visual_server_raster.h 34 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) 2007-2016 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 "allocators.h"
  34. #include "octree.h"
  35. #include "visual_server_global.h"
  36. #include "visual_server_viewport.h"
  37. #include "visual_server_canvas.h"
  38. /**
  39. @author Juan Linietsky <[email protected]>
  40. */
  41. class VisualServerRaster : public VisualServer {
  42. enum {
  43. MAX_INSTANCE_CULL=8192,
  44. MAX_INSTANCE_LIGHTS=4,
  45. LIGHT_CACHE_DIRTY=-1,
  46. MAX_LIGHTS_CULLED=256,
  47. MAX_ROOM_CULL=32,
  48. MAX_EXTERIOR_PORTALS=128,
  49. MAX_LIGHT_SAMPLERS=256,
  50. INSTANCE_ROOMLESS_MASK=(1<<20)
  51. };
  52. int changes;
  53. bool draw_extra_frame;
  54. RID test_cube;
  55. #if 0
  56. struct Room {
  57. bool occlude_exterior;
  58. BSP_Tree bounds;
  59. Room() { occlude_exterior=true; }
  60. };
  61. BalloonAllocator<> octree_allocator;
  62. struct OctreeAllocator {
  63. static BalloonAllocator<> *allocator;
  64. _FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
  65. _FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }
  66. };
  67. struct Portal {
  68. bool enabled;
  69. float disable_distance;
  70. Color disable_color;
  71. float connect_range;
  72. Vector<Point2> shape;
  73. Rect2 bounds;
  74. Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
  75. };
  76. struct BakedLight {
  77. Rasterizer::BakedLightData data;
  78. DVector<int> sampler;
  79. AABB octree_aabb;
  80. Size2i octree_tex_size;
  81. Size2i light_tex_size;
  82. };
  83. struct BakedLightSampler {
  84. float params[BAKED_LIGHT_SAMPLER_MAX];
  85. int resolution;
  86. Vector<Vector3> dp_cache;
  87. BakedLightSampler() {
  88. params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
  89. params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
  90. params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
  91. params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
  92. resolution=16;
  93. }
  94. };
  95. void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
  96. struct Camera {
  97. enum Type {
  98. PERSPECTIVE,
  99. ORTHOGONAL
  100. };
  101. Type type;
  102. float fov;
  103. float znear,zfar;
  104. float size;
  105. uint32_t visible_layers;
  106. bool vaspect;
  107. RID env;
  108. Transform transform;
  109. Camera() {
  110. visible_layers=0xFFFFFFFF;
  111. fov=60;
  112. type=PERSPECTIVE;
  113. znear=0.1; zfar=100;
  114. size=1.0;
  115. vaspect=false;
  116. }
  117. };
  118. struct Instance;
  119. typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
  120. struct Scenario;
  121. struct Instance {
  122. enum {
  123. MAX_LIGHTS=4
  124. };
  125. RID self;
  126. OctreeElementID octree_id;
  127. Scenario *scenario;
  128. bool update;
  129. bool update_aabb;
  130. bool update_materials;
  131. Instance *update_next;
  132. InstanceType base_type;
  133. RID base_rid;
  134. AABB aabb;
  135. AABB transformed_aabb;
  136. uint32_t object_ID;
  137. bool visible;
  138. bool visible_in_all_rooms;
  139. uint32_t layer_mask;
  140. float draw_range_begin;
  141. float draw_range_end;
  142. float extra_margin;
  143. Rasterizer::InstanceData data;
  144. Set<Instance*> auto_rooms;
  145. Set<Instance*> valid_auto_rooms;
  146. Instance *room;
  147. List<Instance*>::Element *RE;
  148. Instance *baked_light;
  149. List<Instance*>::Element *BLE;
  150. Instance *sampled_light;
  151. bool exterior;
  152. uint64_t last_render_pass;
  153. uint64_t last_frame_pass;
  154. uint64_t version; // changes to this, and changes to base increase version
  155. InstanceSet lights;
  156. bool light_cache_dirty;
