godot/servers/visual/visual_server_raster.h
Juan Linietsky d6e30256ad ability to shrink all images x2 on load
this is for extreme cases when running on devices with very low video
memory, so you can still retain compatibility.
2016-05-05 18:43:47 -03:00

1275 lines
46 KiB
C++

/*************************************************************************/
/* visual_server_raster.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_RASTER_H
#define VISUAL_SERVER_RASTER_H
#include "servers/visual_server.h"
#include "servers/visual/rasterizer.h"
#include "balloon_allocator.h"
#include "octree.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class VisualServerRaster : public VisualServer {
enum {
MAX_INSTANCE_CULL=8192,
MAX_INSTANCE_LIGHTS=4,
LIGHT_CACHE_DIRTY=-1,
MAX_LIGHTS_CULLED=256,
MAX_ROOM_CULL=32,
MAX_EXTERIOR_PORTALS=128,
MAX_LIGHT_SAMPLERS=256,
INSTANCE_ROOMLESS_MASK=(1<<20)
};
struct Room {
bool occlude_exterior;
BSP_Tree bounds;
Room() { occlude_exterior=true; }
};
BalloonAllocator<> octree_allocator;
struct OctreeAllocator {
static BalloonAllocator<> *allocator;
_FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
_FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }
};
struct Portal {
bool enabled;
float disable_distance;
Color disable_color;
float connect_range;
Vector<Point2> shape;
Rect2 bounds;
Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
};
struct BakedLight {
Rasterizer::BakedLightData data;
DVector<int> sampler;
AABB octree_aabb;
Size2i octree_tex_size;
Size2i light_tex_size;
};
struct BakedLightSampler {
float params[BAKED_LIGHT_SAMPLER_MAX];
int resolution;
Vector<Vector3> dp_cache;
BakedLightSampler() {
params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
resolution=16;
}
};
void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
struct Camera {
enum Type {
PERSPECTIVE,
ORTHOGONAL
};
Type type;
float fov;
float znear,zfar;
float size;
uint32_t visible_layers;
bool vaspect;
RID env;
Transform transform;
Camera() {
visible_layers=0xFFFFFFFF;
fov=60;
type=PERSPECTIVE;
znear=0.1; zfar=100;
size=1.0;
vaspect=false;
}
};
struct Instance;
typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
struct Scenario;
struct Instance {
enum {
MAX_LIGHTS=4
};
RID self;
OctreeElementID octree_id;
Scenario *scenario;
bool update;
bool update_aabb;
Instance *update_next;
InstanceType base_type;
RID base_rid;
AABB aabb;
AABB transformed_aabb;
uint32_t object_ID;
bool visible;
bool cast_shadows;
bool receive_shadows;
bool visible_in_all_rooms;
uint32_t layer_mask;
float draw_range_begin;
float draw_range_end;
float extra_margin;
Rasterizer::InstanceData data;
Set<Instance*> auto_rooms;
Set<Instance*> valid_auto_rooms;
Instance *room;
List<Instance*>::Element *RE;
Instance *baked_light;
List<Instance*>::Element *BLE;
Instance *sampled_light;
bool exterior;
uint64_t last_render_pass;
uint64_t last_frame_pass;
uint64_t version; // changes to this, and changes to base increase version
InstanceSet lights;
bool light_cache_dirty;
struct RoomInfo {
Transform affine_inverse;
Room *room;
List<Instance*> owned_geometry_instances;
List<Instance*> owned_portal_instances;
List<Instance*> owned_room_instances;
List<Instance*> owned_light_instances; //not used, but just for the sake of it
Set<Instance*> disconnected_child_portals;
Set<Instance*> owned_autoroom_geometry;
uint64_t last_visited_pass;
RoomInfo() { last_visited_pass=0; }
};
struct PortalInfo {
Portal *portal;
Set<Instance*> candidate_set;
Instance *connected;
uint64_t last_visited_pass;
Plane plane_cache;
Vector<Vector3> transformed_point_cache;
PortalInfo() { connected=NULL; last_visited_pass=0;}
};
struct LightInfo {
RID instance;
int light_set_index;
uint64_t last_version;
uint64_t last_add_pass;
List<RID>::Element *D; // directional light in scenario
InstanceSet affected;
bool enabled;
float dtc; //distance to camera, used for sorting
LightInfo() {
D=NULL;
light_set_index=-1;
last_add_pass=0;
enabled=true;
}
};
struct BakedLightInfo {
BakedLight *baked_light;
Transform affine_inverse;
List<Instance*> owned_instances;
};
struct BakedLightSamplerInfo {
Set<Instance*> baked_lights;
Set<Instance*> owned_instances;
BakedLightSampler *sampler;
int resolution;
Vector<Color> light_bufer;
RID sampled_light;
uint64_t last_pass;
Transform xform; // viewspace normal to lightspace, might not use one.
