rendering_server_raster.h 32 KB

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  1. /*************************************************************************/
  2. /* rendering_server_raster.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 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 RENDERING_SERVER_RASTER_H
  31. #define RENDERING_SERVER_RASTER_H
  32. #include "core/math/octree.h"
  33. #include "rendering_server_canvas.h"
  34. #include "rendering_server_globals.h"
  35. #include "rendering_server_scene.h"
  36. #include "rendering_server_viewport.h"
  37. #include "servers/rendering/rasterizer.h"
  38. #include "servers/rendering_server.h"
  39. class RenderingServerRaster : public RenderingServer {
  40. enum {
  41. MAX_INSTANCE_CULL = 8192,
  42. MAX_INSTANCE_LIGHTS = 4,
  43. LIGHT_CACHE_DIRTY = -1,
  44. MAX_LIGHTS_CULLED = 256,
  45. MAX_ROOM_CULL = 32,
  46. MAX_EXTERIOR_PORTALS = 128,
  47. MAX_LIGHT_SAMPLERS = 256,
  48. INSTANCE_ROOMLESS_MASK = (1 << 20)
  49. };
  50. static int changes;
  51. RID test_cube;
  52. int black_margin[4];
  53. RID black_image[4];
  54. struct FrameDrawnCallbacks {
  55. ObjectID object;
  56. StringName method;
  57. Variant param;
  58. };
  59. List<FrameDrawnCallbacks> frame_drawn_callbacks;
  60. void _draw_margins();
  61. static void _changes_changed() {}
  62. uint64_t frame_profile_frame;
  63. Vector<FrameProfileArea> frame_profile;
  64. public:
  65. //if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
  66. //#define DEBUG_CHANGES
  67. #ifdef DEBUG_CHANGES
  68. _FORCE_INLINE_ static void redraw_request() {
  69. changes++;
  70. _changes_changed();
  71. }
  72. #define DISPLAY_CHANGED \
  73. changes++; \
  74. _changes_changed();
  75. #else
  76. _FORCE_INLINE_ static void redraw_request() { changes++; }
  77. #define DISPLAY_CHANGED \
  78. changes++;
  79. #endif
  80. #define BIND0R(m_r, m_name) \
  81. m_r m_name() { return BINDBASE->m_name(); }
  82. #define BIND1R(m_r, m_name, m_type1) \
  83. m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
  84. #define BIND1RC(m_r, m_name, m_type1) \
  85. m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
  86. #define BIND2R(m_r, m_name, m_type1, m_type2) \
  87. m_r m_name(m_type1 arg1, m_type2 arg2) { return BINDBASE->m_name(arg1, arg2); }
  88. #define BIND2RC(m_r, m_name, m_type1, m_type2) \
  89. m_r m_name(m_type1 arg1, m_type2 arg2) const { return BINDBASE->m_name(arg1, arg2); }
  90. #define BIND3RC(m_r, m_name, m_type1, m_type2, m_type3) \
  91. m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) const { return BINDBASE->m_name(arg1, arg2, arg3); }
  92. #define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
  93. 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); }
  94. #define BIND1(m_name, m_type1) \
  95. void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
  96. #define BIND2(m_name, m_type1, m_type2) \
  97. void m_name(m_type1 arg1, m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2); }
  98. #define BIND2C(m_name, m_type1, m_type2) \
  99. void m_name(m_type1 arg1, m_type2 arg2) const { BINDBASE->m_name(arg1, arg2); }
  100. #define BIND3(m_name, m_type1, m_type2, m_type3) \
  101. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3); }
  102. #define BIND4(m_name, m_type1, m_type2, m_type3, m_type4) \
  103. void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4); }
  104. #define BIND5(m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
  105. 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); }
  106. #define BIND6(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
  107. 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); }
  108. #define BIND7(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7) \