  157. struct RoomInfo {
  158. Transform affine_inverse;
  159. Room *room;
  160. List<Instance*> owned_geometry_instances;
  161. List<Instance*> owned_portal_instances;
  162. List<Instance*> owned_room_instances;
  163. List<Instance*> owned_light_instances; //not used, but just for the sake of it
  164. Set<Instance*> disconnected_child_portals;
  165. Set<Instance*> owned_autoroom_geometry;
  166. uint64_t last_visited_pass;
  167. RoomInfo() { last_visited_pass=0; }
  168. };
  169. struct PortalInfo {
  170. Portal *portal;
  171. Set<Instance*> candidate_set;
  172. Instance *connected;
  173. uint64_t last_visited_pass;
  174. Plane plane_cache;
  175. Vector<Vector3> transformed_point_cache;
  176. PortalInfo() { connected=NULL; last_visited_pass=0;}
  177. };
  178. struct LightInfo {
  179. RID instance;
  180. int light_set_index;
  181. uint64_t last_version;
  182. uint64_t last_add_pass;
  183. List<RID>::Element *D; // directional light in scenario
  184. InstanceSet affected;
  185. bool enabled;
  186. float dtc; //distance to camera, used for sorting
  187. LightInfo() {
  188. D=NULL;
  189. light_set_index=-1;
  190. last_add_pass=0;
  191. enabled=true;
  192. }
  193. };
  194. struct BakedLightInfo {
  195. BakedLight *baked_light;
  196. Transform affine_inverse;
  197. List<Instance*> owned_instances;
  198. };
  199. struct BakedLightSamplerInfo {
  200. Set<Instance*> baked_lights;
  201. Set<Instance*> owned_instances;
  202. BakedLightSampler *sampler;
  203. int resolution;
  204. Vector<Color> light_bufer;
  205. RID sampled_light;
  206. uint64_t last_pass;
  207. Transform xform; // viewspace normal to lightspace, might not use one.
  208. BakedLightSamplerInfo() {
  209. sampler=NULL;
  210. last_pass=0;
  211. resolution=0;
  212. }
  213. };
  214. struct ParticlesInfo {
  215. RID instance;
  216. };
  217. RoomInfo *room_info;
  218. LightInfo *light_info;
  219. ParticlesInfo *particles_info;
  220. PortalInfo * portal_info;
  221. BakedLightInfo * baked_light_info;
  222. BakedLightSamplerInfo * baked_light_sampler_info;
  223. Instance() {
  224. octree_id=0;
  225. update_next=0;
  226. object_ID=0;
  227. last_render_pass=0;
  228. last_frame_pass=0;
  229. light_info=0;
  230. particles_info=0;
  231. update_next=NULL;
  232. update=false;
  233. visible=true;
  234. data.cast_shadows=SHADOW_CASTING_SETTING_ON;
  235. data.receive_shadows=true;
  236. data.depth_scale=false;
  237. data.billboard=false;
  238. data.billboard_y=false;
  239. data.baked_light=NULL;
  240. data.baked_light_octree_xform=NULL;
  241. data.baked_lightmap_id=-1;
  242. version=1;
  243. room_info=NULL;
  244. room=NULL;
  245. RE=NULL;
  246. portal_info=NULL;
  247. exterior=false;
  248. layer_mask=1;
  249. draw_range_begin=0;
  250. draw_range_end=0;
  251. extra_margin=0;
  252. visible_in_all_rooms=false;
  253. update_aabb=false;
  254. update_materials=false;
  255. baked_light=NULL;
  256. baked_light_info=NULL;
  257. baked_light_sampler_info=NULL;
  258. sampled_light=NULL;
  259. BLE=NULL;
  260. light_cache_dirty=true;
  261. }
  262. ~Instance() {
  263. if (light_info)
  264. memdelete(light_info);
  265. if (particles_info)
  266. memdelete(particles_info);
  267. if (room_info)
  268. memdelete(room_info);
  269. if (portal_info)
  270. memdelete(portal_info);
  271. if (baked_light_info)
  272. memdelete(baked_light_info);
  273. };
  274. };
  275. struct _InstanceLightsort {
  276. bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
  277. };
  278. struct Scenario {
  279. ScenarioDebugMode debug;
  280. RID self;
  281. // well wtf, balloon allocator is slower?
