godot/servers/visual_server.h
Rémi Verschelde b97401f304 Update copyright statements to 2020
And apply clang-format 10 to the codebase.
2020-08-13 22:58:13 +02:00

1172 lines
48 KiB
C++

/*************************************************************************/
/* visual_server.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VISUAL_SERVER_H
#define VISUAL_SERVER_H
#include "bsp_tree.h"
#include "geometry.h"
#include "math_2d.h"
#include "object.h"
#include "rid.h"
#include "variant.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class VisualServer : public Object {
OBJ_TYPE(VisualServer, Object);
static VisualServer *singleton;
int mm_policy;
DVector<String> _shader_get_param_list(RID p_shader) const;
void _camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
void _viewport_set_rect(RID p_viewport, const Rect2 &p_rect);
Rect2 _viewport_get_rect(RID p_viewport) const;
void _canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &p_margins, const Color &p_modulate = Color(1, 1, 1));
protected:
RID _make_test_cube();
void _free_internal_rids();
RID test_texture;
RID white_texture;
RID test_material;
RID material_2d[32];
static VisualServer *(*create_func)();
static void _bind_methods();
public:
static VisualServer *get_singleton();
static VisualServer *create();
enum MipMapPolicy {
MIPMAPS_ENABLED,
MIPMAPS_ENABLED_FOR_PO2,
MIPMAPS_DISABLED
};
virtual void set_mipmap_policy(MipMapPolicy p_policy);
virtual MipMapPolicy get_mipmap_policy() const;
enum {
NO_INDEX_ARRAY = -1,
CUSTOM_ARRAY_SIZE = 8,
ARRAY_WEIGHTS_SIZE = 4,
MAX_PARTICLE_COLOR_PHASES = 4,
MAX_PARTICLE_ATTRACTORS = 4,
CANVAS_ITEM_Z_MIN = -4096,
CANVAS_ITEM_Z_MAX = 4096,
MAX_CURSORS = 8,
};
/* TEXTURE API */
enum TextureFlags {
TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
TEXTURE_FLAG_CUBEMAP = 2048,
TEXTURE_FLAG_VIDEO_SURFACE = 4096,
TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
};
enum CubeMapSide {
CUBEMAP_LEFT,
CUBEMAP_RIGHT,
CUBEMAP_BOTTOM,
CUBEMAP_TOP,
CUBEMAP_FRONT,
CUBEMAP_BACK
};
virtual RID texture_create() = 0;
RID texture_create_from_image(const Image &p_image, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT); // helper
virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT) = 0;
virtual void texture_set_data(RID p_texture, const Image &p_image, CubeMapSide p_cube_side = CUBEMAP_LEFT) = 0;
virtual Image texture_get_data(RID p_texture, CubeMapSide p_cube_side = CUBEMAP_LEFT) const = 0;
virtual void texture_set_flags(RID p_texture, uint32_t p_flags) = 0;
virtual uint32_t texture_get_flags(RID p_texture) const = 0;
virtual Image::Format texture_get_format(RID p_texture) const = 0;
virtual uint32_t texture_get_width(RID p_texture) const = 0;
virtual uint32_t texture_get_height(RID p_texture) const = 0;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
virtual bool texture_can_stream(RID p_texture) const = 0;
virtual void texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const = 0;
virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
virtual String texture_get_path(RID p_texture) const = 0;
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 0;
struct TextureInfo {
RID texture;
Size2 size;
Image::Format format;
int bytes;
String path;
};
virtual void texture_debug_usage(List<TextureInfo> *r_info) = 0;
/* SHADER API */
enum ShaderMode {
SHADER_MATERIAL,
SHADER_CANVAS_ITEM,
SHADER_POST_PROCESS,
};
virtual RID shader_create(ShaderMode p_mode = SHADER_MATERIAL) = 0;
virtual void shader_set_mode(RID p_shader, ShaderMode p_mode) = 0;
virtual ShaderMode shader_get_mode(RID p_shader) const = 0;
virtual void shader_set_code(RID p_shader, const String &p_vertex, const String &p_fragment, const String &p_light, int p_vertex_ofs = 0, int p_fragment_ofs = 0, int p_light_ofs = 0) = 0;
virtual String shader_get_fragment_code(RID p_shader) const = 0;
virtual String shader_get_vertex_code(RID p_shader) const = 0;
virtual String shader_get_light_code(RID p_shader) const = 0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
/* COMMON MATERIAL API */
virtual RID material_create() = 0;
virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
virtual RID material_get_shader(RID p_shader_material) const = 0;
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
enum MaterialFlag {
MATERIAL_FLAG_VISIBLE,
MATERIAL_FLAG_DOUBLE_SIDED,
MATERIAL_FLAG_INVERT_FACES, ///< Invert front/back of the object
MATERIAL_FLAG_UNSHADED,
MATERIAL_FLAG_ONTOP,
MATERIAL_FLAG_LIGHTMAP_ON_UV2,
MATERIAL_FLAG_COLOR_ARRAY_SRGB,
MATERIAL_FLAG_MAX,
};
virtual void material_set_flag(RID p_material, MaterialFlag p_flag, bool p_enabled) = 0;
virtual bool material_get_flag(RID p_material, MaterialFlag p_flag) const = 0;
enum MaterialDepthDrawMode {
MATERIAL_DEPTH_DRAW_ALWAYS,
MATERIAL_DEPTH_DRAW_OPAQUE_ONLY,
MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA,
MATERIAL_DEPTH_DRAW_NEVER
};
virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode) = 0;
virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const = 0;