  109. 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); }
  110. #define BIND8(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8) \
  111. 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); }
  112. #define BIND9(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9) \
  113. 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); }
  114. #define BIND10(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10) \
  115. 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); }
  116. #define BIND11(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11) \
  117. 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, m_type11 arg11) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11); }
  118. #define BIND12(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12) \
  119. 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, m_type11 arg11, m_type12 arg12) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); }
  120. #define BIND13(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12, m_type13) \
  121. 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, m_type11 arg11, m_type12 arg12, m_type13 arg13) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13); }
  122. #define BIND14(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12, m_type13, m_type14) \
  123. 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, m_type11 arg11, m_type12 arg12, m_type13 arg13, m_type14 arg14) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14); }
  124. #define BIND15(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12, m_type13, m_type14, m_type15) \
  125. 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, m_type11 arg11, m_type12 arg12, m_type13 arg13, m_type14 arg14, m_type15 arg15) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15); }
  126. //from now on, calls forwarded to this singleton
  127. #define BINDBASE RSG::storage
  128. /* TEXTURE API */
  129. //these go pass-through, as they can be called from any thread
  130. BIND1R(RID, texture_2d_create, const Ref<Image> &)
  131. BIND2R(RID, texture_2d_layered_create, const Vector<Ref<Image>> &, TextureLayeredType)
  132. BIND1R(RID, texture_3d_create, const Vector<Ref<Image>> &)
  133. BIND1R(RID, texture_proxy_create, RID)
  134. //goes pass-through
  135. BIND3(texture_2d_update_immediate, RID, const Ref<Image> &, int)
  136. //these go through command queue if they are in another thread
  137. BIND3(texture_2d_update, RID, const Ref<Image> &, int)
  138. BIND4(texture_3d_update, RID, const Ref<Image> &, int, int)
  139. BIND2(texture_proxy_update, RID, RID)
  140. //these also go pass-through
  141. BIND0R(RID, texture_2d_placeholder_create)
  142. BIND0R(RID, texture_2d_layered_placeholder_create)
  143. BIND0R(RID, texture_3d_placeholder_create)
  144. BIND1RC(Ref<Image>, texture_2d_get, RID)
  145. BIND2RC(Ref<Image>, texture_2d_layer_get, RID, int)
  146. BIND3RC(Ref<Image>, texture_3d_slice_get, RID, int, int)
  147. BIND2(texture_replace, RID, RID)
  148. BIND3(texture_set_size_override, RID, int, int)
  149. // FIXME: Disabled during Vulkan refactoring, should be ported.
  150. #if 0
  151. BIND2(texture_bind, RID, uint32_t)
  152. #endif
  153. BIND3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
  154. BIND3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
  155. BIND3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *)
  156. BIND2(texture_set_path, RID, const String &)
  157. BIND1RC(String, texture_get_path, RID)
  158. BIND1(texture_debug_usage, List<TextureInfo> *)
  159. BIND2(texture_set_force_redraw_if_visible, RID, bool)
  160. /* SHADER API */
  161. BIND0R(RID, shader_create)
  162. BIND2(shader_set_code, RID, const String &)