  282. typedef ::Octree<Instance,true> Octree;
  283. Octree octree;
  284. List<RID> directional_lights;
  285. RID environment;
  286. RID fallback_environment;
  287. Instance *dirty_instances;
  288. Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
  289. };
  290. mutable RID_Owner<Rasterizer::CanvasItemMaterial> canvas_item_material_owner;
  291. struct Viewport {
  292. RID self;
  293. RID parent;
  294. VisualServer::ViewportRect rect;
  295. RID camera;
  296. RID scenario;
  297. RID viewport_data;
  298. RenderTargetUpdateMode render_target_update_mode;
  299. RID render_target;
  300. RID render_target_texture;
  301. Rect2 rt_to_screen_rect;
  302. bool hide_scenario;
  303. bool hide_canvas;
  304. bool transparent_bg;
  305. bool queue_capture;
  306. bool render_target_vflip;
  307. bool render_target_clear_on_new_frame;
  308. bool render_target_clear;
  309. bool disable_environment;
  310. Image capture;
  311. bool rendered_in_prev_frame;
  312. struct CanvasKey {
  313. int layer;
  314. RID canvas;
  315. bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
  316. CanvasKey() { layer=0; }
  317. CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
  318. };
  319. struct CanvasData {
  320. Canvas *canvas;
  321. Matrix32 transform;
  322. int layer;
  323. };
  324. Matrix32 global_transform;
  325. Map<RID,CanvasData> canvas_map;
  326. SelfList<Viewport> update_list;
  327. Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false; render_target_vflip=false; render_target_clear_on_new_frame=true; render_target_clear=true; disable_environment=false; }
  328. };
  329. SelfList<Viewport>::List viewport_update_list;
  330. Map<RID,int> screen_viewports;
  331. struct CullRange {
  332. Plane nearp;
  333. float min,max;
  334. float z_near,z_far;
  335. void add_aabb(const AABB& p_aabb) {
  336. }
  337. };
  338. struct Cursor {
  339. Point2 pos;
  340. float rot;
  341. RID texture;
  342. Point2 center;
  343. bool visible;
  344. Rect2 region;
  345. Cursor() {
  346. rot = 0;
  347. visible = false;
  348. region = Rect2();
  349. };
  350. };
  351. Rect2 canvas_clip;
  352. Color clear_color;
  353. Cursor cursors[MAX_CURSORS];
  354. RID default_cursor_texture;
  355. static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
  356. static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);
  357. Instance *instance_cull_result[MAX_INSTANCE_CULL];
  358. Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
  359. Instance *light_cull_result[MAX_LIGHTS_CULLED];
  360. int light_cull_count;
  361. Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
  362. int exterior_portal_cull_count;
  363. bool exterior_visited;
  364. Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS];
  365. int light_samplers_culled;
  366. Instance *room_cull_result[MAX_ROOM_CULL];
  367. int room_cull_count;
  368. bool room_cull_enabled;
  369. bool light_discard_enabled;
  370. bool shadows_enabled;
  371. int black_margin[4];
  372. RID black_image[4];
  373. Vector<Vector3> aabb_random_points;
  374. Vector<Vector3> transformed_aabb_random_points;
  375. void _instance_validate_autorooms(Instance *p_geometry);
  376. void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
  377. void _portal_attempt_connect(Instance *p_portal);
  378. void _dependency_queue_update(RID p_rid, bool p_update_aabb=false, bool p_update_materials=false);
  379. _FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false,bool p_update_materials=false);
  380. void _update_instances();
  381. void _update_instance_aabb(Instance *p_instance);
  382. void _update_instance(Instance *p_instance);
  383. void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
  384. void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);
  385. Instance *instance_update_list;
  386. //RID default_scenario;
  387. //RID default_viewport;
  388. RID test_cube;
  389. mutable RID_Owner<Room> room_owner;
  390. mutable RID_Owner<Portal> portal_owner;
  391. mutable RID_Owner<BakedLight> baked_light_owner;
  392. mutable RID_Owner<BakedLightSampler> baked_light_sampler_owner;
  393. mutable RID_Owner<Camera> camera_owner;
  394. mutable RID_Owner<Viewport> viewport_owner;
  395. mutable RID_Owner<Scenario> scenario_owner;
  396. mutable RID_Owner<Instance> instance_owner;
  397. mutable RID_Owner<Canvas> canvas_owner;