BakedLightSamplerInfo() {
sampler=NULL;
last_pass=0;
resolution=0;
}
};
struct ParticlesInfo {
RID instance;
};
RoomInfo *room_info;
LightInfo *light_info;
ParticlesInfo *particles_info;
PortalInfo * portal_info;
BakedLightInfo * baked_light_info;
BakedLightSamplerInfo * baked_light_sampler_info;
Instance() {
octree_id=0;
update_next=0;
object_ID=0;
last_render_pass=0;
last_frame_pass=0;
light_info=0;
particles_info=0;
update_next=NULL;
update=false;
visible=true;
cast_shadows=true;
receive_shadows=true;
data.depth_scale=false;
data.billboard=false;
data.billboard_y=false;
data.baked_light=NULL;
data.baked_light_octree_xform=NULL;
data.baked_lightmap_id=-1;
version=1;
room_info=NULL;
room=NULL;
RE=NULL;
portal_info=NULL;
exterior=false;
layer_mask=1;
draw_range_begin=0;
draw_range_end=0;
extra_margin=0;
visible_in_all_rooms=false;
baked_light=NULL;
baked_light_info=NULL;
baked_light_sampler_info=NULL;
sampled_light=NULL;
BLE=NULL;
light_cache_dirty=true;
}
~Instance() {
if (light_info)
memdelete(light_info);
if (particles_info)
memdelete(particles_info);
if (room_info)
memdelete(room_info);
if (portal_info)
memdelete(portal_info);
if (baked_light_info)
memdelete(baked_light_info);
};
};
struct _InstanceLightsort {
bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
};
struct Scenario {
ScenarioDebugMode debug;
RID self;
// well wtf, balloon allocator is slower?
typedef ::Octree<Instance,true> Octree;
Octree octree;
List<RID> directional_lights;
RID environment;
RID fallback_environment;
Instance *dirty_instances;
Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
};
mutable RID_Owner<Rasterizer::CanvasItemMaterial> canvas_item_material_owner;
struct CanvasItem : public Rasterizer::CanvasItem {
RID parent; // canvas it belongs to
List<CanvasItem*>::Element *E;
RID viewport;
int z;
bool z_relative;
bool sort_y;
float opacity;
float self_opacity;
bool use_parent_material;
Vector<CanvasItem*> child_items;
CanvasItem() {
E=NULL;
z=0;
opacity=1;
self_opacity=1;
sort_y=false;
use_parent_material=false;
z_relative=true;
}
};
struct CanvasItemPtrSort {
_FORCE_INLINE_ bool operator()(const CanvasItem* p_left,const CanvasItem* p_right) const {
return p_left->xform.elements[2].y < p_right->xform.elements[2].y;
}
};
struct CanvasLightOccluder;
struct CanvasLightOccluderPolygon {
bool active;
Rect2 aabb;
CanvasOccluderPolygonCullMode cull_mode;
RID occluder;
Set<Rasterizer::CanvasLightOccluderInstance*> owners;
CanvasLightOccluderPolygon() { active=false; cull_mode=CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
};
RID_Owner<CanvasLightOccluderPolygon> canvas_light_occluder_polygon_owner;
RID_Owner<Rasterizer::CanvasLightOccluderInstance> canvas_light_occluder_owner;
struct CanvasLight;
struct Canvas {
Set<RID> viewports;
struct ChildItem {
Point2 mirror;
CanvasItem *item;
};
Set<Rasterizer::CanvasLight*> lights;
Set<Rasterizer::CanvasLightOccluderInstance*> occluders;
Vector<ChildItem> child_items;
Color modulate;
int find_item(CanvasItem *p_item) {
for(int i=0;i<child_items.size();i++) {
if (child_items[i].item==p_item)
return i;
}
return -1;
}
void erase_item(CanvasItem *p_item) {
int idx=find_item(p_item);
if (idx>=0)
child_items.remove(idx);
}
Canvas() { modulate=Color(1,1,1,1); }
};
RID_Owner<Rasterizer::CanvasLight> canvas_light_owner;
struct Viewport {
RID self;
RID parent;
VisualServer::ViewportRect rect;
RID camera;
RID scenario;
RID viewport_data;
RenderTargetUpdateMode render_target_update_mode;
RID render_target;
RID render_target_texture;
Rect2 rt_to_screen_rect;
bool hide_scenario;
bool hide_canvas;
bool transparent_bg;
bool queue_capture;
bool render_target_vflip;
bool render_target_clear_on_new_frame;
bool render_target_clear;
bool disable_environment;
Image capture;
bool rendered_in_prev_frame;
struct CanvasKey {
int layer;
RID canvas;
bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
CanvasKey() { layer=0; }
CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
};
struct CanvasData {
Canvas *canvas;
Matrix32 transform;
int layer;
};
Matrix32 global_transform;
Map<RID,CanvasData> canvas_map;
SelfList<Viewport> update_list;
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; }
};
SelfList<Viewport>::List viewport_update_list;