  163. BIND1RC(String, shader_get_code, RID)
  164. BIND2C(shader_get_param_list, RID, List<PropertyInfo> *)
  165. BIND3(shader_set_default_texture_param, RID, const StringName &, RID)
  166. BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
  167. BIND2RC(Variant, shader_get_param_default, RID, const StringName &)
  168. /* COMMON MATERIAL API */
  169. BIND0R(RID, material_create)
  170. BIND2(material_set_shader, RID, RID)
  171. BIND3(material_set_param, RID, const StringName &, const Variant &)
  172. BIND2RC(Variant, material_get_param, RID, const StringName &)
  173. BIND2(material_set_render_priority, RID, int)
  174. BIND2(material_set_next_pass, RID, RID)
  175. /* MESH API */
  176. virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) {
  177. RID mesh = mesh_create();
  178. for (int i = 0; i < p_surfaces.size(); i++) {
  179. mesh_add_surface(mesh, p_surfaces[i]);
  180. }
  181. return mesh;
  182. }
  183. BIND0R(RID, mesh_create)
  184. BIND2(mesh_add_surface, RID, const SurfaceData &)
  185. BIND1RC(int, mesh_get_blend_shape_count, RID)
  186. BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
  187. BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
  188. BIND4(mesh_surface_update_region, RID, int, int, const Vector<uint8_t> &)
  189. BIND3(mesh_surface_set_material, RID, int, RID)
  190. BIND2RC(RID, mesh_surface_get_material, RID, int)
  191. BIND2RC(SurfaceData, mesh_get_surface, RID, int)
  192. BIND1RC(int, mesh_get_surface_count, RID)
  193. BIND2(mesh_set_custom_aabb, RID, const AABB &)
  194. BIND1RC(AABB, mesh_get_custom_aabb, RID)
  195. BIND1(mesh_clear, RID)
  196. /* MULTIMESH API */
  197. BIND0R(RID, multimesh_create)
  198. BIND5(multimesh_allocate, RID, int, MultimeshTransformFormat, bool, bool)
  199. BIND1RC(int, multimesh_get_instance_count, RID)
  200. BIND2(multimesh_set_mesh, RID, RID)
  201. BIND3(multimesh_instance_set_transform, RID, int, const Transform &)
  202. BIND3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
  203. BIND3(multimesh_instance_set_color, RID, int, const Color &)
  204. BIND3(multimesh_instance_set_custom_data, RID, int, const Color &)
  205. BIND1RC(RID, multimesh_get_mesh, RID)
  206. BIND1RC(AABB, multimesh_get_aabb, RID)
  207. BIND2RC(Transform, multimesh_instance_get_transform, RID, int)
  208. BIND2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
  209. BIND2RC(Color, multimesh_instance_get_color, RID, int)
  210. BIND2RC(Color, multimesh_instance_get_custom_data, RID, int)
  211. BIND2(multimesh_set_buffer, RID, const Vector<float> &)
  212. BIND1RC(Vector<float>, multimesh_get_buffer, RID)
  213. BIND2(multimesh_set_visible_instances, RID, int)
  214. BIND1RC(int, multimesh_get_visible_instances, RID)
  215. /* IMMEDIATE API */
  216. BIND0R(RID, immediate_create)
  217. BIND3(immediate_begin, RID, PrimitiveType, RID)
  218. BIND2(immediate_vertex, RID, const Vector3 &)
  219. BIND2(immediate_normal, RID, const Vector3 &)
  220. BIND2(immediate_tangent, RID, const Plane &)
  221. BIND2(immediate_color, RID, const Color &)
  222. BIND2(immediate_uv, RID, const Vector2 &)
  223. BIND2(immediate_uv2, RID, const Vector2 &)
  224. BIND1(immediate_end, RID)
  225. BIND1(immediate_clear, RID)
  226. BIND2(immediate_set_material, RID, RID)
  227. BIND1RC(RID, immediate_get_material, RID)
  228. /* SKELETON API */
  229. BIND0R(RID, skeleton_create)
  230. BIND3(skeleton_allocate, RID, int, bool)
  231. BIND1RC(int, skeleton_get_bone_count, RID)
  232. BIND3(skeleton_bone_set_transform, RID, int, const Transform &)
  233. BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
  234. BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
  235. BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
