visual_server_raster.h 42 KB

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  1. /*************************************************************************/
  2. /* visual_server_raster.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* http://www.godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  9. /* */
  10. /* Permission is hereby granted, free of charge, to any person obtaining */
  11. /* a copy of this software and associated documentation files (the */
  12. /* "Software"), to deal in the Software without restriction, including */
  13. /* without limitation the rights to use, copy, modify, merge, publish, */
  14. /* distribute, sublicense, and/or sell copies of the Software, and to */
  15. /* permit persons to whom the Software is furnished to do so, subject to */
  16. /* the following conditions: */
  17. /* */
  18. /* The above copyright notice and this permission notice shall be */
  19. /* included in all copies or substantial portions of the Software. */
  20. /* */
  21. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  22. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  23. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  24. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  25. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  26. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  27. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  28. /*************************************************************************/
  29. #ifndef VISUAL_SERVER_RASTER_H
  30. #define VISUAL_SERVER_RASTER_H
  31. #include "servers/visual_server.h"
  32. #include "servers/visual/rasterizer.h"
  33. #include "balloon_allocator.h"
  34. #include "octree.h"
  35. /**
  36. @author Juan Linietsky <[email protected]>
  37. */
  38. class VisualServerRaster : public VisualServer {
  39. enum {
  40. MAX_INSTANCE_CULL=8192,
  41. MAX_INSTANCE_LIGHTS=4,
  42. LIGHT_CACHE_DIRTY=-1,
  43. MAX_LIGHTS_CULLED=256,
  44. MAX_ROOM_CULL=32,
  45. MAX_EXTERIOR_PORTALS=128,
  46. MAX_LIGHT_SAMPLERS=256,
  47. INSTANCE_ROOMLESS_MASK=(1<<20)
  48. };
  49. struct Room {
  50. bool occlude_exterior;
  51. BSP_Tree bounds;
  52. Room() { occlude_exterior=true; }
  53. };
  54. BalloonAllocator<> octree_allocator;
  55. struct OctreeAllocator {
  56. static BalloonAllocator<> *allocator;
  57. _FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
  58. _FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }
  59. };
  60. struct Portal {
  61. bool enabled;
  62. float disable_distance;
  63. Color disable_color;
  64. float connect_range;
  65. Vector<Point2> shape;
  66. Rect2 bounds;
  67. Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
  68. };
  69. struct BakedLight {
  70. Rasterizer::BakedLightData data;
  71. DVector<int> sampler;
  72. AABB octree_aabb;
  73. Size2i octree_tex_size;
  74. Size2i light_tex_size;
  75. };
  76. struct BakedLightSampler {
  77. float params[BAKED_LIGHT_SAMPLER_MAX];
  78. int resolution;
  79. Vector<Vector3> dp_cache;
  80. BakedLightSampler() {
  81. params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
  82. params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
  83. params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
  84. params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
  85. resolution=16;
  86. }
  87. };
  88. void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
  89. struct Camera {
  90. enum Type {
  91. PERSPECTIVE,
  92. ORTHOGONAL
  93. };
  94. Type type;
  95. float fov;
  96. float znear,zfar;
  97. float size;
  98. uint32_t visible_layers;
  99. bool vaspect;
  100. RID env;
  101. Transform transform;
  102. Camera() {
  103. visible_layers=0xFFFFFFFF;
  104. fov=60;
  105. type=PERSPECTIVE;
  106. znear=0.1; zfar=100;
  107. size=1.0;
  108. vaspect=false;
  109. }
  110. };
  111. struct Instance;
  112. typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
  113. struct Scenario;
  114. struct Instance {
  115. enum {
  116. MAX_LIGHTS=4
  117. };
  118. RID self;
  119. OctreeElementID octree_id;
  120. Scenario *scenario;
  121. bool update;
  122. bool update_aabb;
  123. Instance *update_next;
  124. InstanceType base_type;
  125. RID base_rid;
  126. AABB aabb;
  127. AABB transformed_aabb;
  128. uint32_t object_ID;