Map<RID,int> screen_viewports;
struct CullRange {
Plane nearp;
float min,max;
float z_near,z_far;
void add_aabb(const AABB& p_aabb) {
}
};
struct Cursor {
Point2 pos;
float rot;
RID texture;
Point2 center;
bool visible;
Cursor() {
rot = 0;
visible = false;
};
};
Rect2 canvas_clip;
Color clear_color;
Cursor cursors[MAX_CURSORS];
RID default_cursor_texture;
static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);
Instance *instance_cull_result[MAX_INSTANCE_CULL];
Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
Instance *light_cull_result[MAX_LIGHTS_CULLED];
int light_cull_count;
Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
int exterior_portal_cull_count;
bool exterior_visited;
Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS];
int light_samplers_culled;
Instance *room_cull_result[MAX_ROOM_CULL];
int room_cull_count;
bool room_cull_enabled;
bool light_discard_enabled;
bool shadows_enabled;
int black_margin[4];
RID black_image[4];
Vector<Vector3> aabb_random_points;
Vector<Vector3> transformed_aabb_random_points;
void _instance_validate_autorooms(Instance *p_geometry);
void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
void _portal_attempt_connect(Instance *p_portal);
void _dependency_queue_update(RID p_rid,bool p_update_aabb=false);
_FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false);
void _update_instances();
void _update_instance_aabb(Instance *p_instance);
void _update_instance(Instance *p_instance);
void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);
Instance *instance_update_list;
//RID default_scenario;
//RID default_viewport;
RID test_cube;
mutable RID_Owner<Room> room_owner;
mutable RID_Owner<Portal> portal_owner;
mutable RID_Owner<BakedLight> baked_light_owner;
mutable RID_Owner<BakedLightSampler> baked_light_sampler_owner;
mutable RID_Owner<Camera> camera_owner;
mutable RID_Owner<Viewport> viewport_owner;
mutable RID_Owner<Scenario> scenario_owner;
mutable RID_Owner<Instance> instance_owner;
mutable RID_Owner<Canvas> canvas_owner;
mutable RID_Owner<CanvasItem> canvas_item_owner;
Map< RID, Set<RID> > instance_dependency_map;
Map< RID, Set<Instance*> > skeleton_dependency_map;
ViewportRect viewport_rect;
_FORCE_INLINE_ void _instance_draw(Instance *p_instance);
bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to);
void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace);
void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
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);
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);
void _render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights);
Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
uint64_t render_pass;
int changes;
bool draw_extra_frame;
void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera);
void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h);
void _draw_viewports();
void _draw_cursors_and_margins();
Rasterizer *rasterizer;
public:
virtual RID texture_create();
virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT);
virtual void texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side=CUBEMAP_LEFT);
virtual Image texture_get_data(RID p_texture,CubeMapSide p_cube_side=CUBEMAP_LEFT) const;
virtual void texture_set_flags(RID p_texture,uint32_t p_flags) ;
virtual uint32_t texture_get_flags(RID p_texture) const;
virtual Image::Format texture_get_format(RID p_texture) const;
virtual uint32_t texture_get_width(RID p_texture) const;
virtual uint32_t texture_get_height(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
virtual bool texture_can_stream(RID p_texture) const;
virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
virtual void texture_set_path(RID p_texture,const String& p_path);
virtual String texture_get_path(RID p_texture) const;
virtual void texture_debug_usage(List<TextureInfo> *r_info);
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
/* SHADER API */
virtual RID shader_create(ShaderMode p_mode=SHADER_MATERIAL);
virtual void shader_set_mode(RID p_shader,ShaderMode p_mode);
virtual ShaderMode shader_get_mode(RID p_shader) const;
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);
virtual String shader_get_vertex_code(RID p_shader) const;
virtual String shader_get_fragment_code(RID p_shader) const;