enum MaterialBlendMode {
MATERIAL_BLEND_MODE_MIX, //default
MATERIAL_BLEND_MODE_ADD,
MATERIAL_BLEND_MODE_SUB,
MATERIAL_BLEND_MODE_MUL,
MATERIAL_BLEND_MODE_PREMULT_ALPHA
};
virtual void material_set_blend_mode(RID p_material, MaterialBlendMode p_mode) = 0;
virtual MaterialBlendMode material_get_blend_mode(RID p_material) const = 0;
virtual void material_set_line_width(RID p_material, float p_line_width) = 0;
virtual float material_get_line_width(RID p_material) const = 0;
//fixed material api
virtual RID fixed_material_create() = 0;
enum FixedMaterialParam {
FIXED_MATERIAL_PARAM_DIFFUSE,
FIXED_MATERIAL_PARAM_DETAIL,
FIXED_MATERIAL_PARAM_SPECULAR,
FIXED_MATERIAL_PARAM_EMISSION,
FIXED_MATERIAL_PARAM_SPECULAR_EXP,
FIXED_MATERIAL_PARAM_GLOW,
FIXED_MATERIAL_PARAM_NORMAL,
FIXED_MATERIAL_PARAM_SHADE_PARAM,
FIXED_MATERIAL_PARAM_MAX
};
enum FixedMaterialTexCoordMode {
FIXED_MATERIAL_TEXCOORD_UV,
FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM,
FIXED_MATERIAL_TEXCOORD_UV2,
FIXED_MATERIAL_TEXCOORD_SPHERE
};
enum FixedMaterialFlags {
FIXED_MATERIAL_FLAG_USE_ALPHA,
FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,
FIXED_MATERIAL_FLAG_USE_POINT_SIZE,
FIXED_MATERIAL_FLAG_DISCARD_ALPHA,
FIXED_MATERIAL_FLAG_USE_XY_NORMALMAP,
FIXED_MATERIAL_FLAG_MAX,
};
virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled) = 0;
virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const = 0;
virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant &p_value) = 0;
virtual Variant fixed_material_get_param(RID p_material, FixedMaterialParam p_parameter) const = 0;
virtual void fixed_material_set_texture(RID p_material, FixedMaterialParam p_parameter, RID p_texture) = 0;
virtual RID fixed_material_get_texture(RID p_material, FixedMaterialParam p_parameter) const = 0;
enum FixedMaterialLightShader {
FIXED_MATERIAL_LIGHT_SHADER_LAMBERT,
FIXED_MATERIAL_LIGHT_SHADER_WRAP,
FIXED_MATERIAL_LIGHT_SHADER_VELVET,
FIXED_MATERIAL_LIGHT_SHADER_TOON,
};
virtual void fixed_material_set_light_shader(RID p_material, FixedMaterialLightShader p_shader) = 0;
virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const = 0;
virtual void fixed_material_set_texcoord_mode(RID p_material, FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode) = 0;
virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material, FixedMaterialParam p_parameter) const = 0;
virtual void fixed_material_set_uv_transform(RID p_material, const Transform &p_transform) = 0;
virtual Transform fixed_material_get_uv_transform(RID p_material) const = 0;
virtual void fixed_material_set_point_size(RID p_material, float p_size) = 0;
virtual float fixed_material_get_point_size(RID p_material) const = 0;
/* MESH API */
enum ArrayType {
ARRAY_VERTEX = 0,
ARRAY_NORMAL = 1,
ARRAY_TANGENT = 2,
ARRAY_COLOR = 3,
ARRAY_TEX_UV = 4,
ARRAY_TEX_UV2 = 5,
ARRAY_BONES = 6,
ARRAY_WEIGHTS = 7,
ARRAY_INDEX = 8,
ARRAY_MAX = 9
};
enum ArrayFormat {
/* ARRAY FORMAT FLAGS */
ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX, // mandatory
ARRAY_FORMAT_NORMAL = 1 << ARRAY_NORMAL,
ARRAY_FORMAT_TANGENT = 1 << ARRAY_TANGENT,
ARRAY_FORMAT_COLOR = 1 << ARRAY_COLOR,
ARRAY_FORMAT_TEX_UV = 1 << ARRAY_TEX_UV,
ARRAY_FORMAT_TEX_UV2 = 1 << ARRAY_TEX_UV2,
ARRAY_FORMAT_BONES = 1 << ARRAY_BONES,
ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS,
ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX,
};
enum PrimitiveType {
PRIMITIVE_POINTS = 0,
PRIMITIVE_LINES = 1,
PRIMITIVE_LINE_STRIP = 2,
PRIMITIVE_LINE_LOOP = 3,
PRIMITIVE_TRIANGLES = 4,
PRIMITIVE_TRIANGLE_STRIP = 5,
PRIMITIVE_TRIANGLE_FAN = 6,
PRIMITIVE_MAX = 7,
};
virtual RID mesh_create() = 0;
virtual void mesh_add_surface(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), bool p_alpha_sort = false) = 0;
virtual Array mesh_get_surface_arrays(RID p_mesh, int p_surface) const = 0;
virtual Array mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const = 0;
virtual void mesh_add_custom_surface(RID p_mesh, const Variant &p_dat) = 0; //this is used by each platform in a different way
virtual void mesh_set_morph_target_count(RID p_mesh, int p_amount) = 0;
virtual int mesh_get_morph_target_count(RID p_mesh) const = 0;
enum MorphTargetMode {
MORPH_MODE_NORMALIZED,
MORPH_MODE_RELATIVE,
};
virtual void mesh_set_morph_target_mode(RID p_mesh, MorphTargetMode p_mode) = 0;
virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const = 0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned = false) = 0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const = 0;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const = 0;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const = 0;
virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const = 0;
virtual void mesh_remove_surface(RID p_mesh, int p_index) = 0;
virtual int mesh_get_surface_count(RID p_mesh) const = 0;
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
virtual void mesh_clear(RID p_mesh) = 0;