  398. mutable RID_Owner<CanvasItem> canvas_item_owner;
  399. Map< RID, Set<RID> > instance_dependency_map;
  400. Map< RID, Set<Instance*> > skeleton_dependency_map;
  401. ViewportRect viewport_rect;
  402. _FORCE_INLINE_ void _instance_draw(Instance *p_instance);
  403. bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to);
  404. void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
  405. void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
  406. void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace);
  407. void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
  408. void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
  409. static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
  410. void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
  411. 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_material_owner);
  412. void _render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
  413. void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights);
  414. Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
  415. Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
  416. void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
  417. void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
  418. void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
  419. uint64_t render_pass;
  420. int changes;
  421. bool draw_extra_frame;
  422. void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera);
  423. void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h);
  424. void _draw_viewports();
  425. void _draw_cursors_and_margins();
  426. Rasterizer *rasterizer;
  427. #endif
  428. public:
  429. #define DISPLAY_CHANGED changes++;
  430. #define BIND0R(m_r,m_name) m_r m_name() { return BINDBASE->m_name(); }
  431. #define BIND1R(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
  432. #define BIND1RC(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
  433. #define BIND2RC(m_r,m_name,m_type1,m_type2) m_r m_name(m_type1 arg1,m_type2 arg2) const { return BINDBASE->m_name(arg1,arg2); }
  434. #define BIND3RC(m_r,m_name,m_type1,m_type2,m_type3) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3) const { return BINDBASE->m_name(arg1,arg2,arg3); }
  435. #define BIND4RC(m_r,m_name,m_type1,m_type2,m_type3,m_type4) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4) const { return BINDBASE->m_name(arg1,arg2,arg3,arg4); }
  436. #define BIND1(m_name,m_type1) void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
  437. #define BIND2(m_name,m_type1,m_type2) void m_name(m_type1 arg1,m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2); }
  438. #define BIND2C(m_name,m_type1,m_type2) void m_name(m_type1 arg1,m_type2 arg2) const { BINDBASE->m_name(arg1,arg2); }
  439. #define BIND3(m_name,m_type1,m_type2,m_type3) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3); }
  440. #define BIND4(m_name,m_type1,m_type2,m_type3,m_type4) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4); }
  441. #define BIND5(m_name,m_type1,m_type2,m_type3,m_type4,m_type5) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5); }
  442. #define BIND6(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6); }
  443. #define BIND7(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7); }
  444. #define BIND8(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8); }
  445. #define BIND10(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8,m_type9,m_type10) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8,m_type9 arg9,m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9,arg10); }
  446. //from now on, calls forwarded to this singleton
  447. #define BINDBASE VSG::storage
  448. /* TEXTURE API */
  449. BIND0R(RID,texture_create)
  450. BIND5(texture_allocate,RID,int,int,Image::Format,uint32_t)
  451. BIND3(texture_set_data,RID,const Image&,CubeMapSide)
  452. BIND2RC(Image,texture_get_data,RID,CubeMapSide)
  453. BIND2(texture_set_flags,RID,uint32_t)
  454. BIND1RC(uint32_t,texture_get_flags,RID)
  455. BIND1RC(Image::Format,texture_get_format,RID)
  456. BIND1RC(uint32_t,texture_get_width,RID)
  457. BIND1RC(uint32_t,texture_get_height,RID)
  458. BIND3(texture_set_size_override,RID,int,int)
  459. BIND2(texture_set_path,RID,const String&)
  460. BIND1RC(String,texture_get_path,RID)
  461. BIND1(texture_set_shrink_all_x2_on_set_data,bool)