  236. BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
  237. /* Light API */
  238. BIND0R(RID, directional_light_create)
  239. BIND0R(RID, omni_light_create)
  240. BIND0R(RID, spot_light_create)
  241. BIND2(light_set_color, RID, const Color &)
  242. BIND3(light_set_param, RID, LightParam, float)
  243. BIND2(light_set_shadow, RID, bool)
  244. BIND2(light_set_shadow_color, RID, const Color &)
  245. BIND2(light_set_projector, RID, RID)
  246. BIND2(light_set_negative, RID, bool)
  247. BIND2(light_set_cull_mask, RID, uint32_t)
  248. BIND2(light_set_reverse_cull_face_mode, RID, bool)
  249. BIND2(light_set_use_gi, RID, bool)
  250. BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
  251. BIND2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
  252. BIND2(light_directional_set_blend_splits, RID, bool)
  253. BIND2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
  254. /* PROBE API */
  255. BIND0R(RID, reflection_probe_create)
  256. BIND2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
  257. BIND2(reflection_probe_set_intensity, RID, float)
  258. BIND2(reflection_probe_set_interior_ambient, RID, const Color &)
  259. BIND2(reflection_probe_set_interior_ambient_energy, RID, float)
  260. BIND2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)
  261. BIND2(reflection_probe_set_max_distance, RID, float)
  262. BIND2(reflection_probe_set_extents, RID, const Vector3 &)
  263. BIND2(reflection_probe_set_origin_offset, RID, const Vector3 &)
  264. BIND2(reflection_probe_set_as_interior, RID, bool)
  265. BIND2(reflection_probe_set_enable_box_projection, RID, bool)
  266. BIND2(reflection_probe_set_enable_shadows, RID, bool)
  267. BIND2(reflection_probe_set_cull_mask, RID, uint32_t)
  268. BIND2(reflection_probe_set_resolution, RID, int)
  269. /* BAKED LIGHT API */
  270. BIND0R(RID, gi_probe_create)
  271. BIND8(gi_probe_allocate, RID, const Transform &, const AABB &, const Vector3i &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<int> &)
  272. BIND1RC(AABB, gi_probe_get_bounds, RID)
  273. BIND1RC(Vector3i, gi_probe_get_octree_size, RID)
  274. BIND1RC(Vector<uint8_t>, gi_probe_get_octree_cells, RID)
  275. BIND1RC(Vector<uint8_t>, gi_probe_get_data_cells, RID)
  276. BIND1RC(Vector<uint8_t>, gi_probe_get_distance_field, RID)
  277. BIND1RC(Vector<int>, gi_probe_get_level_counts, RID)
  278. BIND1RC(Transform, gi_probe_get_to_cell_xform, RID)
  279. BIND2(gi_probe_set_dynamic_range, RID, float)
  280. BIND1RC(float, gi_probe_get_dynamic_range, RID)
  281. BIND2(gi_probe_set_propagation, RID, float)
  282. BIND1RC(float, gi_probe_get_propagation, RID)
  283. BIND2(gi_probe_set_energy, RID, float)
  284. BIND1RC(float, gi_probe_get_energy, RID)
  285. BIND2(gi_probe_set_ao, RID, float)
  286. BIND1RC(float, gi_probe_get_ao, RID)
  287. BIND2(gi_probe_set_ao_size, RID, float)
  288. BIND1RC(float, gi_probe_get_ao_size, RID)
  289. BIND2(gi_probe_set_bias, RID, float)
  290. BIND1RC(float, gi_probe_get_bias, RID)
  291. BIND2(gi_probe_set_normal_bias, RID, float)
  292. BIND1RC(float, gi_probe_get_normal_bias, RID)
  293. BIND2(gi_probe_set_interior, RID, bool)
  294. BIND1RC(bool, gi_probe_is_interior, RID)
  295. BIND2(gi_probe_set_use_two_bounces, RID, bool)
  296. BIND1RC(bool, gi_probe_is_using_two_bounces, RID)
  297. BIND2(gi_probe_set_anisotropy_strength, RID, float)
  298. BIND1RC(float, gi_probe_get_anisotropy_strength, RID)
  299. /* LIGHTMAP CAPTURE */
  300. BIND0R(RID, lightmap_capture_create)
  301. BIND2(lightmap_capture_set_bounds, RID, const AABB &)
  302. BIND1RC(AABB, lightmap_capture_get_bounds, RID)
  303. BIND2(lightmap_capture_set_octree, RID, const Vector<uint8_t> &)