/* MULTIMESH API */
virtual RID multimesh_create() = 0;
virtual void multimesh_set_instance_count(RID p_multimesh, int p_count) = 0;
virtual int multimesh_get_instance_count(RID p_multimesh) const = 0;
virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh) = 0;
virtual void multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb) = 0;
virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0;
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) = 0;
virtual RID multimesh_get_mesh(RID p_multimesh) const = 0;
virtual AABB multimesh_get_aabb(RID p_multimesh, const AABB &p_aabb) const = 0;
;
virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0;
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const = 0;
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;
/* IMMEDIATE API */
virtual RID immediate_create() = 0;
virtual void immediate_begin(RID p_immediate, PrimitiveType p_rimitive, RID p_texture = RID()) = 0;
virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0;
virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0;
virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0;
virtual void immediate_color(RID p_immediate, const Color &p_color) = 0;
virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0;
virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0;
virtual void immediate_end(RID p_immediate) = 0;
virtual void immediate_clear(RID p_immediate) = 0;
virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;
virtual RID immediate_get_material(RID p_immediate) const = 0;
/* PARTICLES API */
virtual RID particles_create() = 0;
enum ParticleVariable {
PARTICLE_LIFETIME,
PARTICLE_SPREAD,
PARTICLE_GRAVITY,
PARTICLE_LINEAR_VELOCITY,
PARTICLE_ANGULAR_VELOCITY,
PARTICLE_LINEAR_ACCELERATION,
PARTICLE_RADIAL_ACCELERATION,
PARTICLE_TANGENTIAL_ACCELERATION,
PARTICLE_DAMPING,
PARTICLE_INITIAL_SIZE,
PARTICLE_FINAL_SIZE,
PARTICLE_INITIAL_ANGLE,
PARTICLE_HEIGHT,
PARTICLE_HEIGHT_SPEED_SCALE,
PARTICLE_VAR_MAX
};
virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
virtual int particles_get_amount(RID p_particles) const = 0;
virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
virtual bool particles_is_emitting(RID p_particles) const = 0;
virtual void particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility) = 0;
virtual AABB particles_get_visibility_aabb(RID p_particles) const = 0;
virtual void particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents) = 0;
virtual Vector3 particles_get_emission_half_extents(RID p_particles) const = 0;
virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity) = 0;
virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const = 0;
virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3> &p_points) = 0;
virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const = 0;
virtual void particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal) = 0;
virtual Vector3 particles_get_gravity_normal(RID p_particles) const = 0;
virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable, float p_value) = 0;
virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const = 0;
virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable, float p_randomness) = 0;
virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const = 0;
virtual void particles_set_color_phases(RID p_particles, int p_phases) = 0;
virtual int particles_get_color_phases(RID p_particles) const = 0;
virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) = 0;
virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const = 0;
virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color) = 0;
virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const = 0;
virtual void particles_set_attractors(RID p_particles, int p_attractors) = 0;
virtual int particles_get_attractors(RID p_particles) const = 0;
virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos) = 0;
virtual Vector3 particles_get_attractor_pos(RID p_particles, int p_attractor) const = 0;
virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) = 0;
virtual float particles_get_attractor_strength(RID p_particles, int p_attractor) const = 0;
virtual void particles_set_material(RID p_particles, RID p_material, bool p_owned = false) = 0;
virtual RID particles_get_material(RID p_particles) const = 0;
virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable) = 0;
virtual bool particles_has_height_from_velocity(RID p_particles) const = 0;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
virtual bool particles_is_using_local_coordinates(RID p_particles) const = 0;
/* Light API */
enum LightType {
LIGHT_DIRECTIONAL,
LIGHT_OMNI,
LIGHT_SPOT
};
enum LightColor {
LIGHT_COLOR_DIFFUSE,
LIGHT_COLOR_SPECULAR
};
enum LightParam {
LIGHT_PARAM_SPOT_ATTENUATION,
LIGHT_PARAM_SPOT_ANGLE,
LIGHT_PARAM_RADIUS,
LIGHT_PARAM_ENERGY,
LIGHT_PARAM_ATTENUATION,
LIGHT_PARAM_SHADOW_DARKENING,
LIGHT_PARAM_SHADOW_Z_OFFSET,
LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE,
LIGHT_PARAM_SHADOW_ESM_MULTIPLIER,