  462. BIND1(texture_debug_usage,List<TextureInfo>*)
  463. /* SHADER API */
  464. BIND1R(RID,shader_create,ShaderMode)
  465. BIND2(shader_set_mode,RID,ShaderMode)
  466. BIND1RC(ShaderMode,shader_get_mode,RID)
  467. BIND2(shader_set_code,RID,const String&)
  468. BIND1RC(String,shader_get_code,RID)
  469. BIND2C(shader_get_param_list,RID, List<PropertyInfo> *)
  470. BIND3(shader_set_default_texture_param,RID,const StringName&,RID)
  471. BIND2RC(RID,shader_get_default_texture_param,RID,const StringName&)
  472. /* COMMON MATERIAL API */
  473. BIND0R(RID,material_create)
  474. BIND2(material_set_shader,RID,RID)
  475. BIND1RC(RID,material_get_shader,RID)
  476. BIND3(material_set_param,RID, const StringName&, const Variant& )
  477. BIND2RC(Variant,material_get_param,RID, const StringName& )
  478. /* MESH API */
  479. BIND0R(RID,mesh_create)
  480. BIND8(mesh_add_surface,RID,uint32_t,PrimitiveType,const DVector<uint8_t>&,int ,const DVector<uint8_t>& ,int ,const Vector<DVector<uint8_t> >& )
  481. BIND2(mesh_set_morph_target_count,RID,int)
  482. BIND1RC(int,mesh_get_morph_target_count,RID)
  483. BIND2(mesh_set_morph_target_mode,RID,MorphTargetMode)
  484. BIND1RC(MorphTargetMode, mesh_get_morph_target_mode,RID )
  485. BIND3(mesh_surface_set_material,RID, int , RID )
  486. BIND2RC(RID,mesh_surface_get_material,RID, int )
  487. BIND2RC(int,mesh_surface_get_array_len,RID,int)
  488. BIND2RC(int,mesh_surface_get_array_index_len,RID,int)
  489. BIND2RC(DVector<uint8_t>,mesh_surface_get_array,RID,int)
  490. BIND2RC(DVector<uint8_t>,mesh_surface_get_index_array,RID, int)
  491. BIND2RC(uint32_t,mesh_surface_get_format,RID,int)
  492. BIND2RC(PrimitiveType,mesh_surface_get_primitive_type,RID,int)
  493. BIND2(mesh_remove_surface,RID,int)
  494. BIND1RC(int,mesh_get_surface_count,RID)
  495. BIND2(mesh_set_custom_aabb,RID,const AABB&)
  496. BIND1RC(AABB,mesh_get_custom_aabb,RID)
  497. BIND1(mesh_clear,RID)
  498. /* MULTIMESH API */
  499. BIND0R(RID,multimesh_create)
  500. BIND5(multimesh_allocate,RID,int,MultimeshTransformFormat,MultimeshColorFormat,bool)
  501. BIND1RC(int,multimesh_get_instance_count,RID)
  502. BIND2(multimesh_set_mesh,RID,RID)
  503. BIND2(multimesh_set_custom_aabb,RID,const AABB&)
  504. BIND3(multimesh_instance_set_transform,RID,int,const Transform&)
  505. BIND3(multimesh_instance_set_transform_2d,RID,int,const Matrix32& )
  506. BIND3(multimesh_instance_set_color,RID,int,const Color&)
  507. BIND1RC(RID,multimesh_get_mesh,RID)
  508. BIND1RC(AABB,multimesh_get_custom_aabb,RID)
  509. BIND2RC(Transform,multimesh_instance_get_transform,RID,int )
  510. BIND2RC(Matrix32,multimesh_instance_get_transform_2d,RID,int)
  511. BIND2RC(Color,multimesh_instance_get_color,RID,int)
  512. BIND2(multimesh_set_visible_instances,RID,int)
  513. BIND1RC(int,multimesh_get_visible_instances,RID)
  514. /* IMMEDIATE API */
  515. BIND0R(RID,immediate_create)
  516. BIND3(immediate_begin,RID,PrimitiveType,RID)
  517. BIND2(immediate_vertex,RID,const Vector3&)
  518. BIND2(immediate_vertex_2d,RID,const Vector3&)
  519. BIND2(immediate_normal,RID,const Vector3&)
  520. BIND2(immediate_tangent,RID,const Plane&)
  521. BIND2(immediate_color,RID,const Color&)
  522. BIND2(immediate_uv,RID,const Vector2& )
  523. BIND2(immediate_uv2,RID,const Vector2&)
  524. BIND1(immediate_end,RID)
  525. BIND1(immediate_clear,RID)
  526. BIND2(immediate_set_material,RID ,RID )
  527. BIND1RC(RID,immediate_get_material,RID)
  528. /* SKELETON API */
  529. BIND0R(RID,skeleton_create)
  530. BIND3(skeleton_allocate,RID,int,bool)
  531. BIND1RC(int,skeleton_get_bone_count,RID)
  532. BIND3(skeleton_bone_set_transform,RID,int,const Transform&)
  533. BIND2RC(Transform,skeleton_bone_get_transform,RID,int)
  534. BIND3(skeleton_bone_set_transform_2d,RID,int, const Matrix32& )
  535. BIND2RC(Matrix32,skeleton_bone_get_transform_2d,RID,int)
  536. /* Light API */
  537. BIND1R(RID,light_create,LightType)
  538. BIND2(light_set_color,RID,const Color&)
  539. BIND3(light_set_param,RID ,LightParam ,float )
  540. BIND2(light_set_shadow,RID ,bool )
  541. BIND2(light_set_projector,RID,RID )
  542. BIND2(light_set_attenuation_texure,RID,RID )
  543. BIND2(light_set_negative,RID,bool )
  544. BIND2(light_set_cull_mask,RID ,uint32_t )
  545. BIND2(light_set_shader,RID ,RID )
  546. BIND2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode)