  129. bool visible;
  130. bool cast_shadows;
  131. bool receive_shadows;
  132. bool visible_in_all_rooms;
  133. uint32_t layer_mask;
  134. float draw_range_begin;
  135. float draw_range_end;
  136. float extra_margin;
  137. Rasterizer::InstanceData data;
  138. Set<Instance*> auto_rooms;
  139. Set<Instance*> valid_auto_rooms;
  140. Instance *room;
  141. List<Instance*>::Element *RE;
  142. Instance *baked_light;
  143. List<Instance*>::Element *BLE;
  144. Instance *sampled_light;
  145. bool exterior;
  146. uint64_t last_render_pass;
  147. uint64_t last_frame_pass;
  148. uint64_t version; // changes to this, and changes to base increase version
  149. InstanceSet lights;
  150. bool light_cache_dirty;
  151. struct RoomInfo {
  152. Transform affine_inverse;
  153. Room *room;
  154. List<Instance*> owned_geometry_instances;
  155. List<Instance*> owned_portal_instances;
  156. List<Instance*> owned_room_instances;
  157. List<Instance*> owned_light_instances; //not used, but just for the sake of it
  158. Set<Instance*> disconnected_child_portals;
  159. Set<Instance*> owned_autoroom_geometry;
  160. uint64_t last_visited_pass;
  161. RoomInfo() { last_visited_pass=0; }
  162. };
  163. struct PortalInfo {
  164. Portal *portal;
  165. Set<Instance*> candidate_set;
  166. Instance *connected;
  167. uint64_t last_visited_pass;
  168. Plane plane_cache;
  169. Vector<Vector3> transformed_point_cache;
  170. PortalInfo() { connected=NULL; last_visited_pass=0;}
  171. };
  172. struct LightInfo {
  173. RID instance;
  174. int light_set_index;
  175. uint64_t last_version;
  176. uint64_t last_add_pass;
  177. List<RID>::Element *D; // directional light in scenario
  178. InstanceSet affected;
  179. bool enabled;
  180. float dtc; //distance to camera, used for sorting
  181. LightInfo() {
  182. D=NULL;
  183. light_set_index=-1;
  184. last_add_pass=0;
  185. enabled=true;
  186. }
  187. };
  188. struct BakedLightInfo {
  189. BakedLight *baked_light;
  190. Transform affine_inverse;
  191. List<Instance*> owned_instances;
  192. };
  193. struct BakedLightSamplerInfo {
  194. Set<Instance*> baked_lights;
  195. Set<Instance*> owned_instances;
  196. BakedLightSampler *sampler;
  197. int resolution;
  198. Vector<Color> light_bufer;
  199. RID sampled_light;
  200. uint64_t last_pass;
  201. Transform xform; // viewspace normal to lightspace, might not use one.
  202. BakedLightSamplerInfo() {
  203. sampler=NULL;
  204. last_pass=0;
  205. resolution=0;
  206. }
  207. };
  208. struct ParticlesInfo {
  209. RID instance;
  210. };
  211. RoomInfo *room_info;
  212. LightInfo *light_info;
  213. ParticlesInfo *particles_info;
  214. PortalInfo * portal_info;
  215. BakedLightInfo * baked_light_info;
  216. BakedLightSamplerInfo * baked_light_sampler_info;
  217. Instance() {
  218. octree_id=0;
  219. update_next=0;
  220. object_ID=0;
  221. last_render_pass=0;
  222. last_frame_pass=0;
  223. light_info=0;
  224. particles_info=0;
  225. update_next=NULL;
  226. update=false;
  227. visible=true;
  228. cast_shadows=true;
  229. receive_shadows=true;
  230. data.depth_scale=false;
  231. data.billboard=false;
  232. data.billboard_y=false;
  233. data.baked_light=NULL;
  234. data.baked_light_octree_xform=NULL;
  235. data.baked_lightmap_id=-1;
  236. version=1;
  237. room_info=NULL;
  238. room=NULL;
  239. RE=NULL;
  240. portal_info=NULL;
  241. exterior=false;
  242. layer_mask=1;
  243. draw_range_begin=0;
  244. draw_range_end=0;
  245. extra_margin=0;
  246. visible_in_all_rooms=false;
  247. baked_light=NULL;
  248. baked_light_info=NULL;
  249. baked_light_sampler_info=NULL;
  250. sampled_light=NULL;
  251. BLE=NULL;
  252. light_cache_dirty=true;
  253. }
  254. ~Instance() {
  255. if (light_info)
  256. memdelete(light_info);
  257. if (particles_info)
  258. memdelete(particles_info);
  259. if (room_info)
  260. memdelete(room_info);
  261. if (portal_info)
  262. memdelete(portal_info);
  263. if (baked_light_info)
  264. memdelete(baked_light_info);
  265. };
  266. };
  267. struct _InstanceLightsort {
  268. bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
  269. };
  270. struct Scenario {
  271. ScenarioDebugMode debug;
  272. RID self;
  273. // well wtf, balloon allocator is slower?