LIGHT_PARAM_SHADOW_BLUR_PASSES,
LIGHT_PARAM_MAX
};
virtual RID light_create(LightType p_type) = 0;
virtual LightType light_get_type(RID p_light) const = 0;
virtual void light_set_color(RID p_light, LightColor p_type, const Color &p_color) = 0;
virtual Color light_get_color(RID p_light, LightColor p_type) const = 0;
virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
virtual bool light_has_shadow(RID p_light) const = 0;
virtual void light_set_volumetric(RID p_light, bool p_enabled) = 0;
virtual bool light_is_volumetric(RID p_light) const = 0;
virtual void light_set_projector(RID p_light, RID p_texture) = 0;
virtual RID light_get_projector(RID p_light) const = 0;
virtual void light_set_param(RID p_light, LightParam p_var, float p_value) = 0;
virtual float light_get_param(RID p_light, LightParam p_var) const = 0;
enum LightOp {
LIGHT_OPERATOR_ADD,
LIGHT_OPERATOR_SUB
};
virtual void light_set_operator(RID p_light, LightOp p_op) = 0;
virtual LightOp light_get_operator(RID p_light) const = 0;
// omni light
enum LightOmniShadowMode {
LIGHT_OMNI_SHADOW_DEFAULT,
LIGHT_OMNI_SHADOW_DUAL_PARABOLOID,
LIGHT_OMNI_SHADOW_CUBEMAP
};
virtual void light_omni_set_shadow_mode(RID p_light, LightOmniShadowMode p_mode) = 0;
virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const = 0;
// directional light
enum LightDirectionalShadowMode {
LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL,
LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE,
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS,
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS
};
virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0;
virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const = 0;
enum LightDirectionalShadowParam {
LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE,
LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT,
LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE,
};
virtual void light_directional_set_shadow_param(RID p_light, LightDirectionalShadowParam p_param, float p_value) = 0;
virtual float light_directional_get_shadow_param(RID p_light, LightDirectionalShadowParam p_param) const = 0;
//@TODO fallof model and all that stuff
/* SKELETON API */
virtual RID skeleton_create() = 0;
virtual void skeleton_resize(RID p_skeleton, int p_bones) = 0;
virtual int skeleton_get_bone_count(RID p_skeleton) const = 0;
virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) = 0;
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) = 0;
/* ROOM API */
virtual RID room_create() = 0;
virtual void room_set_bounds(RID p_room, const BSP_Tree &p_bounds) = 0;
virtual BSP_Tree room_get_bounds(RID p_room) const = 0;
/* PORTAL API */
// portals are only (x/y) points, forming a convex shape, which its clockwise
// order points outside. (z is 0);
virtual RID portal_create() = 0;
virtual void portal_set_shape(RID p_portal, const Vector<Point2> &p_shape) = 0;
virtual Vector<Point2> portal_get_shape(RID p_portal) const = 0;
virtual void portal_set_enabled(RID p_portal, bool p_enabled) = 0;
virtual bool portal_is_enabled(RID p_portal) const = 0;
virtual void portal_set_disable_distance(RID p_portal, float p_distance) = 0;
virtual float portal_get_disable_distance(RID p_portal) const = 0;
virtual void portal_set_disabled_color(RID p_portal, const Color &p_color) = 0;
virtual Color portal_get_disabled_color(RID p_portal) const = 0;
virtual void portal_set_connect_range(RID p_portal, float p_range) = 0;
virtual float portal_get_connect_range(RID p_portal) const = 0;
/* BAKED LIGHT API */
virtual RID baked_light_create() = 0;
enum BakedLightMode {
BAKED_LIGHT_OCTREE,
BAKED_LIGHT_LIGHTMAPS
};
virtual void baked_light_set_mode(RID p_baked_light, BakedLightMode p_mode) = 0;
virtual BakedLightMode baked_light_get_mode(RID p_baked_light) const = 0;
virtual void baked_light_set_octree(RID p_baked_light, const DVector<uint8_t> p_octree) = 0;
virtual DVector<uint8_t> baked_light_get_octree(RID p_baked_light) const = 0;
virtual void baked_light_set_light(RID p_baked_light, const DVector<uint8_t> p_light) = 0;
virtual DVector<uint8_t> baked_light_get_light(RID p_baked_light) const = 0;
virtual void baked_light_set_sampler_octree(RID p_baked_light, const DVector<int> &p_sampler) = 0;
virtual DVector<int> baked_light_get_sampler_octree(RID p_baked_light) const = 0;
virtual void baked_light_set_lightmap_multiplier(RID p_baked_light, float p_multiplier) = 0;
virtual float baked_light_get_lightmap_multiplier(RID p_baked_light) const = 0;
virtual void baked_light_add_lightmap(RID p_baked_light, const RID p_texture, int p_id) = 0;
virtual void baked_light_clear_lightmaps(RID p_baked_light) = 0;
virtual void baked_light_set_realtime_color_enabled(RID p_baked_light, const bool p_enabled) = 0;
virtual bool baked_light_get_realtime_color_enabled(RID p_baked_light) const = 0;
virtual void baked_light_set_realtime_color(RID p_baked_light, const Color &p_color) = 0;