  304. BIND1RC(Vector<uint8_t>, lightmap_capture_get_octree, RID)
  305. BIND2(lightmap_capture_set_octree_cell_transform, RID, const Transform &)
  306. BIND1RC(Transform, lightmap_capture_get_octree_cell_transform, RID)
  307. BIND2(lightmap_capture_set_octree_cell_subdiv, RID, int)
  308. BIND1RC(int, lightmap_capture_get_octree_cell_subdiv, RID)
  309. BIND2(lightmap_capture_set_energy, RID, float)
  310. BIND1RC(float, lightmap_capture_get_energy, RID)
  311. /* PARTICLES */
  312. BIND0R(RID, particles_create)
  313. BIND2(particles_set_emitting, RID, bool)
  314. BIND1R(bool, particles_get_emitting, RID)
  315. BIND2(particles_set_amount, RID, int)
  316. BIND2(particles_set_lifetime, RID, float)
  317. BIND2(particles_set_one_shot, RID, bool)
  318. BIND2(particles_set_pre_process_time, RID, float)
  319. BIND2(particles_set_explosiveness_ratio, RID, float)
  320. BIND2(particles_set_randomness_ratio, RID, float)
  321. BIND2(particles_set_custom_aabb, RID, const AABB &)
  322. BIND2(particles_set_speed_scale, RID, float)
  323. BIND2(particles_set_use_local_coordinates, RID, bool)
  324. BIND2(particles_set_process_material, RID, RID)
  325. BIND2(particles_set_fixed_fps, RID, int)
  326. BIND2(particles_set_fractional_delta, RID, bool)
  327. BIND1R(bool, particles_is_inactive, RID)
  328. BIND1(particles_request_process, RID)
  329. BIND1(particles_restart, RID)
  330. BIND2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
  331. BIND2(particles_set_draw_passes, RID, int)
  332. BIND3(particles_set_draw_pass_mesh, RID, int, RID)
  333. BIND1R(AABB, particles_get_current_aabb, RID)
  334. BIND2(particles_set_emission_transform, RID, const Transform &)
  335. #undef BINDBASE
  336. //from now on, calls forwarded to this singleton
  337. #define BINDBASE RSG::scene
  338. /* CAMERA API */
  339. BIND0R(RID, camera_create)
  340. BIND4(camera_set_perspective, RID, float, float, float)
  341. BIND4(camera_set_orthogonal, RID, float, float, float)
  342. BIND5(camera_set_frustum, RID, float, Vector2, float, float)
  343. BIND2(camera_set_transform, RID, const Transform &)
  344. BIND2(camera_set_cull_mask, RID, uint32_t)
  345. BIND2(camera_set_environment, RID, RID)
  346. BIND2(camera_set_camera_effects, RID, RID)
  347. BIND2(camera_set_use_vertical_aspect, RID, bool)
  348. #undef BINDBASE
  349. //from now on, calls forwarded to this singleton
  350. #define BINDBASE RSG::viewport
  351. /* VIEWPORT TARGET API */
  352. BIND0R(RID, viewport_create)
  353. BIND2(viewport_set_use_arvr, RID, bool)
  354. BIND3(viewport_set_size, RID, int, int)
  355. BIND2(viewport_set_active, RID, bool)
  356. BIND2(viewport_set_parent_viewport, RID, RID)
  357. BIND2(viewport_set_clear_mode, RID, ViewportClearMode)
  358. BIND3(viewport_attach_to_screen, RID, const Rect2 &, int)
  359. BIND2(viewport_set_render_direct_to_screen, RID, bool)
  360. BIND2(viewport_set_update_mode, RID, ViewportUpdateMode)
  361. BIND2(viewport_set_vflip, RID, bool)
  362. BIND1RC(RID, viewport_get_texture, RID)
  363. BIND2(viewport_set_hide_scenario, RID, bool)
  364. BIND2(viewport_set_hide_canvas, RID, bool)
  365. BIND2(viewport_set_disable_environment, RID, bool)
  366. BIND2(viewport_attach_camera, RID, RID)
  367. BIND2(viewport_set_scenario, RID, RID)
  368. BIND2(viewport_attach_canvas, RID, RID)
  369. BIND2(viewport_remove_canvas, RID, RID)
  370. BIND3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
  371. BIND2(viewport_set_transparent_background, RID, bool)
  372. BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &)
  373. BIND4(viewport_set_canvas_stacking, RID, RID, int, int)
  374. BIND2(viewport_set_shadow_atlas_size, RID, int)
  375. BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