  274. typedef ::Octree<Instance,true> Octree;
  275. Octree octree;
  276. List<RID> directional_lights;
  277. RID environment;
  278. RID fallback_environment;
  279. Instance *dirty_instances;
  280. Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
  281. };
  282. struct CanvasItem : public Rasterizer::CanvasItem {
  283. RID parent; // canvas it belongs to
  284. List<CanvasItem*>::Element *E;
  285. RID viewport;
  286. int z;
  287. bool z_relative;
  288. bool sort_y;
  289. float opacity;
  290. float self_opacity;
  291. bool use_parent_shader;
  292. Vector<CanvasItem*> child_items;
  293. CanvasItem() {
  294. E=NULL;
  295. z=0;
  296. opacity=1;
  297. self_opacity=1;
  298. sort_y=false;
  299. use_parent_shader=false;
  300. z_relative=true;
  301. }
  302. };
  303. struct CanvasItemPtrSort {
  304. _FORCE_INLINE_ bool operator()(const CanvasItem* p_left,const CanvasItem* p_right) const {
  305. return p_left->xform.elements[2].y < p_right->xform.elements[2].y;
  306. }
  307. };
  308. struct Canvas {
  309. Set<RID> viewports;
  310. struct ChildItem {
  311. Point2 mirror;
  312. CanvasItem *item;
  313. };
  314. Vector<ChildItem> child_items;
  315. int find_item(CanvasItem *p_item) {
  316. for(int i=0;i<child_items.size();i++) {
  317. if (child_items[i].item==p_item)
  318. return i;
  319. }
  320. return -1;
  321. }
  322. void erase_item(CanvasItem *p_item) {
  323. int idx=find_item(p_item);
  324. if (idx>=0)
  325. child_items.remove(idx);
  326. }
  327. Canvas() { }
  328. };
  329. struct Viewport {
  330. RID self;
  331. RID parent;
  332. VisualServer::ViewportRect rect;
  333. RID camera;
  334. RID scenario;
  335. RID viewport_data;
  336. RenderTargetUpdateMode render_target_update_mode;
  337. RID render_target;
  338. RID render_target_texture;
  339. Rect2 rt_to_screen_rect;
  340. bool hide_scenario;
  341. bool hide_canvas;
  342. bool transparent_bg;
  343. bool queue_capture;
  344. bool render_target_vflip;
  345. Image capture;
  346. bool rendered_in_prev_frame;
  347. struct CanvasKey {
  348. int layer;
  349. RID canvas;
  350. bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
  351. CanvasKey() { layer=0; }
  352. CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
  353. };
  354. struct CanvasData {
  355. Canvas *canvas;
  356. Matrix32 transform;
  357. int layer;
  358. };
  359. Matrix32 global_transform;
  360. Map<RID,CanvasData> canvas_map;
  361. SelfList<Viewport> update_list;
  362. 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;}
  363. };
  364. SelfList<Viewport>::List viewport_update_list;
  365. Map<RID,int> screen_viewports;
  366. struct CullRange {
  367. Plane nearp;
  368. float min,max;
  369. float z_near,z_far;
  370. void add_aabb(const AABB& p_aabb) {
  371. }
  372. };
  373. struct Cursor {
  374. Point2 pos;
  375. float rot;
  376. RID texture;
  377. Point2 center;
  378. bool visible;
  379. Cursor() {
  380. rot = 0;
  381. visible = false;
  382. };
  383. };
  384. Rect2 canvas_clip;
  385. Color clear_color;
  386. Cursor cursors[MAX_CURSORS];
  387. RID default_cursor_texture;
  388. static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
  389. static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);
  390. Instance *instance_cull_result[MAX_INSTANCE_CULL];
  391. Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
  392. Instance *light_cull_result[MAX_LIGHTS_CULLED];
  393. int light_cull_count;
  394. Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
  395. int exterior_portal_cull_count;
  396. bool exterior_visited;
  397. Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS];
  398. int light_samplers_culled;
  399. Instance *room_cull_result[MAX_ROOM_CULL];
  400. int room_cull_count;
  401. bool room_cull_enabled;
  402. bool light_discard_enabled;
  403. bool shadows_enabled;
  404. int black_margin[4];
  405. RID black_image[4];
  406. Vector<Vector3> aabb_random_points;
  407. Vector<Vector3> transformed_aabb_random_points;
  408. void _instance_validate_autorooms(Instance *p_geometry);
  409. void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
  410. void _portal_attempt_connect(Instance *p_portal);
  411. void _dependency_queue_update(RID p_rid,bool p_update_aabb=false);
  412. _FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false);
  413. void _update_instances();
  414. void _update_instance_aabb(Instance *p_instance);
  415. void _update_instance(Instance *p_instance);
  416. void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
  417. void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);
  418. Instance *instance_update_list;
  419. //RID default_scenario;
  420. //RID default_viewport;
  421. RID test_cube;
  422. mutable RID_Owner<Room> room_owner;
  423. mutable RID_Owner<Portal> portal_owner;
  424. mutable RID_Owner<BakedLight> baked_light_owner;
  425. mutable RID_Owner<BakedLightSampler> baked_light_sampler_owner;
  426. mutable RID_Owner<Camera> camera_owner;
  427. mutable RID_Owner<Viewport> viewport_owner;
  428. mutable RID_Owner<Scenario> scenario_owner;
  429. mutable RID_Owner<Instance> instance_owner;
  430. mutable RID_Owner<Canvas> canvas_owner;
  431. mutable RID_Owner<CanvasItem> canvas_item_owner;
  432. Map< RID, Set<RID> > instance_dependency_map;
