_light_sampler_get_resolution(RID p_baked_light_sampler) const = 0;
  492. /* CAMERA API */
  493. virtual RID camera_create() = 0;
  494. virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
  495. virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
  496. virtual void camera_set_transform(RID p_camera, const Transform &p_transform) = 0;
  497. virtual void camera_set_visible_layers(RID p_camera, uint32_t p_layers) = 0;
  498. virtual uint32_t camera_get_visible_layers(RID p_camera) const = 0;
  499. virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
  500. virtual RID camera_get_environment(RID p_camera) const = 0;
  501. virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
  502. virtual bool camera_is_using_vertical_aspect(RID p_camera, bool p_enable) const = 0;
  503. /*
  504. virtual void camera_add_layer(RID p_camera);
  505. virtual void camera_layer_move_up(RID p_camera,int p_layer);
  506. virtual void camera_layer_move_down(RID p_camera,int p_layer);
  507. virtual void camera_layer_set_mask(RID p_camera,int p_layer,int p_mask);
  508. virtual int camera_layer_get_mask(RID p_camera,int p_layer) const;
  509. enum CameraLayerFlag {
  510. FLAG_CLEAR_DEPTH,
  511. FLAG_CLEAR_COLOR,
  512. FLAG_IGNORE_FOG,
  513. };
  514. virtual void camera_layer_set_flag(RID p_camera,int p_layer,bool p_enable);
  515. virtual bool camera_layer_get_flag(RID p_camera,int p_layer) const;
  516. */
  517. /* VIEWPORT API */
  518. virtual RID viewport_create() = 0;
  519. virtual void viewport_attach_to_screen(RID p_viewport, int p_screen = 0) = 0;
  520. virtual void viewport_detach(RID p_viewport) = 0;
  521. virtual void viewport_set_render_target_to_screen_rect(RID p_viewport, const Rect2 &p_rect) = 0;
  522. enum RenderTargetUpdateMode {
  523. RENDER_TARGET_UPDATE_DISABLED,
  524. RENDER_TARGET_UPDATE_ONCE, //then goes to disabled
  525. RENDER_TARGET_UPDATE_WHEN_VISIBLE, // default
  526. RENDER_TARGET_UPDATE_ALWAYS
  527. };
  528. virtual void viewport_set_as_render_target(RID p_viewport, bool p_enable) = 0;
  529. virtual void viewport_set_render_target_update_mode(RID p_viewport, RenderTargetUpdateMode p_mode) = 0;
  530. virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const = 0;
  531. virtual RID viewport_get_render_target_texture(RID p_viewport) const = 0;
  532. virtual void viewport_set_render_target_vflip(RID p_viewport, bool p_enable) = 0;
  533. virtual bool viewport_get_render_target_vflip(RID p_viewport) const = 0;
  534. virtual void viewport_set_render_target_clear_on_new_frame(RID p_viewport, bool p_enable) = 0;
  535. virtual bool viewport_get_render_target_clear_on_new_frame(RID p_viewport) const = 0;
  536. virtual void viewport_render_target_clear(RID p_viewport) = 0;
  537. virtual void viewport_queue_screen_capture(RID p_viewport) = 0;
  538. virtual Image viewport_get_screen_capture(RID p_viewport) const = 0;
  539. struct ViewportRect {
  540. int x, y, width, height;
  541. ViewportRect() { x = y = width = height = 0; }
  542. };
  543. virtual void viewport_set_rect(RID p_viewport, const ViewportRect &p_rect) = 0;
  544. virtual ViewportRect viewport_get_rect(RID p_viewport) const = 0;
  545. virtual void viewport_set_hide_scenario(RID p_viewport, bool p_hide) = 0;
  546. virtual void viewport_set_hide_canvas(RID p_viewport, bool p_hide) = 0;
  547. virtual void viewport_set_disable_environment(RID p_viewport, bool p_disable) = 0;
  548. virtual void viewport_attach_camera(RID p_viewport, RID p_camera) = 0;