  376. BIND2(viewport_set_msaa, RID, ViewportMSAA)
  377. BIND2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
  378. BIND2(viewport_set_debug_draw, RID, ViewportDebugDraw)
  379. /* ENVIRONMENT API */
  380. #undef BINDBASE
  381. //from now on, calls forwarded to this singleton
  382. #define BINDBASE RSG::scene_render
  383. BIND1(directional_shadow_atlas_set_size, int)
  384. /* SKY API */
  385. BIND0R(RID, sky_create)
  386. BIND2(sky_set_radiance_size, RID, int)
  387. BIND2(sky_set_mode, RID, SkyMode)
  388. BIND2(sky_set_material, RID, RID)
  389. BIND0R(RID, environment_create)
  390. BIND2(environment_set_background, RID, EnvironmentBG)
  391. BIND2(environment_set_sky, RID, RID)
  392. BIND2(environment_set_sky_custom_fov, RID, float)
  393. BIND2(environment_set_sky_orientation, RID, const Basis &)
  394. BIND2(environment_set_bg_color, RID, const Color &)
  395. BIND2(environment_set_bg_energy, RID, float)
  396. BIND2(environment_set_canvas_max_layer, RID, int)
  397. BIND7(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource, const Color &)
  398. // FIXME: Disabled during Vulkan refactoring, should be ported.
  399. #if 0
  400. BIND2(environment_set_camera_feed_id, RID, int)
  401. #endif
  402. BIND6(environment_set_ssr, RID, bool, int, float, float, float)
  403. BIND1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
  404. BIND9(environment_set_ssao, RID, bool, float, float, float, float, float, EnvironmentSSAOBlur, float)
  405. BIND2(environment_set_ssao_quality, EnvironmentSSAOQuality, bool)
  406. BIND11(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
  407. BIND1(environment_glow_set_use_bicubic_upscale, bool)
  408. BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
  409. BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
  410. BIND5(environment_set_fog, RID, bool, const Color &, const Color &, float)
  411. BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
  412. BIND5(environment_set_fog_height, RID, bool, float, float, float)
  413. BIND2(screen_space_roughness_limiter_set_active, bool, float)
  414. BIND1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
  415. BIND2(sub_surface_scattering_set_scale, float, float)
  416. /* CAMERA EFFECTS */
  417. BIND0R(RID, camera_effects_create)
  418. BIND2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool)
  419. BIND1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape)
  420. BIND8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
  421. BIND3(camera_effects_set_custom_exposure, RID, bool, float)
  422. BIND1(shadow_filter_set, ShadowFilter)
  423. /* SCENARIO API */
  424. #undef BINDBASE
  425. #define BINDBASE RSG::scene
  426. BIND0R(RID, scenario_create)
  427. BIND2(scenario_set_debug, RID, ScenarioDebugMode)
  428. BIND2(scenario_set_environment, RID, RID)
  429. BIND2(scenario_set_camera_effects, RID, RID)
  430. BIND2(scenario_set_fallback_environment, RID, RID)
  431. /* INSTANCING API */
  432. BIND0R(RID, instance_create)
  433. BIND2(instance_set_base, RID, RID)
  434. BIND2(instance_set_scenario, RID, RID)
  435. BIND2(instance_set_layer_mask, RID, uint32_t)
  436. BIND2(instance_set_transform, RID, const Transform &)
  437. BIND2(instance_attach_object_instance_id, RID, ObjectID)
  438. BIND3(instance_set_blend_shape_weight, RID, int, float)
  439. BIND3(instance_set_surface_material, RID, int, RID)
  440. BIND2(instance_set_visible, RID, bool)
  441. BIND3(instance_set_use_lightmap, RID, RID, RID)
  442. BIND2(instance_set_custom_aabb, RID, AABB)
  443. BIND2(instance_attach_skeleton, RID, RID)
  444. BIND2(instance_set_exterior, RID, bool)
  445. BIND2(instance_set_extra_visibility_margin, RID, real_t)
  446. // don't use these in a game!