  433. Map< RID, Set<Instance*> > skeleton_dependency_map;
  434. ViewportRect viewport_rect;
  435. _FORCE_INLINE_ void _instance_draw(Instance *p_instance);
  436. bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to);
  437. void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
  438. void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
  439. void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace);
  440. void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
  441. static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
  442. void _render_canvas_item_tree(CanvasItem *p_canvas_item,const Matrix32& p_transform,const Rect2& p_clip_rect);
  443. void _render_canvas_item(CanvasItem *p_canvas_item,const Matrix32& 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_shader_owner);
  444. void _render_canvas(Canvas *p_canvas,const Matrix32 &p_transform);
  445. Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
  446. Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
  447. void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
  448. void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
  449. void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
  450. uint64_t render_pass;
  451. int changes;
  452. bool draw_extra_frame;
  453. void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h);
  454. void _draw_viewports();
  455. void _draw_cursors_and_margins();
  456. Rasterizer *rasterizer;
  457. public:
  458. virtual RID texture_create();
  459. virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT);
  460. virtual void texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side=CUBEMAP_LEFT);
  461. virtual Image texture_get_data(RID p_texture,CubeMapSide p_cube_side=CUBEMAP_LEFT) const;
  462. virtual void texture_set_flags(RID p_texture,uint32_t p_flags) ;
  463. virtual uint32_t texture_get_flags(RID p_texture) const;
  464. virtual Image::Format texture_get_format(RID p_texture) const;
  465. virtual uint32_t texture_get_width(RID p_texture) const;
  466. virtual uint32_t texture_get_height(RID p_texture) const;
  467. virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
  468. virtual bool texture_can_stream(RID p_texture) const;
  469. virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
  470. /* SHADER API */
  471. virtual RID shader_create(ShaderMode p_mode=SHADER_MATERIAL);
  472. virtual void shader_set_mode(RID p_shader,ShaderMode p_mode);
  473. virtual ShaderMode shader_get_mode(RID p_shader) const;
  474. 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);
  475. virtual String shader_get_vertex_code(RID p_shader) const;
  476. virtual String shader_get_fragment_code(RID p_shader) const;
  477. virtual String shader_get_light_code(RID p_shader) const;
  478. virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
  479. virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
  480. virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
  481. /* COMMON MATERIAL API */
  482. virtual RID material_create();
  483. virtual void material_set_shader(RID p_shader_material, RID p_shader);
  484. virtual RID material_get_shader(RID p_shader_material) const;
  485. virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
  486. virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
  487. virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled);
  488. virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const;
  489. virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode);
  490. virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
  491. virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode);
  492. virtual MaterialBlendMode material_get_blend_mode(RID p_material) const;
  493. virtual void material_set_line_width(RID p_material,float p_line_width);
  494. virtual float material_get_line_width(RID p_material) const;
  495. /* FIXED MATERIAL */
  496. virtual RID fixed_material_create();
  497. virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled);
  498. virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const;
  499. virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant& p_value);
  500. virtual Variant fixed_material_get_param(RID p_material,FixedMaterialParam p_parameter) const;
  501. virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture);
  502. virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const;
  503. virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode);
  504. virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const;
  505. virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
  506. virtual Transform fixed_material_get_uv_transform(RID p_material) const;
  507. virtual void fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader);
  508. virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
  509. virtual void fixed_material_set_point_size(RID p_material,float p_size);
  510. virtual float fixed_material_get_point_size(RID p_material) const;
  511. /* SURFACE API */
  512. virtual RID mesh_create();
  513. virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
  514. virtual int mesh_get_morph_target_count(RID p_mesh) const;
  515. virtual void mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode);