virtual Color baked_light_get_realtime_color(RID p_baked_light) const = 0;
virtual void baked_light_set_realtime_energy(RID p_baked_light, const float p_energy) = 0;
virtual float baked_light_get_realtime_energy(RID p_baked_light) const = 0;
/* BAKED LIGHT SAMPLER */
virtual RID baked_light_sampler_create() = 0;
enum BakedLightSamplerParam {
BAKED_LIGHT_SAMPLER_RADIUS,
BAKED_LIGHT_SAMPLER_STRENGTH,
BAKED_LIGHT_SAMPLER_ATTENUATION,
BAKED_LIGHT_SAMPLER_DETAIL_RATIO,
BAKED_LIGHT_SAMPLER_MAX
};
virtual void baked_light_sampler_set_param(RID p_baked_light_sampler, BakedLightSamplerParam p_param, float p_value) = 0;
virtual float baked_light_sampler_get_param(RID p_baked_light_sampler, BakedLightSamplerParam p_param) const = 0;
virtual void baked_light_sampler_set_resolution(RID p_baked_light_sampler, int p_resolution) = 0;
virtual int baked_light_sampler_get_resolution(RID p_baked_light_sampler) const = 0;
/* CAMERA API */
virtual RID camera_create() = 0;
virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
virtual void camera_set_transform(RID p_camera, const Transform &p_transform) = 0;
virtual void camera_set_visible_layers(RID p_camera, uint32_t p_layers) = 0;
virtual uint32_t camera_get_visible_layers(RID p_camera) const = 0;
virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
virtual RID camera_get_environment(RID p_camera) const = 0;
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
virtual bool camera_is_using_vertical_aspect(RID p_camera, bool p_enable) const = 0;
/*
virtual void camera_add_layer(RID p_camera);
virtual void camera_layer_move_up(RID p_camera,int p_layer);
virtual void camera_layer_move_down(RID p_camera,int p_layer);
virtual void camera_layer_set_mask(RID p_camera,int p_layer,int p_mask);
virtual int camera_layer_get_mask(RID p_camera,int p_layer) const;
enum CameraLayerFlag {
FLAG_CLEAR_DEPTH,
FLAG_CLEAR_COLOR,
FLAG_IGNORE_FOG,
};
virtual void camera_layer_set_flag(RID p_camera,int p_layer,bool p_enable);
virtual bool camera_layer_get_flag(RID p_camera,int p_layer) const;
*/
/* VIEWPORT API */
virtual RID viewport_create() = 0;
virtual void viewport_attach_to_screen(RID p_viewport, int p_screen = 0) = 0;
virtual void viewport_detach(RID p_viewport) = 0;
virtual void viewport_set_render_target_to_screen_rect(RID p_viewport, const Rect2 &p_rect) = 0;
enum RenderTargetUpdateMode {
RENDER_TARGET_UPDATE_DISABLED,
RENDER_TARGET_UPDATE_ONCE, //then goes to disabled
RENDER_TARGET_UPDATE_WHEN_VISIBLE, // default
RENDER_TARGET_UPDATE_ALWAYS
};
virtual void viewport_set_as_render_target(RID p_viewport, bool p_enable) = 0;
virtual void viewport_set_render_target_update_mode(RID p_viewport, RenderTargetUpdateMode p_mode) = 0;
virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const = 0;
virtual RID viewport_get_render_target_texture(RID p_viewport) const = 0;
virtual void viewport_set_render_target_vflip(RID p_viewport, bool p_enable) = 0;
virtual bool viewport_get_render_target_vflip(RID p_viewport) const = 0;
virtual void viewport_set_render_target_clear_on_new_frame(RID p_viewport, bool p_enable) = 0;
virtual bool viewport_get_render_target_clear_on_new_frame(RID p_viewport) const = 0;
virtual void viewport_render_target_clear(RID p_viewport) = 0;
virtual void viewport_queue_screen_capture(RID p_viewport) = 0;
virtual Image viewport_get_screen_capture(RID p_viewport) const = 0;
struct ViewportRect {
int x, y, width, height;
ViewportRect() { x = y = width = height = 0; }
};
virtual void viewport_set_rect(RID p_viewport, const ViewportRect &p_rect) = 0;
virtual ViewportRect viewport_get_rect(RID p_viewport) const = 0;
virtual void viewport_set_hide_scenario(RID p_viewport, bool p_hide) = 0;
virtual void viewport_set_hide_canvas(RID p_viewport, bool p_hide) = 0;
virtual void viewport_set_disable_environment(RID p_viewport, bool p_disable) = 0;
virtual void viewport_attach_camera(RID p_viewport, RID p_camera) = 0;
virtual void viewport_set_scenario(RID p_viewport, RID p_scenario) = 0;
virtual RID viewport_get_attached_camera(RID p_viewport) const = 0;
virtual RID viewport_get_scenario(RID p_viewport) const = 0;
virtual void viewport_attach_canvas(RID p_viewport, RID p_canvas) = 0;
virtual void viewport_remove_canvas(RID p_viewport, RID p_canvas) = 0;
virtual void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Matrix32 &p_offset) = 0;
virtual Matrix32 viewport_get_canvas_transform(RID p_viewport, RID p_canvas) const = 0;
virtual void viewport_set_transparent_background(RID p_viewport, bool p_enabled) = 0;
virtual bool viewport_has_transparent_background(RID p_viewport) const = 0;
virtual void viewport_set_global_canvas_transform(RID p_viewport, const Matrix32 &p_transform) = 0;
virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const = 0;
virtual void viewport_set_canvas_layer(RID p_viewport, RID p_canvas, int p_layer) = 0;
/* ENVIRONMENT API */
virtual RID environment_create() = 0;
enum EnvironmentBG {
ENV_BG_KEEP,
ENV_BG_DEFAULT_COLOR,
ENV_BG_COLOR,