virtual String shader_get_light_code(RID p_shader) const;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
/* COMMON MATERIAL API */
virtual RID material_create();
virtual void material_set_shader(RID p_shader_material, RID p_shader);
virtual RID material_get_shader(RID p_shader_material) const;
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled);
virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const;
virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode);
virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode);
virtual MaterialBlendMode material_get_blend_mode(RID p_material) const;
virtual void material_set_line_width(RID p_material,float p_line_width);
virtual float material_get_line_width(RID p_material) const;
/* FIXED MATERIAL */
virtual RID fixed_material_create();
virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled);
virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const;
virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant& p_value);
virtual Variant fixed_material_get_param(RID p_material,FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture);
virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode);
virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const;
virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
virtual Transform fixed_material_get_uv_transform(RID p_material) const;
virtual void fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader);
virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
virtual void fixed_material_set_point_size(RID p_material,float p_size);
virtual float fixed_material_get_point_size(RID p_material) const;
/* SURFACE API */
virtual RID mesh_create();
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
virtual int mesh_get_morph_target_count(RID p_mesh) const;
virtual void mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode);
virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); //this is used by each platform in a different way
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);
virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
virtual void mesh_remove_surface(RID p_mesh,int p_index);
virtual int mesh_get_surface_count(RID p_mesh) const;
virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
virtual void mesh_clear(RID p_mesh);
/* MULTIMESH API */
virtual RID multimesh_create();
virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual AABB multimesh_get_aabb(RID p_multimesh,const AABB& p_aabb) const;
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
/* IMMEDIATE API */
virtual RID immediate_create();
virtual void immediate_begin(RID p_immediate,PrimitiveType p_rimitive,RID p_texture=RID());
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
virtual void immediate_color(RID p_immediate,const Color& p_color);
virtual void immediate_uv(RID p_immediate, const Vector2& p_uv);
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
virtual void immediate_end(RID p_immediate);
virtual void immediate_clear(RID p_immediate);
virtual void immediate_set_material(RID p_immediate,RID p_material);
virtual RID immediate_get_material(RID p_immediate) const;
/* PARTICLES API */
virtual RID particles_create();
virtual void particles_set_amount(RID p_particles, int p_amount);
virtual int particles_get_amount(RID p_particles) const;
virtual void particles_set_emitting(RID p_particles, bool p_emitting);
virtual bool particles_is_emitting(RID p_particles) const;
virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
virtual AABB particles_get_visibility_aabb(RID p_particles) const;
virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable,float p_value);
virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const;
virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable,float p_randomness);
virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const;
virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
virtual void particles_set_color_phases(RID p_particles, int p_phases);
virtual int particles_get_color_phases(RID p_particles) const;
virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
virtual void particles_set_attractors(RID p_particles, int p_attractors);