  549. virtual void viewport_set_scenario(RID p_viewport, RID p_scenario) = 0;
  550. virtual RID viewport_get_attached_camera(RID p_viewport) const = 0;
  551. virtual RID viewport_get_scenario(RID p_viewport) const = 0;
  552. virtual void viewport_attach_canvas(RID p_viewport, RID p_canvas) = 0;
  553. virtual void viewport_remove_canvas(RID p_viewport, RID p_canvas) = 0;
  554. virtual void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Matrix32 &p_offset) = 0;
  555. virtual Matrix32 viewport_get_canvas_transform(RID p_viewport, RID p_canvas) const = 0;
  556. virtual void viewport_set_transparent_background(RID p_viewport, bool p_enabled) = 0;
  557. virtual bool viewport_has_transparent_background(RID p_viewport) const = 0;
  558. virtual void viewport_set_global_canvas_transform(RID p_viewport, const Matrix32 &p_transform) = 0;
  559. virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const = 0;
  560. virtual void viewport_set_canvas_layer(RID p_viewport, RID p_canvas, int p_layer) = 0;
  561. /* ENVIRONMENT API */
  562. virtual RID environment_create() = 0;
  563. enum EnvironmentBG {
  564. ENV_BG_KEEP,
  565. ENV_BG_DEFAULT_COLOR,
  566. ENV_BG_COLOR,
  567. ENV_BG_TEXTURE,
  568. ENV_BG_CUBEMAP,
  569. ENV_BG_CANVAS,
  570. ENV_BG_MAX
  571. };
  572. virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0;
  573. virtual EnvironmentBG environment_get_background(RID p_env) const = 0;
  574. enum EnvironmentBGParam {
  575. ENV_BG_PARAM_CANVAS_MAX_LAYER,
  576. ENV_BG_PARAM_COLOR,
  577. ENV_BG_PARAM_TEXTURE,
  578. ENV_BG_PARAM_CUBEMAP,
  579. ENV_BG_PARAM_ENERGY,
  580. ENV_BG_PARAM_SCALE,
  581. ENV_BG_PARAM_GLOW,
  582. ENV_BG_PARAM_MAX
  583. };
  584. virtual void environment_set_background_param(RID p_env, EnvironmentBGParam p_param, const Variant &p_value) = 0;
  585. virtual Variant environment_get_background_param(RID p_env, EnvironmentBGParam p_param) const = 0;
  586. enum EnvironmentFx {
  587. ENV_FX_AMBIENT_LIGHT,
  588. ENV_FX_FXAA,
  589. ENV_FX_GLOW,
  590. ENV_FX_DOF_BLUR,
  591. ENV_FX_HDR,
  592. ENV_FX_FOG,
  593. ENV_FX_BCS,
  594. ENV_FX_SRGB,
  595. ENV_FX_MAX
  596. };
  597. virtual void environment_set_enable_fx(RID p_env, EnvironmentFx p_effect, bool p_enabled) = 0;
  598. virtual bool environment_is_fx_enabled(RID p_env, EnvironmentFx p_mode) const = 0;
  599. enum EnvironmentFxBlurBlendMode {
  600. ENV_FX_BLUR_BLEND_MODE_ADDITIVE,
  601. ENV_FX_BLUR_BLEND_MODE_SCREEN,
  602. ENV_FX_BLUR_BLEND_MODE_SOFTLIGHT,
  603. };
  604. enum EnvironmentFxHDRToneMapper {
  605. ENV_FX_HDR_TONE_MAPPER_LINEAR,
  606. ENV_FX_HDR_TONE_MAPPER_LOG,
  607. ENV_FX_HDR_TONE_MAPPER_REINHARDT,
  608. ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE,
  609. };
  610. enum EnvironmentFxParam {
  611. ENV_FX_PARAM_AMBIENT_LIGHT_COLOR,
  612. ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY,
  613. ENV_FX_PARAM_GLOW_BLUR_PASSES,
  614. ENV_FX_PARAM_GLOW_BLUR_SCALE,
  615. ENV_FX_PARAM_GLOW_BLUR_STRENGTH,
  616. ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE,
  617. ENV_FX_PARAM_GLOW_BLOOM,
  618. ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD,
  619. ENV_FX_PARAM_DOF_BLUR_PASSES,
  620. ENV_FX_PARAM_DOF_BLUR_BEGIN,
  621. ENV_FX_PARAM_DOF_BLUR_RANGE,
  622. ENV_FX_PARAM_HDR_TONEMAPPER,
  623. ENV_FX_PARAM_HDR_EXPOSURE,
  624. ENV_FX_PARAM_HDR_WHITE,
  625. ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
  626. ENV_FX_PARAM_HDR_GLOW_SCALE,
  627. ENV_FX_PARAM_HDR_MIN_LUMINANCE,
  628. ENV_FX_PARAM_HDR_MAX_LUMINANCE,