  516. virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
  517. virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); //this is used by each platform in a different way
  518. 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);
  519. virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
  520. virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
  521. virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
  522. virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
  523. virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
  524. virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
  525. virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
  526. virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
  527. virtual void mesh_remove_surface(RID p_mesh,int p_index);
  528. virtual int mesh_get_surface_count(RID p_mesh) const;
  529. virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
  530. virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
  531. /* MULTIMESH API */
  532. virtual RID multimesh_create();
  533. virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
  534. virtual int multimesh_get_instance_count(RID p_multimesh) const;
  535. virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
  536. virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
  537. virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
  538. virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
  539. virtual RID multimesh_get_mesh(RID p_multimesh) const;
  540. virtual AABB multimesh_get_aabb(RID p_multimesh,const AABB& p_aabb) const;
  541. virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
  542. virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
  543. virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
  544. virtual int multimesh_get_visible_instances(RID p_multimesh) const;
  545. /* IMMEDIATE API */
  546. virtual RID immediate_create();
  547. virtual void immediate_begin(RID p_immediate,PrimitiveType p_rimitive,RID p_texture=RID());
  548. virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
  549. virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
  550. virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
  551. virtual void immediate_color(RID p_immediate,const Color& p_color);
  552. virtual void immediate_uv(RID p_immediate, const Vector2& p_uv);
  553. virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
  554. virtual void immediate_end(RID p_immediate);
  555. virtual void immediate_clear(RID p_immediate);
  556. virtual void immediate_set_material(RID p_immediate,RID p_material);
  557. virtual RID immediate_get_material(RID p_immediate) const;
  558. /* PARTICLES API */
  559. virtual RID particles_create();
  560. virtual void particles_set_amount(RID p_particles, int p_amount);
  561. virtual int particles_get_amount(RID p_particles) const;
  562. virtual void particles_set_emitting(RID p_particles, bool p_emitting);
  563. virtual bool particles_is_emitting(RID p_particles) const;
  564. virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
  565. virtual AABB particles_get_visibility_aabb(RID p_particles) const;
  566. virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
  567. virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
  568. virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
  569. virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
  570. virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
  571. virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
  572. virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
  573. virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
  574. virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable,float p_value);
  575. virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const;
  576. virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable,float p_randomness);
  577. virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const;
  578. virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
  579. virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
  580. virtual void particles_set_color_phases(RID p_particles, int p_phases);
  581. virtual int particles_get_color_phases(RID p_particles) const;
  582. virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
  583. virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
  584. virtual void particles_set_attractors(RID p_particles, int p_attractors);
  585. virtual int particles_get_attractors(RID p_particles) const;
  586. virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
  587. virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
  588. virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
  589. virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
  590. virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
  591. virtual RID particles_get_material(RID p_particles) const;
  592. virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
  593. virtual bool particles_has_height_from_velocity(RID p_particles) const;
  594. virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
  595. virtual bool particles_is_using_local_coordinates(RID p_particles) const;
  596. /* Light API */
  597. virtual RID light_create(LightType p_type);
  598. virtual LightType light_get_type(RID p_light) const;