ENV_BG_TEXTURE,
ENV_BG_CUBEMAP,
ENV_BG_CANVAS,
ENV_BG_MAX
};
virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0;
virtual EnvironmentBG environment_get_background(RID p_env) const = 0;
enum EnvironmentBGParam {
ENV_BG_PARAM_CANVAS_MAX_LAYER,
ENV_BG_PARAM_COLOR,
ENV_BG_PARAM_TEXTURE,
ENV_BG_PARAM_CUBEMAP,
ENV_BG_PARAM_ENERGY,
ENV_BG_PARAM_SCALE,
ENV_BG_PARAM_GLOW,
ENV_BG_PARAM_MAX
};
virtual void environment_set_background_param(RID p_env, EnvironmentBGParam p_param, const Variant &p_value) = 0;
virtual Variant environment_get_background_param(RID p_env, EnvironmentBGParam p_param) const = 0;
enum EnvironmentFx {
ENV_FX_AMBIENT_LIGHT,
ENV_FX_FXAA,
ENV_FX_GLOW,
ENV_FX_DOF_BLUR,
ENV_FX_HDR,
ENV_FX_FOG,
ENV_FX_BCS,
ENV_FX_SRGB,
ENV_FX_MAX
};
virtual void environment_set_enable_fx(RID p_env, EnvironmentFx p_effect, bool p_enabled) = 0;
virtual bool environment_is_fx_enabled(RID p_env, EnvironmentFx p_mode) const = 0;
enum EnvironmentFxBlurBlendMode {
ENV_FX_BLUR_BLEND_MODE_ADDITIVE,
ENV_FX_BLUR_BLEND_MODE_SCREEN,
ENV_FX_BLUR_BLEND_MODE_SOFTLIGHT,
};
enum EnvironmentFxHDRToneMapper {
ENV_FX_HDR_TONE_MAPPER_LINEAR,
ENV_FX_HDR_TONE_MAPPER_LOG,
ENV_FX_HDR_TONE_MAPPER_REINHARDT,
ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE,
};
enum EnvironmentFxParam {
ENV_FX_PARAM_AMBIENT_LIGHT_COLOR,
ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY,
ENV_FX_PARAM_GLOW_BLUR_PASSES,
ENV_FX_PARAM_GLOW_BLUR_SCALE,
ENV_FX_PARAM_GLOW_BLUR_STRENGTH,
ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE,
ENV_FX_PARAM_GLOW_BLOOM,
ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD,
ENV_FX_PARAM_DOF_BLUR_PASSES,
ENV_FX_PARAM_DOF_BLUR_BEGIN,
ENV_FX_PARAM_DOF_BLUR_RANGE,
ENV_FX_PARAM_HDR_TONEMAPPER,
ENV_FX_PARAM_HDR_EXPOSURE,
ENV_FX_PARAM_HDR_WHITE,
ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
ENV_FX_PARAM_HDR_GLOW_SCALE,
ENV_FX_PARAM_HDR_MIN_LUMINANCE,
ENV_FX_PARAM_HDR_MAX_LUMINANCE,
ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED,
ENV_FX_PARAM_FOG_BEGIN,
ENV_FX_PARAM_FOG_BEGIN_COLOR,
ENV_FX_PARAM_FOG_END_COLOR,
ENV_FX_PARAM_FOG_ATTENUATION,
ENV_FX_PARAM_FOG_BG,
ENV_FX_PARAM_BCS_BRIGHTNESS,
ENV_FX_PARAM_BCS_CONTRAST,
ENV_FX_PARAM_BCS_SATURATION,
ENV_FX_PARAM_MAX
};
virtual void environment_fx_set_param(RID p_env, EnvironmentFxParam p_effect, const Variant &p_param) = 0;
virtual Variant environment_fx_get_param(RID p_env, EnvironmentFxParam p_effect) const = 0;
/* SCENARIO API */
virtual RID scenario_create() = 0;
enum ScenarioDebugMode {
SCENARIO_DEBUG_DISABLED,
SCENARIO_DEBUG_WIREFRAME,
SCENARIO_DEBUG_OVERDRAW,
SCENARIO_DEBUG_SHADELESS,
};
virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0;
virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const = 0;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
/* INSTANCING API */
enum InstanceType {
INSTANCE_NONE,
INSTANCE_MESH,
INSTANCE_MULTIMESH,
INSTANCE_IMMEDIATE,
INSTANCE_PARTICLES,
INSTANCE_LIGHT,
INSTANCE_ROOM,
INSTANCE_PORTAL,
INSTANCE_BAKED_LIGHT,
INSTANCE_BAKED_LIGHT_SAMPLER,
INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_IMMEDIATE) | (1 << INSTANCE_PARTICLES)
};
virtual RID instance_create2(RID p_base, RID p_scenario);
// virtual RID instance_create(RID p_base,RID p_scenario)=0; // from can be mesh, light, area and portal so far.
virtual RID instance_create() = 0; // from can be mesh, light, poly, area and portal so far.
virtual void instance_set_base(RID p_instance, RID p_base) = 0; // from can be mesh, light, poly, area and portal so far.
virtual RID instance_get_base(RID p_instance) const = 0;
virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0; // from can be mesh, light, poly, area and portal so far.
virtual RID instance_get_scenario(RID p_instance) const = 0;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
virtual uint32_t instance_get_layer_mask(RID p_instance) const = 0;
virtual AABB instance_get_base_aabb(RID p_instance) const = 0;
virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
virtual Transform instance_get_transform(RID p_instance) const = 0;
virtual void instance_attach_object_instance_ID(RID p_instance, uint32_t p_ID) = 0;
virtual uint32_t instance_get_object_instance_ID(RID p_instance) const = 0;
virtual void instance_set_morph_target_weight(RID p_instance, int p_shape, float p_weight) = 0;
virtual float instance_get_morph_target_weight(RID p_instance, int p_shape) const = 0;
virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0;
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
virtual RID instance_get_skeleton(RID p_instance) const = 0;
virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;
virtual bool instance_is_exterior(RID p_instance) const = 0;
virtual void instance_set_room(RID p_instance, RID p_room) = 0;
virtual RID instance_get_room(RID p_instance) const = 0;
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
virtual real_t instance_get_extra_visibility_margin(RID p_instance) const = 0;
// don't use these in a game!