  547. /* PROBE API */
  548. BIND0R(RID,reflection_probe_create)
  549. BIND2(reflection_probe_set_intensity,RID, float )
  550. BIND3(reflection_probe_set_clip,RID, float , float )
  551. BIND2(reflection_probe_set_min_blend_distance,RID, float )
  552. BIND2(reflection_probe_set_extents,RID, const Vector3& )
  553. BIND2(reflection_probe_set_origin_offset,RID, const Vector3& )
  554. BIND2(reflection_probe_set_enable_parallax_correction,RID, bool )
  555. BIND2(reflection_probe_set_resolution,RID, int )
  556. BIND2(reflection_probe_set_hide_skybox,RID, bool )
  557. BIND2(reflection_probe_set_cull_mask,RID, uint32_t )
  558. /* ROOM API */
  559. BIND0R(RID,room_create)
  560. BIND4(room_add_bounds,RID, const DVector<Vector2>& ,float ,const Transform& )
  561. BIND1(room_clear_bounds,RID)
  562. /* PORTAL API */
  563. // portals are only (x/y) points, forming a convex shape, which its clockwise
  564. // order points outside. (z is 0);
  565. BIND0R(RID,portal_create)
  566. BIND2(portal_set_shape,RID , const Vector<Point2>& )
  567. BIND2(portal_set_enabled,RID , bool )
  568. BIND2(portal_set_disable_distance,RID , float )
  569. BIND2(portal_set_disabled_color,RID , const Color& )
  570. /* CAMERA API */
  571. virtual RID camera_create();
  572. virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far);
  573. virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far);
  574. virtual void camera_set_transform(RID p_camera,const Transform& p_transform);
  575. virtual void camera_set_cull_mask(RID p_camera,uint32_t p_layers);
  576. virtual void camera_set_environment(RID p_camera,RID p_env);
  577. virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
  578. #undef BINDBASE
  579. //from now on, calls forwarded to this singleton
  580. #define BINDBASE VSG::viewport
  581. /* VIEWPORT TARGET API */
  582. BIND0R(RID,viewport_create)
  583. BIND3(viewport_set_size,RID,int ,int )
  584. BIND2(viewport_set_active,RID ,bool )
  585. BIND2(viewport_set_parent_viewport,RID,RID)
  586. BIND2(viewport_set_clear_mode,RID,ViewportClearMode )
  587. BIND3(viewport_attach_to_screen,RID ,const Rect2& ,int )
  588. BIND1(viewport_detach,RID)
  589. BIND2(viewport_set_update_mode,RID,ViewportUpdateMode )
  590. BIND2(viewport_set_vflip,RID,bool)
  591. BIND1RC(RID,viewport_get_texture,RID )
  592. BIND2(viewport_set_hide_scenario,RID,bool )
  593. BIND2(viewport_set_hide_canvas,RID,bool )
  594. BIND2(viewport_set_disable_environment,RID,bool )
  595. BIND2(viewport_set_disable_3d,RID,bool )
  596. BIND2(viewport_attach_camera,RID,RID )
  597. BIND2(viewport_set_scenario,RID,RID )
  598. BIND2(viewport_attach_canvas,RID,RID )
  599. BIND2(viewport_remove_canvas,RID,RID )
  600. BIND3(viewport_set_canvas_transform,RID ,RID ,const Matrix32& )
  601. BIND2(viewport_set_transparent_background,RID ,bool )
  602. BIND2(viewport_set_global_canvas_transform,RID,const Matrix32& )
  603. BIND3(viewport_set_canvas_layer,RID ,RID ,int )
  604. /* ENVIRONMENT API */
  605. virtual RID environment_create();
  606. virtual void environment_set_background(RID p_env,EnvironmentBG p_bg);
  607. virtual void environment_set_skybox(RID p_env,RID p_skybox,float p_energy=1.0);
  608. virtual void environment_set_bg_color(RID p_env,const Color& p_color);
  609. virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
  610. virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0);
  611. virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode);
  612. virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
  613. virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,EnvironmentToneMapper p_tone_mapper);
  614. virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness);
  615. virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast);
  616. virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
  617. virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
  618. /* SCENARIO API */
  619. virtual RID scenario_create();
  620. virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode);
  621. virtual void scenario_set_environment(RID p_scenario, RID p_environment);
  622. virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const;
  623. virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
  624. /* INSTANCING API */
  625. // from can be mesh, light, area and portal so far.