  629. ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED,
  630. ENV_FX_PARAM_FOG_BEGIN,
  631. ENV_FX_PARAM_FOG_BEGIN_COLOR,
  632. ENV_FX_PARAM_FOG_END_COLOR,
  633. ENV_FX_PARAM_FOG_ATTENUATION,
  634. ENV_FX_PARAM_FOG_BG,
  635. ENV_FX_PARAM_BCS_BRIGHTNESS,
  636. ENV_FX_PARAM_BCS_CONTRAST,
  637. ENV_FX_PARAM_BCS_SATURATION,
  638. ENV_FX_PARAM_MAX
  639. };
  640. virtual void environment_fx_set_param(RID p_env, EnvironmentFxParam p_effect, const Variant &p_param) = 0;
  641. virtual Variant environment_fx_get_param(RID p_env, EnvironmentFxParam p_effect) const = 0;
  642. /* SCENARIO API */
  643. virtual RID scenario_create() = 0;
  644. enum ScenarioDebugMode {
  645. SCENARIO_DEBUG_DISABLED,
  646. SCENARIO_DEBUG_WIREFRAME,
  647. SCENARIO_DEBUG_OVERDRAW,
  648. SCENARIO_DEBUG_SHADELESS,
  649. };
  650. virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0;
  651. virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
  652. virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const = 0;
  653. virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
  654. /* INSTANCING API */
  655. enum InstanceType {
  656. INSTANCE_NONE,
  657. INSTANCE_MESH,
  658. INSTANCE_MULTIMESH,
  659. INSTANCE_IMMEDIATE,
  660. INSTANCE_PARTICLES,
  661. INSTANCE_LIGHT,
  662. INSTANCE_ROOM,
  663. INSTANCE_PORTAL,
  664. INSTANCE_BAKED_LIGHT,
  665. INSTANCE_BAKED_LIGHT_SAMPLER,
  666. INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_IMMEDIATE) | (1 << INSTANCE_PARTICLES)
  667. };
  668. virtual RID instance_create2(RID p_base, RID p_scenario);
  669. // virtual RID instance_create(RID p_base,RID p_scenario)=0; // from can be mesh, light, area and portal so far.
  670. virtual RID instance_create() = 0; // from can be mesh, light, poly, area and portal so far.
  671. virtual void instance_set_base(RID p_instance, RID p_base) = 0; // from can be mesh, light, poly, area and portal so far.
  672. virtual RID instance_get_base(RID p_instance) const = 0;
  673. virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0; // from can be mesh, light, poly, area and portal so far.
  674. virtual RID instance_get_scenario(RID p_instance) const = 0;
  675. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
  676. virtual uint32_t instance_get_layer_mask(RID p_instance) const = 0;
  677. virtual AABB instance_get_base_aabb(RID p_instance) const = 0;
  678. virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
  679. virtual Transform instance_get_transform(RID p_instance) const = 0;
  680. virtual void instance_attach_object_instance_ID(RID p_instance, uint32_t p_ID) = 0;
  681. virtual uint32_t instance_get_object_instance_ID(RID p_instance) const = 0;
  682. virtual void instance_set_morph_target_weight(RID p_instance, int p_shape, float p_weight) = 0;
  683. virtual float instance_get_morph_target_weight(RID p_instance, int p_shape) const = 0;
  684. virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0;
  685. virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
  686. virtual RID instance_get_skeleton(RID p_instance) const = 0;
  687. virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;
  688. virtual bool instance_is_exterior(RID p_instance) const = 0;
  689. virtual void instance_set_room(RID p_instance, RID p_room) = 0;
  690. virtual RID instance_get_room(RID p_instance) const = 0;
  691. virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
  692. virtual real_t instance_get_extra_visibility_margin(RID p_instance) const = 0;
  693. // don't use these in a game!