virtual Vector<RID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
virtual Vector<RID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
virtual Vector<RID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
enum InstanceFlags {
INSTANCE_FLAG_VISIBLE,
INSTANCE_FLAG_BILLBOARD,
INSTANCE_FLAG_BILLBOARD_FIX_Y,
INSTANCE_FLAG_CAST_SHADOW,
INSTANCE_FLAG_RECEIVE_SHADOWS,
INSTANCE_FLAG_DEPH_SCALE,
INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
INSTANCE_FLAG_USE_BAKED_LIGHT,
INSTANCE_FLAG_MAX
};
enum ShadowCastingSetting {
SHADOW_CASTING_SETTING_OFF,
SHADOW_CASTING_SETTING_ON,
SHADOW_CASTING_SETTING_DOUBLE_SIDED,
SHADOW_CASTING_SETTING_SHADOWS_ONLY,
};
virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0;
virtual bool instance_geometry_get_flag(RID p_instance, InstanceFlags p_flags) const = 0;
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual ShadowCastingSetting instance_geometry_get_cast_shadows_setting(RID p_instance) const = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
virtual RID instance_geometry_get_material_override(RID p_instance) const = 0;
virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max) = 0;
virtual float instance_geometry_get_draw_range_max(RID p_instance) const = 0;
virtual float instance_geometry_get_draw_range_min(RID p_instance) const = 0;
virtual void instance_geometry_set_baked_light(RID p_instance, RID p_baked_light) = 0;
virtual RID instance_geometry_get_baked_light(RID p_instance) const = 0;
virtual void instance_geometry_set_baked_light_sampler(RID p_instance, RID p_baked_light_sampler) = 0;
virtual RID instance_geometry_get_baked_light_sampler(RID p_instance) const = 0;
virtual void instance_geometry_set_baked_light_texture_index(RID p_instance, int p_tex_id) = 0;
virtual int instance_geometry_get_baked_light_texture_index(RID p_instance) const = 0;
virtual void instance_light_set_enabled(RID p_instance, bool p_enabled) = 0;
virtual bool instance_light_is_enabled(RID p_instance) const = 0;
/* CANVAS (2D) */
virtual RID canvas_create() = 0;
virtual void canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring) = 0;
virtual Point2 canvas_get_item_mirroring(RID p_canvas, RID p_item) const = 0;
virtual void canvas_set_modulate(RID p_canvas, const Color &p_color) = 0;
virtual RID canvas_item_create() = 0;
virtual void canvas_item_set_parent(RID p_item, RID p_parent) = 0;
virtual RID canvas_item_get_parent(RID p_canvas_item) const = 0;
virtual void canvas_item_set_visible(RID p_item, bool p_visible) = 0;
virtual bool canvas_item_is_visible(RID p_item) const = 0;
virtual void canvas_item_set_light_mask(RID p_item, int p_mask) = 0;
virtual void canvas_item_set_blend_mode(RID p_canvas_item, MaterialBlendMode p_blend) = 0;
virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport) = 0;
//virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect)=0;
virtual void canvas_item_set_transform(RID p_item, const Matrix32 &p_transform) = 0;
virtual void canvas_item_set_clip(RID p_item, bool p_clip) = 0;
virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable) = 0;
virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect = Rect2()) = 0;
virtual void canvas_item_set_opacity(RID p_item, float p_opacity) = 0;
virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const = 0;
virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity) = 0;
virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const = 0;
virtual void canvas_item_set_on_top(RID p_item, bool p_on_top) = 0;
virtual bool canvas_item_is_on_top(RID p_item) const = 0;
virtual void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0) = 0;
virtual void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color) = 0;
virtual void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color) = 0;
virtual void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) = 0;
virtual void canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) = 0;
virtual void canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1)) = 0;
virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0) = 0;
virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID()) = 0;
virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), int p_count = -1) = 0;
virtual void canvas_item_add_triangle_array_ptr(RID p_item, int p_count, const int *p_indices, const Point2 *p_points, const Color *p_colors, const Point2 *p_uvs = NULL, RID p_texture = RID()) = 0;
virtual void canvas_item_add_set_transform(RID p_item, const Matrix32 &p_transform) = 0;
virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend) = 0;
virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore) = 0;
virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) = 0;
virtual void canvas_item_set_z(RID p_item, int p_z) = 0;
virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) = 0;
virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) = 0;
virtual void canvas_item_clear(RID p_item) = 0;
virtual void canvas_item_raise(RID p_item) = 0;
virtual void canvas_item_set_material(RID p_item, RID p_material) = 0;
virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable) = 0;
virtual RID canvas_light_create() = 0;
virtual void canvas_light_attach_to_canvas(RID p_light, RID p_canvas) = 0;
virtual void canvas_light_set_enabled(RID p_light, bool p_enabled) = 0;
virtual void canvas_light_set_scale(RID p_light, float p_scale) = 0;
virtual void canvas_light_set_transform(RID p_light, const Matrix32 &p_transform) = 0;
virtual void canvas_light_set_texture(RID p_light, RID p_texture) = 0;
virtual void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset) = 0;