  599. virtual void light_set_color(RID p_light,LightColor p_type, const Color& p_color);
  600. virtual Color light_get_color(RID p_light,LightColor p_type) const;
  601. virtual void light_set_shadow(RID p_light,bool p_enabled);
  602. virtual bool light_has_shadow(RID p_light) const;
  603. virtual void light_set_volumetric(RID p_light,bool p_enabled);
  604. virtual bool light_is_volumetric(RID p_light) const;
  605. virtual void light_set_projector(RID p_light,RID p_texture);
  606. virtual RID light_get_projector(RID p_light) const;
  607. virtual void light_set_param(RID p_light, LightParam p_var, float p_value);
  608. virtual float light_get_param(RID p_light, LightParam p_var) const;
  609. virtual void light_set_operator(RID p_light,LightOp p_op);
  610. virtual LightOp light_get_operator(RID p_light) const;
  611. virtual void light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode);
  612. virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
  613. virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode);
  614. virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
  615. virtual void light_directional_set_shadow_param(RID p_light,LightDirectionalShadowParam p_param, float p_value);
  616. virtual float light_directional_get_shadow_param(RID p_light,LightDirectionalShadowParam p_param) const;
  617. /* SKELETON API */
  618. virtual RID skeleton_create();
  619. virtual void skeleton_resize(RID p_skeleton,int p_bones);
  620. virtual int skeleton_get_bone_count(RID p_skeleton) const;
  621. virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
  622. virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
  623. /* ROOM API */
  624. virtual RID room_create();
  625. virtual void room_set_bounds(RID p_room, const BSP_Tree& p_bounds);
  626. virtual BSP_Tree room_get_bounds(RID p_room) const;
  627. /* PORTAL API */
  628. virtual RID portal_create();
  629. virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
  630. virtual Vector<Point2> portal_get_shape(RID p_portal) const;
  631. virtual void portal_set_enabled(RID p_portal, bool p_enabled);
  632. virtual bool portal_is_enabled(RID p_portal) const;
  633. virtual void portal_set_disable_distance(RID p_portal, float p_distance);
  634. virtual float portal_get_disable_distance(RID p_portal) const;
  635. virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
  636. virtual Color portal_get_disabled_color(RID p_portal) const;
  637. virtual void portal_set_connect_range(RID p_portal, float p_range);
  638. virtual float portal_get_connect_range(RID p_portal) const;
  639. /* BAKED LIGHT */
  640. virtual RID baked_light_create();
  641. virtual void baked_light_set_mode(RID p_baked_light,BakedLightMode p_mode);
  642. virtual BakedLightMode baked_light_get_mode(RID p_baked_light) const;
  643. virtual void baked_light_set_octree(RID p_baked_light,const DVector<uint8_t> p_octree);
  644. virtual DVector<uint8_t> baked_light_get_octree(RID p_baked_light) const;
  645. virtual void baked_light_set_light(RID p_baked_light,const DVector<uint8_t> p_light);
  646. virtual DVector<uint8_t> baked_light_get_light(RID p_baked_light) const;
  647. virtual void baked_light_set_sampler_octree(RID p_baked_light,const DVector<int> &p_sampler);
  648. virtual DVector<int> baked_light_get_sampler_octree(RID p_baked_light) const;
  649. virtual void baked_light_set_lightmap_multiplier(RID p_baked_light,float p_multiplier);
  650. virtual float baked_light_get_lightmap_multiplier(RID p_baked_light) const;
  651. virtual void baked_light_add_lightmap(RID p_baked_light,const RID p_texture,int p_id);
  652. virtual void baked_light_clear_lightmaps(RID p_baked_light);
  653. /* BAKED LIGHT SAMPLER */
  654. virtual RID baked_light_sampler_create();
  655. virtual void baked_light_sampler_set_param(RID p_baked_light_sampler,BakedLightSamplerParam p_param,float p_value);
  656. virtual float baked_light_sampler_get_param(RID p_baked_light_sampler,BakedLightSamplerParam p_param) const;
  657. virtual void baked_light_sampler_set_resolution(RID p_baked_light_sampler,int p_resolution);
  658. virtual int baked_light_sampler_get_resolution(RID p_baked_light_sampler) const;
  659. /* CAMERA API */
  660. virtual RID camera_create();
  661. virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far);
  662. virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far);
  663. virtual void camera_set_transform(RID p_camera,const Transform& p_transform);
  664. virtual void camera_set_visible_layers(RID p_camera,uint32_t p_layers);
  665. virtual uint32_t camera_get_visible_layers(RID p_camera) const;
  666. virtual void camera_set_environment(RID p_camera,RID p_env);
  667. virtual RID camera_get_environment(RID p_camera) const;
  668. virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
  669. virtual bool camera_is_using_vertical_aspect(RID p_camera,bool p_enable) const;
  670. /* VIEWPORT API */
  671. virtual RID viewport_create();
  672. virtual void viewport_attach_to_screen(RID p_viewport,int p_screen=0);
  673. virtual void viewport_detach(RID p_viewport);
  674. virtual void viewport_set_as_render_target(RID p_viewport,bool p_enable);
  675. virtual void viewport_set_render_target_update_mode(RID p_viewport,RenderTargetUpdateMode p_mode);