  694. virtual Vector<RID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
  695. virtual Vector<RID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
  696. virtual Vector<RID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
  697. enum InstanceFlags {
  698. INSTANCE_FLAG_VISIBLE,
  699. INSTANCE_FLAG_BILLBOARD,
  700. INSTANCE_FLAG_BILLBOARD_FIX_Y,
  701. INSTANCE_FLAG_CAST_SHADOW,
  702. INSTANCE_FLAG_RECEIVE_SHADOWS,
  703. INSTANCE_FLAG_DEPH_SCALE,
  704. INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
  705. INSTANCE_FLAG_USE_BAKED_LIGHT,
  706. INSTANCE_FLAG_MAX
  707. };
  708. enum ShadowCastingSetting {
  709. SHADOW_CASTING_SETTING_OFF,
  710. SHADOW_CASTING_SETTING_ON,
  711. SHADOW_CASTING_SETTING_DOUBLE_SIDED,
  712. SHADOW_CASTING_SETTING_SHADOWS_ONLY,
  713. };
  714. virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0;
  715. virtual bool instance_geometry_get_flag(RID p_instance, InstanceFlags p_flags) const = 0;
  716. virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0;
  717. virtual ShadowCastingSetting instance_geometry_get_cast_shadows_setting(RID p_instance) const = 0;
  718. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
  719. virtual RID instance_geometry_get_material_override(RID p_instance) const = 0;
  720. virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max) = 0;
  721. virtual float instance_geometry_get_draw_range_max(RID p_instance) const = 0;
  722. virtual float instance_geometry_get_draw_range_min(RID p_instance) const = 0;
  723. virtual void instance_geometry_set_baked_light(RID p_instance, RID p_baked_light) = 0;
  724. virtual RID instance_geometry_get_baked_light(RID p_instance) const = 0;
  725. virtual void instance_geometry_set_baked_light_sampler(RID p_instance, RID p_baked_light_sampler) = 0;
  726. virtual RID instance_geometry_get_baked_light_sampler(RID p_instance) const = 0;
  727. virtual void instance_geometry_set_baked_light_texture_index(RID p_instance, int p_tex_id) = 0;
  728. virtual int instance_geometry_get_baked_light_texture_index(RID p_instance) const = 0;
  729. virtual void instance_light_set_enabled(RID p_instance, bool p_enabled) = 0;
  730. virtual bool instance_light_is_enabled(RID p_instance) const = 0;
  731. /* CANVAS (2D) */
  732. virtual RID canvas_create() = 0;
  733. virtual void canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring) = 0;
  734. virtual Point2 canvas_get_item_mirroring(RID p_canvas, RID p_item) const = 0;
  735. virtual void canvas_set_modulate(RID p_canvas, const Color &p_color) = 0;
  736. virtual RID canvas_item_create() = 0;
  737. virtual void canvas_item_set_parent(RID p_item, RID p_parent) = 0;
  738. virtual RID canvas_item_get_parent(RID p_canvas_item) const = 0;
  739. virtual void canvas_item_set_visible(RID p_item, bool p_visible) = 0;
  740. virtual bool canvas_item_is_visible(RID p_item) const = 0;
  741. virtual void canvas_item_set_light_mask(RID p_item, int p_mask) = 0;
  742. virtual void canvas_item_set_blend_mode(RID p_canvas_item, MaterialBlendMode p_blend) = 0;
  743. virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport) = 0;
  744. //virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect)=0;
  745. virtual void canvas_item_set_transform(RID p_item, const Matrix32 &p_transform) = 0;
  746. virtual void canvas_item_set_clip(RID p_item, bool p_clip) = 0;
  747. virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable) = 0;
  748. virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect = Rect2()) = 0;
  749. virtual void canvas_item_set_opacity(RID p_item, float p_opacity) = 0;
  750. virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const = 0;
  751. virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity) = 0;
  752. virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const = 0;
  753. virtual void canvas_item_set_on_top(RID p_item, bool p_on_top) = 0;
  754. virtual bool canvas_item_is_on_top(RID p_item) const = 0;
  755. virtual void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0) = 0;
  756. virtual void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color) = 0;