  626. virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far.
  627. virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far.
  628. virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far.
  629. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
  630. virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
  631. virtual void instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID);
  632. virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight);
  633. virtual void instance_set_surface_material(RID p_instance,int p_surface, RID p_material);
  634. virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
  635. virtual void instance_set_exterior( RID p_instance, bool p_enabled );
  636. virtual void instance_set_room( RID p_instance, RID p_room );
  637. virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
  638. // don't use these in a game!
  639. virtual Vector<ObjectID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
  640. virtual Vector<ObjectID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
  641. virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
  642. virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
  643. virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting);
  644. virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
  645. virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin);
  646. virtual void instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance);
  647. #undef BINDBASE
  648. //from now on, calls forwarded to this singleton
  649. #define BINDBASE VSG::canvas
  650. /* CANVAS (2D) */
  651. BIND0R(RID,canvas_create)
  652. BIND3(canvas_set_item_mirroring,RID ,RID ,const Point2& )
  653. BIND2(canvas_set_modulate,RID,const Color&)
  654. BIND0R(RID,canvas_item_create)
  655. BIND2(canvas_item_set_parent,RID ,RID)
  656. BIND2(canvas_item_set_visible,RID,bool )
  657. BIND2(canvas_item_set_light_mask,RID,int )
  658. BIND2(canvas_item_set_transform,RID, const Matrix32& )
  659. BIND2(canvas_item_set_clip,RID, bool )
  660. BIND2(canvas_item_set_distance_field_mode,RID, bool )
  661. BIND3(canvas_item_set_custom_rect,RID, bool ,const Rect2& )
  662. BIND2(canvas_item_set_modulate,RID, const Color& )
  663. BIND2(canvas_item_set_self_modulate,RID, const Color& )
  664. BIND2(canvas_item_set_draw_behind_parent,RID, bool )
  665. BIND6(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float ,bool )
  666. BIND3(canvas_item_add_rect,RID, const Rect2& , const Color& )
  667. BIND4(canvas_item_add_circle,RID, const Point2& , float ,const Color& )
  668. BIND6(canvas_item_add_texture_rect,RID, const Rect2& , RID ,bool ,const Color& ,bool )
  669. BIND6(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color& ,bool )
  670. BIND10(canvas_item_add_nine_patch,RID, const Rect2& , const Rect2& , RID ,const Vector2& , const Vector2& ,NinePatchAxisMode , NinePatchAxisMode,bool ,const Color& )
  671. BIND6(canvas_item_add_primitive,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ,float )
  672. BIND5(canvas_item_add_polygon,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID )
  673. BIND7(canvas_item_add_triangle_array,RID, const Vector<int>& , const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID , int)
  674. BIND3(canvas_item_add_mesh,RID, const RID& ,RID )
  675. BIND3(canvas_item_add_multimesh,RID, RID ,RID )
  676. BIND2(canvas_item_add_set_transform,RID,const Matrix32& )
  677. BIND2(canvas_item_add_clip_ignore,RID, bool )
  678. BIND2(canvas_item_set_sort_children_by_y,RID, bool )
  679. BIND2(canvas_item_set_z,RID, int )