virtual void canvas_light_set_color(RID p_light, const Color &p_color) = 0;
virtual void canvas_light_set_height(RID p_light, float p_height) = 0;
virtual void canvas_light_set_energy(RID p_light, float p_energy) = 0;
virtual void canvas_light_set_z_range(RID p_light, int p_min_z, int p_max_z) = 0;
virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer) = 0;
virtual void canvas_light_set_item_mask(RID p_light, int p_mask) = 0;
virtual void canvas_light_set_item_shadow_mask(RID p_light, int p_mask) = 0;
enum CanvasLightMode {
CANVAS_LIGHT_MODE_ADD,
CANVAS_LIGHT_MODE_SUB,
CANVAS_LIGHT_MODE_MIX,
CANVAS_LIGHT_MODE_MASK,
};
virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode) = 0;
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) = 0;
virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size) = 0;
virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier) = 0;
virtual void canvas_light_set_shadow_color(RID p_light, const Color &p_color) = 0;
virtual RID canvas_light_occluder_create() = 0;
virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas) = 0;
virtual void canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled) = 0;
virtual void canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon) = 0;
virtual void canvas_light_occluder_set_transform(RID p_occluder, const Matrix32 &p_xform) = 0;
virtual void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask) = 0;
virtual RID canvas_occluder_polygon_create() = 0;
virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const DVector<Vector2> &p_shape, bool p_closed) = 0;
virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const DVector<Vector2> &p_shape) = 0;
enum CanvasOccluderPolygonCullMode {
CANVAS_OCCLUDER_POLYGON_CULL_DISABLED,
CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE,
CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE,
};
virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, CanvasOccluderPolygonCullMode p_mode) = 0;
/* CANVAS ITEM MATERIAL */
virtual RID canvas_item_material_create() = 0;
virtual void canvas_item_material_set_shader(RID p_material, RID p_shader) = 0;
virtual void canvas_item_material_set_shader_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
virtual Variant canvas_item_material_get_shader_param(RID p_material, const StringName &p_param) const = 0;
enum CanvasItemShadingMode {
CANVAS_ITEM_SHADING_NORMAL,
CANVAS_ITEM_SHADING_UNSHADED,
CANVAS_ITEM_SHADING_ONLY_LIGHT,
};
virtual void canvas_item_material_set_shading_mode(RID p_material, CanvasItemShadingMode p_mode) = 0;
/* BLACK BARS */
virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) = 0;
virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) = 0;
/* FREE */
virtual void free(RID p_rid) = 0; ///< free RIDs associated with the visual server
/* CUSTOM SHADING */
virtual void custom_shade_model_set_shader(int p_model, RID p_shader) = 0;
virtual RID custom_shade_model_get_shader(int p_model) const = 0;
virtual void custom_shade_model_set_name(int p_model, const String &p_name) = 0;
virtual String custom_shade_model_get_name(int p_model) const = 0;
virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo> &p_info) = 0;
virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo> *p_info) const = 0;
/* EVENT QUEUING */
virtual void draw() = 0;
virtual void sync() = 0;
virtual bool has_changed() const = 0;
virtual void init() = 0;
virtual void finish() = 0;
/* STATUS INFORMATION */
enum RenderInfo {
INFO_OBJECTS_IN_FRAME,
INFO_VERTICES_IN_FRAME,
INFO_MATERIAL_CHANGES_IN_FRAME,
INFO_SHADER_CHANGES_IN_FRAME,
INFO_SURFACE_CHANGES_IN_FRAME,
INFO_DRAW_CALLS_IN_FRAME,
INFO_USAGE_VIDEO_MEM_TOTAL,
INFO_VIDEO_MEM_USED,
INFO_TEXTURE_MEM_USED,
INFO_VERTEX_MEM_USED,
};
virtual int get_render_info(RenderInfo p_info) = 0;
/* Materials for 2D on 3D */
RID material_2d_get(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_ontop, bool p_cut_alpha, bool p_opaque_prepass);
/* TESTING */
virtual RID get_test_cube() = 0;
virtual RID get_test_texture();
virtual RID get_white_texture();
virtual RID make_sphere_mesh(int p_lats, int p_lons, float p_radius);
virtual void mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data);
virtual void mesh_add_surface_from_planes(RID p_mesh, const DVector<Plane> &p_planes);
virtual void set_boot_image(const Image &p_image, const Color &p_color, bool p_scale) = 0;
virtual void set_default_clear_color(const Color &p_color) = 0;
virtual Color get_default_clear_color() const = 0;
virtual void set_time_scale(float p_scale) = 0;
enum Features {
FEATURE_SHADERS,
FEATURE_MULTITHREADED,
FEATURE_NEEDS_RELOAD_HOOK,
};
virtual bool has_feature(Features p_feature) const = 0;
VisualServer();
virtual ~VisualServer();
};
// make variant understand the enums
VARIANT_ENUM_CAST(VisualServer::CubeMapSide);
VARIANT_ENUM_CAST(VisualServer::TextureFlags);
VARIANT_ENUM_CAST(VisualServer::ShaderMode);
VARIANT_ENUM_CAST(VisualServer::MaterialFlag);
VARIANT_ENUM_CAST(VisualServer::MaterialBlendMode);
VARIANT_ENUM_CAST(VisualServer::ParticleVariable);
VARIANT_ENUM_CAST(VisualServer::ArrayType);
VARIANT_ENUM_CAST(VisualServer::ArrayFormat);
VARIANT_ENUM_CAST(VisualServer::PrimitiveType);
VARIANT_ENUM_CAST(VisualServer::LightType);
VARIANT_ENUM_CAST(VisualServer::LightColor);
VARIANT_ENUM_CAST(VisualServer::LightParam);
VARIANT_ENUM_CAST(VisualServer::ScenarioDebugMode);
VARIANT_ENUM_CAST(VisualServer::InstanceType);
VARIANT_ENUM_CAST(VisualServer::RenderInfo);
VARIANT_ENUM_CAST(VisualServer::MipMapPolicy);
//typedef VisualServer VS; // makes it easier to use
#define VS VisualServer
#endif