  676. virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const;
  677. virtual RID viewport_get_render_target_texture(RID p_viewport) const;
  678. virtual void viewport_set_render_target_vflip(RID p_viewport,bool p_enable);
  679. virtual bool viewport_get_render_target_vflip(RID p_viewport) const;
  680. virtual void viewport_set_render_target_to_screen_rect(RID p_viewport,const Rect2& p_rect);
  681. virtual void viewport_queue_screen_capture(RID p_viewport);
  682. virtual Image viewport_get_screen_capture(RID p_viewport) const;
  683. virtual void viewport_set_rect(RID p_viewport,const ViewportRect& p_rect);
  684. virtual ViewportRect viewport_get_rect(RID p_viewport) const;
  685. virtual void viewport_set_hide_scenario(RID p_viewport,bool p_hide);
  686. virtual void viewport_set_hide_canvas(RID p_viewport,bool p_hide);
  687. virtual void viewport_attach_camera(RID p_viewport,RID p_camera);
  688. virtual void viewport_set_scenario(RID p_viewport,RID p_scenario);
  689. virtual RID viewport_get_attached_camera(RID p_viewport) const;
  690. virtual RID viewport_get_scenario(RID p_viewport) const;
  691. virtual void viewport_attach_canvas(RID p_viewport,RID p_canvas);
  692. virtual void viewport_remove_canvas(RID p_viewport,RID p_canvas);
  693. virtual void viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset);
  694. virtual Matrix32 viewport_get_canvas_transform(RID p_viewport,RID p_canvas) const;
  695. virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform);
  696. virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const;
  697. virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer);
  698. virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled);
  699. virtual bool viewport_has_transparent_background(RID p_viewport) const;
  700. /* ENVIRONMENT API */
  701. virtual RID environment_create();
  702. virtual void environment_set_background(RID p_env,EnvironmentBG p_bg);
  703. virtual EnvironmentBG environment_get_background(RID p_env) const;
  704. virtual void environment_set_background_param(RID p_env,EnvironmentBGParam p_param, const Variant& p_value);
  705. virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const;
  706. virtual void environment_set_enable_fx(RID p_env,EnvironmentFx p_effect,bool p_enabled);
  707. virtual bool environment_is_fx_enabled(RID p_env,EnvironmentFx p_effect) const;
  708. virtual void environment_fx_set_param(RID p_env,EnvironmentFxParam p_effect,const Variant& p_param);
  709. virtual Variant environment_fx_get_param(RID p_env,EnvironmentFxParam p_effect) const;
  710. /* SCENARIO API */
  711. virtual RID scenario_create();
  712. virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode);
  713. virtual void scenario_set_environment(RID p_scenario, RID p_environment);
  714. virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const;
  715. virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
  716. /* INSTANCING API */
  717. virtual RID instance_create();
  718. virtual void instance_set_base(RID p_instance, RID p_base);
  719. virtual RID instance_get_base(RID p_instance) const;
  720. virtual void instance_set_scenario(RID p_instance, RID p_scenario);
  721. virtual RID instance_get_scenario(RID p_instance) const;
  722. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
  723. virtual uint32_t instance_get_layer_mask(RID p_instance) const;
  724. virtual AABB instance_get_base_aabb(RID p_instance) const;
  725. virtual void instance_attach_object_instance_ID(RID p_instance,uint32_t p_ID);
  726. virtual uint32_t instance_get_object_instance_ID(RID p_instance) const;
  727. virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
  728. virtual RID instance_get_skeleton(RID p_instance) const;
  729. virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight);
  730. virtual float instance_get_morph_target_weight(RID p_instance,int p_shape) const;
  731. virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
  732. virtual Transform instance_get_transform(RID p_instance) const;
  733. virtual void instance_set_exterior( RID p_instance, bool p_enabled );
  734. virtual bool instance_is_exterior( RID p_instance) const;
  735. virtual void instance_set_room( RID p_instance, RID p_room );
  736. virtual RID instance_get_room( RID p_instance ) const ;
  737. virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
  738. virtual real_t instance_get_extra_visibility_margin( RID p_instance ) const;
  739. virtual Vector<RID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
  740. virtual Vector<RID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
  741. virtual Vector<RID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
  742. virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
  743. virtual bool instance_geometry_get_flag(RID p_instance,InstanceFlags p_flags) const;
  744. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
  745. virtual RID instance_geometry_get_material_override(RID p_instance) const;
  746. virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max);
  747. virtual float instance_geometry_get_draw_range_max(RID p_instance) const;
  748. virtual float instance_geometry_get_draw_range_min(RID p_instance) const;
  749. virtual void instance_geometry_set_baked_light(RID p_instance,RID p_baked_light);