virtual int particles_get_attractors(RID p_particles) const;
virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
virtual RID particles_get_material(RID p_particles) const;
virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
virtual bool particles_has_height_from_velocity(RID p_particles) const;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
virtual bool particles_is_using_local_coordinates(RID p_particles) const;
/* Light API */
virtual RID light_create(LightType p_type);
virtual LightType light_get_type(RID p_light) const;
virtual void light_set_color(RID p_light,LightColor p_type, const Color& p_color);
virtual Color light_get_color(RID p_light,LightColor p_type) const;
virtual void light_set_shadow(RID p_light,bool p_enabled);
virtual bool light_has_shadow(RID p_light) const;
virtual void light_set_volumetric(RID p_light,bool p_enabled);
virtual bool light_is_volumetric(RID p_light) const;
virtual void light_set_projector(RID p_light,RID p_texture);
virtual RID light_get_projector(RID p_light) const;
virtual void light_set_param(RID p_light, LightParam p_var, float p_value);
virtual float light_get_param(RID p_light, LightParam p_var) const;
virtual void light_set_operator(RID p_light,LightOp p_op);
virtual LightOp light_get_operator(RID p_light) const;
virtual void light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode);
virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode);
virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
virtual void light_directional_set_shadow_param(RID p_light,LightDirectionalShadowParam p_param, float p_value);
virtual float light_directional_get_shadow_param(RID p_light,LightDirectionalShadowParam p_param) const;
/* SKELETON API */
virtual RID skeleton_create();
virtual void skeleton_resize(RID p_skeleton,int p_bones);
virtual int skeleton_get_bone_count(RID p_skeleton) const;
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
/* ROOM API */
virtual RID room_create();
virtual void room_set_bounds(RID p_room, const BSP_Tree& p_bounds);
virtual BSP_Tree room_get_bounds(RID p_room) const;
/* PORTAL API */
virtual RID portal_create();
virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
virtual Vector<Point2> portal_get_shape(RID p_portal) const;
virtual void portal_set_enabled(RID p_portal, bool p_enabled);
virtual bool portal_is_enabled(RID p_portal) const;
virtual void portal_set_disable_distance(RID p_portal, float p_distance);
virtual float portal_get_disable_distance(RID p_portal) const;
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
virtual Color portal_get_disabled_color(RID p_portal) const;
virtual void portal_set_connect_range(RID p_portal, float p_range);
virtual float portal_get_connect_range(RID p_portal) const;
/* BAKED LIGHT */
virtual RID baked_light_create();
virtual void baked_light_set_mode(RID p_baked_light,BakedLightMode p_mode);
virtual BakedLightMode baked_light_get_mode(RID p_baked_light) const;
virtual void baked_light_set_octree(RID p_baked_light,const DVector<uint8_t> p_octree);
virtual DVector<uint8_t> baked_light_get_octree(RID p_baked_light) const;
virtual void baked_light_set_light(RID p_baked_light,const DVector<uint8_t> p_light);
virtual DVector<uint8_t> baked_light_get_light(RID p_baked_light) const;
virtual void baked_light_set_sampler_octree(RID p_baked_light,const DVector<int> &p_sampler);
virtual DVector<int> baked_light_get_sampler_octree(RID p_baked_light) const;
virtual void baked_light_set_lightmap_multiplier(RID p_baked_light,float p_multiplier);
virtual float baked_light_get_lightmap_multiplier(RID p_baked_light) const;
virtual void baked_light_add_lightmap(RID p_baked_light,const RID p_texture,int p_id);
virtual void baked_light_clear_lightmaps(RID p_baked_light);
/* BAKED LIGHT SAMPLER */
virtual RID baked_light_sampler_create();
virtual void baked_light_sampler_set_param(RID p_baked_light_sampler,BakedLightSamplerParam p_param,float p_value);
virtual float baked_light_sampler_get_param(RID p_baked_light_sampler,BakedLightSamplerParam p_param) const;
virtual void baked_light_sampler_set_resolution(RID p_baked_light_sampler,int p_resolution);
virtual int baked_light_sampler_get_resolution(RID p_baked_light_sampler) const;
/* CAMERA API */
virtual RID camera_create();
virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far);
virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far);
virtual void camera_set_transform(RID p_camera,const Transform& p_transform);
virtual void camera_set_visible_layers(RID p_camera,uint32_t p_layers);
virtual uint32_t camera_get_visible_layers(RID p_camera) const;
virtual void camera_set_environment(RID p_camera,RID p_env);
virtual RID camera_get_environment(RID p_camera) const;
virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
virtual bool camera_is_using_vertical_aspect(RID p_camera,bool p_enable) const;
/* VIEWPORT API */
virtual RID viewport_create();
virtual void viewport_attach_to_screen(RID p_viewport,int p_screen=0);
virtual void viewport_detach(RID p_viewport);
virtual void viewport_set_as_render_target(RID p_viewport,bool p_enable);
virtual void viewport_set_render_target_update_mode(RID p_viewport,RenderTargetUpdateMode p_mode);
virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const;
virtual RID viewport_get_render_target_texture(RID p_viewport) const;
virtual void viewport_set_render_target_vflip(RID p_viewport,bool p_enable);
virtual bool viewport_get_render_target_vflip(RID p_viewport) const;
virtual void viewport_set_render_target_clear_on_new_frame(RID p_viewport,bool p_enable);
virtual bool viewport_get_render_target_clear_on_new_frame(RID p_viewport) const;
virtual void viewport_render_target_clear(RID p_viewport);
virtual void viewport_set_render_target_to_screen_rect(RID p_viewport,const Rect2& p_rect);
virtual void viewport_queue_screen_capture(RID p_viewport);
virtual Image viewport_get_screen_capture(RID p_viewport) const;
virtual void viewport_set_rect(RID p_viewport,const ViewportRect& p_rect);
virtual ViewportRect viewport_get_rect(RID p_viewport) const;
virtual void viewport_set_hide_scenario(RID p_viewport,bool p_hide);
virtual void viewport_set_hide_canvas(RID p_viewport,bool p_hide);
virtual void viewport_set_disable_environment(RID p_viewport,bool p_disable);
virtual void viewport_attach_camera(RID p_viewport,RID p_camera);
virtual void viewport_set_scenario(RID p_viewport,RID p_scenario);
virtual RID viewport_get_attached_camera(RID p_viewport) const;
virtual RID viewport_get_scenario(RID p_viewport) const;
virtual void viewport_attach_canvas(RID p_viewport,RID p_canvas);
virtual void viewport_remove_canvas(RID p_viewport,RID p_canvas);
virtual void viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset);
virtual Matrix32 viewport_get_canvas_transform(RID p_viewport,RID p_canvas) const;
virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform);
virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const;
virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer);
virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled);
virtual bool viewport_has_transparent_background(RID p_viewport) const;
/* ENVIRONMENT API */
virtual RID environment_create();
virtual void environment_set_background(RID p_env,EnvironmentBG p_bg);
virtual EnvironmentBG environment_get_background(RID p_env) const;
virtual void environment_set_background_param(RID p_env,EnvironmentBGParam p_param, const Variant& p_value);
virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const;
virtual void environment_set_enable_fx(RID p_env,EnvironmentFx p_effect,bool p_enabled);
virtual bool environment_is_fx_enabled(RID p_env,EnvironmentFx p_effect) const;
virtual void environment_fx_set_param(RID p_env,EnvironmentFxParam p_effect,const Variant& p_param);
virtual Variant environment_fx_get_param(RID p_env,EnvironmentFxParam p_effect) const;
/* SCENARIO API */
virtual RID scenario_create();
virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode);
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
/* INSTANCING API */
virtual RID instance_create();
virtual void instance_set_base(RID p_instance, RID p_base);
virtual RID instance_get_base(RID p_instance) const;
virtual void instance_set_scenario(RID p_instance, RID p_scenario);
virtual RID instance_get_scenario(RID p_instance) const;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
virtual uint32_t instance_get_layer_mask(RID p_instance) const;
virtual AABB instance_get_base_aabb(RID p_instance) const;