  447. BIND2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
  448. BIND3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
  449. BIND2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
  450. BIND3(instance_geometry_set_flag, RID, InstanceFlags, bool)
  451. BIND2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
  452. BIND2(instance_geometry_set_material_override, RID, RID)
  453. BIND5(instance_geometry_set_draw_range, RID, float, float, float, float)
  454. BIND2(instance_geometry_set_as_instance_lod, RID, RID)
  455. #undef BINDBASE
  456. //from now on, calls forwarded to this singleton
  457. #define BINDBASE RSG::canvas
  458. /* CANVAS (2D) */
  459. BIND0R(RID, canvas_create)
  460. BIND3(canvas_set_item_mirroring, RID, RID, const Point2 &)
  461. BIND2(canvas_set_modulate, RID, const Color &)
  462. BIND3(canvas_set_parent, RID, RID, float)
  463. BIND1(canvas_set_disable_scale, bool)
  464. BIND0R(RID, canvas_item_create)
  465. BIND2(canvas_item_set_parent, RID, RID)
  466. BIND2(canvas_item_set_visible, RID, bool)
  467. BIND2(canvas_item_set_light_mask, RID, int)
  468. BIND2(canvas_item_set_update_when_visible, RID, bool)
  469. BIND2(canvas_item_set_transform, RID, const Transform2D &)
  470. BIND2(canvas_item_set_clip, RID, bool)
  471. BIND2(canvas_item_set_distance_field_mode, RID, bool)
  472. BIND3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
  473. BIND2(canvas_item_set_modulate, RID, const Color &)
  474. BIND2(canvas_item_set_self_modulate, RID, const Color &)
  475. BIND2(canvas_item_set_draw_behind_parent, RID, bool)
  476. BIND2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
  477. BIND2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
  478. BIND5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float)
  479. BIND4(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float)
  480. BIND4(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float)
  481. BIND3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
  482. BIND4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
  483. BIND11(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
  484. BIND12(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, RID, const Color &, bool, CanvasItemTextureFilter, CanvasItemTextureRepeat)
  485. BIND15(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
  486. BIND11(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
  487. BIND10(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
  488. BIND14(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
  489. BIND10(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
  490. BIND8(canvas_item_add_multimesh, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
  491. BIND8(canvas_item_add_particles, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
  492. BIND2(canvas_item_add_set_transform, RID, const Transform2D &)
  493. BIND2(canvas_item_add_clip_ignore, RID, bool)
  494. BIND2(canvas_item_set_sort_children_by_y, RID, bool)
  495. BIND2(canvas_item_set_z_index, RID, int)
  496. BIND2(canvas_item_set_z_as_relative_to_parent, RID, bool)
  497. BIND3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
  498. BIND2(canvas_item_attach_skeleton, RID, RID)
  499. BIND1(canvas_item_clear, RID)
  500. BIND2(canvas_item_set_draw_index, RID, int)
  501. BIND2(canvas_item_set_material, RID, RID)
  502. BIND2(canvas_item_set_use_parent_material, RID, bool)
  503. BIND0R(RID, canvas_light_create)
  504. BIND2(canvas_light_attach_to_canvas, RID, RID)