  750. virtual RID instance_geometry_get_baked_light(RID p_instance) const;
  751. virtual void instance_geometry_set_baked_light_sampler(RID p_instance,RID p_baked_light_sampler);
  752. virtual RID instance_geometry_get_baked_light_sampler(RID p_instance) const;
  753. virtual void instance_geometry_set_baked_light_texture_index(RID p_instance,int p_tex_id);
  754. virtual int instance_geometry_get_baked_light_texture_index(RID p_instance) const;
  755. virtual void instance_light_set_enabled(RID p_instance,bool p_enabled);
  756. virtual bool instance_light_is_enabled(RID p_instance) const;
  757. /* CANVAS (2D) */
  758. virtual RID canvas_create();
  759. virtual void canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring);
  760. virtual Point2 canvas_get_item_mirroring(RID p_canvas,RID p_item) const;
  761. virtual RID canvas_item_create();
  762. virtual void canvas_item_set_parent(RID p_item,RID p_parent_item);
  763. virtual RID canvas_item_get_parent(RID p_canvas_item) const;
  764. virtual void canvas_item_set_visible(RID p_item,bool p_visible);
  765. virtual bool canvas_item_is_visible(RID p_item) const;
  766. virtual void canvas_item_set_blend_mode(RID p_canvas_item,MaterialBlendMode p_blend);
  767. //virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect);
  768. virtual void canvas_item_set_transform(RID p_item, const Matrix32& p_transform);
  769. virtual void canvas_item_set_clip(RID p_item, bool p_clip);
  770. virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect=Rect2());
  771. virtual void canvas_item_set_opacity(RID p_item, float p_opacity);
  772. virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const;
  773. virtual void canvas_item_set_on_top(RID p_item, bool p_on_top);
  774. virtual bool canvas_item_is_on_top(RID p_item) const;
  775. virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity);
  776. virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const;
  777. virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport);
  778. 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);
  779. virtual void canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color);
  780. virtual void canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color);
  781. 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);
  782. 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);
  783. virtual void canvas_item_add_style_box(RID p_item, const Rect2& p_rect, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
  784. 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);
  785. 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());
  786. 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);
  787. 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());
  788. virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform);
  789. virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend);
  790. virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
  791. virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
  792. virtual void canvas_item_set_z(RID p_item, int p_z);
  793. virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
  794. virtual void canvas_item_set_shader(RID p_item, RID p_shader);
  795. virtual RID canvas_item_get_shader(RID p_item) const;
  796. virtual void canvas_item_set_use_parent_shader(RID p_item, bool p_enable);
  797. virtual void canvas_item_set_shader_param(RID p_canvas_item, const StringName& p_param, const Variant& p_value);
  798. virtual Variant canvas_item_get_shader_param(RID p_canvas_item, const StringName& p_param) const;
  799. virtual void canvas_item_clear(RID p_item);
  800. virtual void canvas_item_raise(RID p_item);
  801. /* CURSOR */
  802. virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
  803. virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset, int p_cursor=0);
  804. virtual void cursor_set_visible(bool p_visible, int p_cursor = 0);
  805. virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0);
  806. /* BLACK BARS */
  807. virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
  808. virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);
  809. /* FREE */
  810. virtual void free( RID p_rid );
  811. /* CUSTOM SHADE MODEL */
  812. virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
  813. virtual RID custom_shade_model_get_shader(int p_model) const;
  814. virtual void custom_shade_model_set_name(int p_model, const String& p_name);
  815. virtual String custom_shade_model_get_name(int p_model) const;
  816. virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info);
  817. virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const;
  818. /* EVENT QUEUING */
  819. virtual void draw();
  820. virtual void flush();
  821. virtual void init();
  822. virtual void finish();
  823. virtual bool has_changed() const;
  824. /* RENDER INFO */
  825. virtual int get_render_info(RenderInfo p_info);
  826. virtual bool has_feature(Features p_feature) const;
  827. RID get_test_cube();
  828. virtual void set_boot_image(const Image& p_image, const Color& p_color);
  829. virtual void set_default_clear_color(const Color& p_color);
  830. VisualServerRaster(Rasterizer *p_rasterizer);
  831. ~VisualServerRaster();
  832. };
  833. #endif