  680. BIND2(canvas_item_set_z_as_relative_to_parent,RID, bool )
  681. BIND3(canvas_item_set_copy_to_backbuffer,RID, bool ,const Rect2& )
  682. BIND1(canvas_item_clear,RID )
  683. BIND2(canvas_item_set_draw_index,RID,int)
  684. BIND2(canvas_item_set_material,RID, RID )
  685. BIND2(canvas_item_set_use_parent_material,RID, bool )
  686. BIND0R(RID,canvas_light_create)
  687. BIND2(canvas_light_attach_to_canvas,RID,RID )
  688. BIND2(canvas_light_set_enabled,RID, bool )
  689. BIND2(canvas_light_set_scale,RID, float )
  690. BIND2(canvas_light_set_transform,RID, const Matrix32& )
  691. BIND2(canvas_light_set_texture,RID, RID )
  692. BIND2(canvas_light_set_texture_offset,RID, const Vector2& )
  693. BIND2(canvas_light_set_color,RID, const Color& )
  694. BIND2(canvas_light_set_height,RID, float )
  695. BIND2(canvas_light_set_energy,RID, float )
  696. BIND3(canvas_light_set_z_range,RID, int ,int )
  697. BIND3(canvas_light_set_layer_range,RID, int ,int )
  698. BIND2(canvas_light_set_item_cull_mask,RID, int )
  699. BIND2(canvas_light_set_item_shadow_cull_mask,RID, int )
  700. BIND2(canvas_light_set_mode,RID, CanvasLightMode )
  701. BIND2(canvas_light_set_shadow_enabled,RID, bool )
  702. BIND2(canvas_light_set_shadow_buffer_size,RID, int )
  703. BIND2(canvas_light_set_shadow_gradient_length,RID, float )
  704. BIND2(canvas_light_set_shadow_filter,RID, CanvasLightShadowFilter )
  705. BIND2(canvas_light_set_shadow_color,RID, const Color& )
  706. BIND0R(RID,canvas_light_occluder_create)
  707. BIND2(canvas_light_occluder_attach_to_canvas,RID,RID )
  708. BIND2(canvas_light_occluder_set_enabled,RID,bool )
  709. BIND2(canvas_light_occluder_set_polygon,RID,RID )
  710. BIND2(canvas_light_occluder_set_transform,RID,const Matrix32& )
  711. BIND2(canvas_light_occluder_set_light_mask,RID,int )
  712. BIND0R(RID,canvas_occluder_polygon_create)
  713. BIND3(canvas_occluder_polygon_set_shape,RID,const DVector<Vector2>& ,bool)
  714. BIND2(canvas_occluder_polygon_set_shape_as_lines,RID ,const DVector<Vector2>&)
  715. BIND2(canvas_occluder_polygon_set_cull_mode,RID,CanvasOccluderPolygonCullMode)
  716. /* CURSOR */
  717. virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
  718. virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor=0, const Rect2 &p_region=Rect2());
  719. virtual void cursor_set_visible(bool p_visible, int p_cursor = 0);
  720. virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0);
  721. /* BLACK BARS */
  722. virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
  723. virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);
  724. /* FREE */
  725. virtual void free( RID p_rid ); ///< free RIDs associated with the visual server
  726. /* EVENT QUEUING */
  727. virtual void draw();
  728. virtual void sync();
  729. virtual bool has_changed() const;
  730. virtual void init();
  731. virtual void finish();
  732. /* STATUS INFORMATION */
  733. virtual int get_render_info(RenderInfo p_info);
  734. virtual RID get_test_cube();
  735. /* TESTING */
  736. virtual void set_boot_image(const Image& p_image, const Color& p_color,bool p_scale);
  737. virtual void set_default_clear_color(const Color& p_color);
  738. virtual bool has_feature(Features p_feature) const;
  739. VisualServerRaster();
  740. ~VisualServerRaster();
  741. #undef DISPLAY_CHANGED
  742. #undef BIND0R
  743. #undef BIND1RC
  744. #undef BIND2RC
  745. #undef BIND3RC
  746. #undef BIND4RC
  747. #undef BIND1
  748. #undef BIND2
  749. #undef BIND3
  750. #undef BIND4
  751. #undef BIND5
  752. #undef BIND6
  753. #undef BIND7
  754. #undef BIND8
  755. #undef BIND10
  756. };
  757. #endif