virtual void instance_attach_object_instance_ID(RID p_instance,uint32_t p_ID);
virtual uint32_t instance_get_object_instance_ID(RID p_instance) const;
virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
virtual RID instance_get_skeleton(RID p_instance) const;
virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight);
virtual float instance_get_morph_target_weight(RID p_instance,int p_shape) const;
virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
virtual Transform instance_get_transform(RID p_instance) const;
virtual void instance_set_exterior( RID p_instance, bool p_enabled );
virtual bool instance_is_exterior( RID p_instance) const;
virtual void instance_set_room( RID p_instance, RID p_room );
virtual RID instance_get_room( RID p_instance ) const ;
virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
virtual real_t instance_get_extra_visibility_margin( RID p_instance ) const;
virtual Vector<RID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
virtual Vector<RID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
virtual Vector<RID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
virtual bool instance_geometry_get_flag(RID p_instance,InstanceFlags p_flags) const;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
virtual RID instance_geometry_get_material_override(RID p_instance) const;
virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max);
virtual float instance_geometry_get_draw_range_max(RID p_instance) const;
virtual float instance_geometry_get_draw_range_min(RID p_instance) const;
virtual void instance_geometry_set_baked_light(RID p_instance,RID p_baked_light);
virtual RID instance_geometry_get_baked_light(RID p_instance) const;
virtual void instance_geometry_set_baked_light_sampler(RID p_instance,RID p_baked_light_sampler);
virtual RID instance_geometry_get_baked_light_sampler(RID p_instance) const;
virtual void instance_geometry_set_baked_light_texture_index(RID p_instance,int p_tex_id);
virtual int instance_geometry_get_baked_light_texture_index(RID p_instance) const;
virtual void instance_light_set_enabled(RID p_instance,bool p_enabled);
virtual bool instance_light_is_enabled(RID p_instance) const;
/* CANVAS (2D) */
virtual RID canvas_create();
virtual void canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring);
virtual Point2 canvas_get_item_mirroring(RID p_canvas,RID p_item) const;
virtual void canvas_set_modulate(RID p_canvas,const Color& p_color);
virtual RID canvas_item_create();
virtual void canvas_item_set_parent(RID p_item,RID p_parent_item);
virtual RID canvas_item_get_parent(RID p_canvas_item) const;
virtual void canvas_item_set_visible(RID p_item,bool p_visible);
virtual bool canvas_item_is_visible(RID p_item) const;
virtual void canvas_item_set_blend_mode(RID p_canvas_item,MaterialBlendMode p_blend);
virtual void canvas_item_set_light_mask(RID p_canvas_item,int p_mask);
//virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect);
virtual void canvas_item_set_transform(RID p_item, const Matrix32& p_transform);
virtual void canvas_item_set_clip(RID p_item, bool p_clip);
virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable);
virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect=Rect2());
virtual void canvas_item_set_opacity(RID p_item, float p_opacity);
virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const;
virtual void canvas_item_set_on_top(RID p_item, bool p_on_top);
virtual bool canvas_item_is_on_top(RID p_item) const;
virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity);
virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const;
virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport);
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);
virtual void canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color);
virtual void canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color);
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);
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);
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));
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);
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());
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);