  757. virtual void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color) = 0;
  758. 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;
  759. 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;
  760. virtual void canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1)) = 0;
  761. 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;
  762. 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;
  763. 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;
  764. virtual void canvas_item_add_triangle_array_ptr(RID p_item, int p_count, const int *p_indices, const Point2 *p_points, const Color *p_colors, const Point2 *p_uvs = NULL, RID p_texture = RID()) = 0;
  765. virtual void canvas_item_add_set_transform(RID p_item, const Matrix32 &p_transform) = 0;
  766. virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend) = 0;
  767. virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore) = 0;
  768. virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) = 0;
  769. virtual void canvas_item_set_z(RID p_item, int p_z) = 0;
  770. virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) = 0;
  771. virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) = 0;
  772. virtual void canvas_item_clear(RID p_item) = 0;
  773. virtual void canvas_item_raise(RID p_item) = 0;
  774. virtual void canvas_item_set_material(RID p_item, RID p_material) = 0;
  775. virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable) = 0;
  776. virtual RID canvas_light_create() = 0;
  777. virtual void canvas_light_attach_to_canvas(RID p_light, RID p_canvas) = 0;
  778. virtual void canvas_light_set_enabled(RID p_light, bool p_enabled) = 0;
  779. virtual void canvas_light_set_scale(RID p_light, float p_scale) = 0;
  780. virtual void canvas_light_set_transform(RID p_light, const Matrix32 &p_transform) = 0;
  781. virtual void canvas_light_set_texture(RID p_light, RID p_texture) = 0;
  782. virtual void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset) = 0;
  783. virtual void canvas_light_set_color(RID p_light, const Color &p_color) = 0;
  784. virtual void canvas_light_set_height(RID p_light, float p_height) = 0;
  785. virtual void canvas_light_set_energy(RID p_light, float p_energy) = 0;
  786. virtual void canvas_light_set_z_range(RID p_light, int p_min_z, int p_max_z) = 0;
  787. virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer) = 0;
  788. virtual void canvas_light_set_item_mask(RID p_light, int p_mask) = 0;
  789. virtual void canvas_light_set_item_shadow_mask(RID p_light, int p_mask) = 0;
  790. enum CanvasLightMode {
  791. CANVAS_LIGHT_MODE_ADD,
  792. CANVAS_LIGHT_MODE_SUB,
  793. CANVAS_LIGHT_MODE_MIX,
  794. CANVAS_LIGHT_MODE_MASK,
  795. };
  796. virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode) = 0;
  797. virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) = 0;
  798. virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size) = 0;
  799. virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier) = 0;
  800. virtual void canvas_light_set_shadow_color(RID p_light, const Color &p_color) = 0;
  801. virtual RID canvas_light_occluder_create() = 0;
  802. virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas) = 0;
  803. virtual void canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled) = 0;
  804. virtual void canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon) = 0;
  805. virtual void canvas_light_occluder_set_transform(RID p_occluder, const Matrix32 &p_xform) = 0;
  806. virtual void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask) = 0;
  807. virtual RID canvas_occluder_polygon_create() = 0;
  808. virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const DVector<Vector2> &p_shape, bool p_closed) = 0;
  809. virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const DVector<Vector2> &p_shape) = 0;
  810. enum CanvasOccluderPolygonCullMode {
  811. CANVAS_OCCLUDER_POLYGON_CULL_DISABLED,
  812. CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE,
  813. CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE,
  814. };
  815. virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, CanvasOccluderPolygonCullMode p_mode) = 0;
  816. /* CANVAS ITEM MATERIAL */