  505. BIND2(canvas_light_set_enabled, RID, bool)
  506. BIND2(canvas_light_set_scale, RID, float)
  507. BIND2(canvas_light_set_transform, RID, const Transform2D &)
  508. BIND2(canvas_light_set_texture, RID, RID)
  509. BIND2(canvas_light_set_texture_offset, RID, const Vector2 &)
  510. BIND2(canvas_light_set_color, RID, const Color &)
  511. BIND2(canvas_light_set_height, RID, float)
  512. BIND2(canvas_light_set_energy, RID, float)
  513. BIND3(canvas_light_set_z_range, RID, int, int)
  514. BIND3(canvas_light_set_layer_range, RID, int, int)
  515. BIND2(canvas_light_set_item_cull_mask, RID, int)
  516. BIND2(canvas_light_set_item_shadow_cull_mask, RID, int)
  517. BIND2(canvas_light_set_mode, RID, CanvasLightMode)
  518. BIND2(canvas_light_set_shadow_enabled, RID, bool)
  519. BIND2(canvas_light_set_shadow_buffer_size, RID, int)
  520. BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
  521. BIND2(canvas_light_set_shadow_color, RID, const Color &)
  522. BIND2(canvas_light_set_shadow_smooth, RID, float)
  523. BIND0R(RID, canvas_light_occluder_create)
  524. BIND2(canvas_light_occluder_attach_to_canvas, RID, RID)
  525. BIND2(canvas_light_occluder_set_enabled, RID, bool)
  526. BIND2(canvas_light_occluder_set_polygon, RID, RID)
  527. BIND2(canvas_light_occluder_set_transform, RID, const Transform2D &)
  528. BIND2(canvas_light_occluder_set_light_mask, RID, int)
  529. BIND0R(RID, canvas_occluder_polygon_create)
  530. BIND3(canvas_occluder_polygon_set_shape, RID, const Vector<Vector2> &, bool)
  531. BIND2(canvas_occluder_polygon_set_shape_as_lines, RID, const Vector<Vector2> &)
  532. BIND2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
  533. /* BLACK BARS */
  534. virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
  535. virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);
  536. /* FREE */
  537. virtual void free(RID p_rid); ///< free RIDs associated with the visual server
  538. /* EVENT QUEUING */
  539. virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata);
  540. virtual void draw(bool p_swap_buffers, double frame_step);
  541. virtual void sync();
  542. virtual bool has_changed() const;
  543. virtual void init();
  544. virtual void finish();
  545. /* STATUS INFORMATION */
  546. virtual int get_render_info(RenderInfo p_info);
  547. virtual String get_video_adapter_name() const;
  548. virtual String get_video_adapter_vendor() const;
  549. virtual void set_frame_profiling_enabled(bool p_enable);
  550. virtual Vector<FrameProfileArea> get_frame_profile();
  551. virtual uint64_t get_frame_profile_frame();
  552. virtual RID get_test_cube();
  553. /* TESTING */
  554. virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true);
  555. virtual void set_default_clear_color(const Color &p_color);
  556. virtual bool has_feature(Features p_feature) const;
  557. virtual bool has_os_feature(const String &p_feature) const;
  558. virtual void set_debug_generate_wireframes(bool p_generate);
  559. virtual void call_set_use_vsync(bool p_enable);
  560. virtual bool is_low_end() const;
  561. RenderingServerRaster();
  562. ~RenderingServerRaster();
  563. #undef DISPLAY_CHANGED
  564. #undef BIND0R
  565. #undef BIND1RC
  566. #undef BIND2RC
  567. #undef BIND3RC
  568. #undef BIND4RC
  569. #undef BIND1
  570. #undef BIND2
  571. #undef BIND3
  572. #undef BIND4
  573. #undef BIND5
  574. #undef BIND6
  575. #undef BIND7
  576. #undef BIND8
  577. #undef BIND9
  578. #undef BIND10
  579. };
  580. #endif