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());
virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform);
virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend);
virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
virtual void canvas_item_set_z(RID p_item, int p_z);
virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable,const Rect2& p_rect);
virtual void canvas_item_set_material(RID p_item, RID p_material);
virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
virtual RID canvas_light_create();
virtual void canvas_light_attach_to_canvas(RID p_light,RID p_canvas);
virtual void canvas_light_set_enabled(RID p_light, bool p_enabled);
virtual void canvas_light_set_transform(RID p_light, const Matrix32& p_transform);
virtual void canvas_light_set_scale(RID p_light, float p_scale);
virtual void canvas_light_set_texture(RID p_light, RID p_texture);
virtual void canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset);
virtual void canvas_light_set_color(RID p_light, const Color& p_color);
virtual void canvas_light_set_height(RID p_light, float p_height);
virtual void canvas_light_set_energy(RID p_light, float p_energy);
virtual void canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z);
virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer,int p_max_layer);
virtual void canvas_light_set_item_mask(RID p_light, int p_mask);
virtual void canvas_light_set_item_shadow_mask(RID p_light, int p_mask);
virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode);
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier);
virtual void canvas_light_set_shadow_color(RID p_light, const Color& p_color);
virtual RID canvas_light_occluder_create();
virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder,RID p_canvas);
virtual void canvas_light_occluder_set_enabled(RID p_occluder,bool p_enabled);
virtual void canvas_light_occluder_set_polygon(RID p_occluder,RID p_polygon);
virtual void canvas_light_occluder_set_transform(RID p_occluder,const Matrix32& p_xform);
virtual void canvas_light_occluder_set_light_mask(RID p_occluder,int p_mask);
virtual RID canvas_occluder_polygon_create();
virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon,const DVector<Vector2>& p_shape,bool p_close);
virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon,const DVector<Vector2>& p_shape);
virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon,CanvasOccluderPolygonCullMode p_mode);
virtual void canvas_item_clear(RID p_item);
virtual void canvas_item_raise(RID p_item);
/* CANVAS ITEM MATERIAL */
virtual RID canvas_item_material_create();
virtual void canvas_item_material_set_shader(RID p_material, RID p_shader);
virtual void canvas_item_material_set_shader_param(RID p_material, const StringName& p_param, const Variant& p_value);
virtual Variant canvas_item_material_get_shader_param(RID p_material, const StringName& p_param) const;
virtual void canvas_item_material_set_shading_mode(RID p_material, CanvasItemShadingMode p_mode);
/* CURSOR */
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset, int p_cursor=0);
virtual void cursor_set_visible(bool p_visible, int p_cursor = 0);
virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0);
/* BLACK BARS */
virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);
/* FREE */
virtual void free( RID p_rid );
/* CUSTOM SHADE MODEL */
virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
virtual RID custom_shade_model_get_shader(int p_model) const;
virtual void custom_shade_model_set_name(int p_model, const String& p_name);
virtual String custom_shade_model_get_name(int p_model) const;
virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info);
virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const;
/* EVENT QUEUING */
virtual void draw();
virtual void sync();
virtual void init();
virtual void finish();
virtual bool has_changed() const;
/* RENDER INFO */
virtual int get_render_info(RenderInfo p_info);
virtual bool has_feature(Features p_feature) const;
RID get_test_cube();
virtual void set_boot_image(const Image& p_image, const Color& p_color, bool p_scale);
virtual void set_default_clear_color(const Color& p_color);
VisualServerRaster(Rasterizer *p_rasterizer);
~VisualServerRaster();
};
#endif