  817. virtual RID canvas_item_material_create() = 0;
  818. virtual void canvas_item_material_set_shader(RID p_material, RID p_shader) = 0;
  819. virtual void canvas_item_material_set_shader_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
  820. virtual Variant canvas_item_material_get_shader_param(RID p_material, const StringName &p_param) const = 0;
  821. enum CanvasItemShadingMode {
  822. CANVAS_ITEM_SHADING_NORMAL,
  823. CANVAS_ITEM_SHADING_UNSHADED,
  824. CANVAS_ITEM_SHADING_ONLY_LIGHT,
  825. };
  826. virtual void canvas_item_material_set_shading_mode(RID p_material, CanvasItemShadingMode p_mode) = 0;
  827. /* BLACK BARS */
  828. virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) = 0;
  829. virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) = 0;
  830. /* FREE */
  831. virtual void free(RID p_rid) = 0; ///< free RIDs associated with the visual server
  832. /* CUSTOM SHADING */
  833. virtual void custom_shade_model_set_shader(int p_model, RID p_shader) = 0;
  834. virtual RID custom_shade_model_get_shader(int p_model) const = 0;
  835. virtual void custom_shade_model_set_name(int p_model, const String &p_name) = 0;
  836. virtual String custom_shade_model_get_name(int p_model) const = 0;
  837. virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo> &p_info) = 0;
  838. virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo> *p_info) const = 0;
  839. /* EVENT QUEUING */
  840. virtual void draw() = 0;
  841. virtual void sync() = 0;
  842. virtual bool has_changed() const = 0;
  843. virtual void init() = 0;
  844. virtual void finish() = 0;
  845. /* STATUS INFORMATION */
  846. enum RenderInfo {
  847. INFO_OBJECTS_IN_FRAME,
  848. INFO_VERTICES_IN_FRAME,
  849. INFO_MATERIAL_CHANGES_IN_FRAME,
  850. INFO_SHADER_CHANGES_IN_FRAME,
  851. INFO_SURFACE_CHANGES_IN_FRAME,
  852. INFO_DRAW_CALLS_IN_FRAME,
  853. INFO_USAGE_VIDEO_MEM_TOTAL,
  854. INFO_VIDEO_MEM_USED,
  855. INFO_TEXTURE_MEM_USED,
  856. INFO_VERTEX_MEM_USED,
  857. };
  858. virtual int get_render_info(RenderInfo p_info) = 0;
  859. /* Materials for 2D on 3D */
  860. RID material_2d_get(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_ontop, bool p_cut_alpha, bool p_opaque_prepass);
  861. /* TESTING */
  862. virtual RID get_test_cube() = 0;
  863. virtual RID get_test_texture();
  864. virtual RID get_white_texture();
  865. virtual RID make_sphere_mesh(int p_lats, int p_lons, float p_radius);
  866. virtual void mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data);
  867. virtual void mesh_add_surface_from_planes(RID p_mesh, const DVector<Plane> &p_planes);
  868. virtual void set_boot_image(const Image &p_image, const Color &p_color, bool p_scale) = 0;
  869. virtual void set_default_clear_color(const Color &p_color) = 0;
  870. virtual Color get_default_clear_color() const = 0;
  871. virtual void set_time_scale(float p_scale) = 0;
  872. enum Features {
  873. FEATURE_SHADERS,
  874. FEATURE_MULTITHREADED,
  875. FEATURE_NEEDS_RELOAD_HOOK,
  876. };
  877. virtual bool has_feature(Features p_feature) const = 0;
  878. VisualServer();
  879. virtual ~VisualServer();
  880. };
  881. // make variant understand the enums
  882. VARIANT_ENUM_CAST(VisualServer::CubeMapSide);
  883. VARIANT_ENUM_CAST(VisualServer::TextureFlags);
  884. VARIANT_ENUM_CAST(VisualServer::ShaderMode);
  885. VARIANT_ENUM_CAST(VisualServer::MaterialFlag);
  886. VARIANT_ENUM_CAST(VisualServer::MaterialBlendMode);
  887. VARIANT_ENUM_CAST(VisualServer::ParticleVariable);
  888. VARIANT_ENUM_CAST(VisualServer::ArrayType);
  889. VARIANT_ENUM_CAST(VisualServer::ArrayFormat);
  890. VARIANT_ENUM_CAST(VisualServer::PrimitiveType);
  891. VARIANT_ENUM_CAST(VisualServer::LightType);
  892. VARIANT_ENUM_CAST(VisualServer::LightColor);
  893. VARIANT_ENUM_CAST(VisualServer::LightParam);
  894. VARIANT_ENUM_CAST(VisualServer::ScenarioDebugMode);
  895. VARIANT_ENUM_CAST(VisualServer::InstanceType);
  896. VARIANT_ENUM_CAST(VisualServer::RenderInfo);
  897. VARIANT_ENUM_CAST(VisualServer::MipMapPolicy);
  898. //typedef VisualServer VS; // makes it easier to use
  899. #define VS VisualServer
  900. #endif