/*************************************************************************/ /* visual_server_raster.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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 "allocators.h" #include "octree.h" /** @author Juan Linietsky */ 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 shape; Rect2 bounds; Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; } }; struct BakedLight { Rasterizer::BakedLightData data; DVector sampler; AABB octree_aabb; Size2i octree_tex_size; Size2i light_tex_size; }; struct BakedLightSampler { float params[BAKED_LIGHT_SAMPLER_MAX]; int resolution; Vector 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,OctreeAllocator> InstanceSet; struct Scenario; struct Instance { enum { MAX_LIGHTS=4 }; RID self; OctreeElementID octree_id; Scenario *scenario; bool update; bool update_aabb; bool update_materials; Instance *update_next; InstanceType base_type; RID base_rid; AABB aabb; AABB transformed_aabb; uint32_t object_ID; bool visible; bool visible_in_all_rooms; uint32_t layer_mask; float draw_range_begin; float draw_range_end; float extra_margin; Rasterizer::InstanceData data; Set auto_rooms; Set valid_auto_rooms; Instance *room; List::Element *RE; Instance *baked_light; List::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 owned_geometry_instances; List owned_portal_instances; List owned_room_instances; List owned_light_instances; //not used, but just for the sake of it Set disconnected_child_portals; Set owned_autoroom_geometry; uint64_t last_visited_pass; RoomInfo() { last_visited_pass=0; } }; struct PortalInfo { Portal *portal; Set candidate_set; Instance *connected; uint64_t last_visited_pass; Plane plane_cache; Vector 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::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 owned_instances; }; struct BakedLightSamplerInfo { Set baked_lights; Set owned_instances; BakedLightSampler *sampler; int resolution; Vector 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; data.cast_shadows=SHADOW_CASTING_SETTING_ON; data.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; update_aabb=false; update_materials=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 Octree; Octree octree; List directional_lights; RID environment; RID fallback_environment; Instance *dirty_instances; Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; } }; mutable RID_Owner canvas_item_material_owner; struct CanvasItem : public Rasterizer::CanvasItem { RID parent; // canvas it belongs to List::Element *E; RID viewport; int z; bool z_relative; bool sort_y; float opacity; float self_opacity; bool use_parent_material; Vector 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 { if(Math::abs(p_left->xform.elements[2].y - p_right->xform.elements[2].y) < CMP_EPSILON ) return p_left->xform.elements[2].x < p_right->xform.elements[2].x; else 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 owners; CanvasLightOccluderPolygon() { active=false; cull_mode=CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; } }; RID_Owner canvas_light_occluder_polygon_owner; RID_Owner canvas_light_occluder_owner; struct CanvasLight; struct Canvas { Set viewports; struct ChildItem { Point2 mirror; CanvasItem *item; }; Set lights; Set occluders; Vector child_items; Color modulate; int find_item(CanvasItem *p_item) { for(int i=0;i=0) child_items.remove(idx); } Canvas() { modulate=Color(1,1,1,1); } }; RID_Owner 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 canvas_map; SelfList 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::List viewport_update_list; Map 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; Rect2 region; Cursor() { rot = 0; visible = false; region = Rect2(); }; }; 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 aabb_random_points; Vector 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, bool p_update_materials=false); _FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false,bool p_update_materials=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_owner; mutable RID_Owner portal_owner; mutable RID_Owner baked_light_owner; mutable RID_Owner baked_light_sampler_owner; mutable RID_Owner camera_owner; mutable RID_Owner viewport_owner; mutable RID_Owner scenario_owner; mutable RID_Owner instance_owner; mutable RID_Owner canvas_owner; mutable RID_Owner canvas_item_owner; Map< RID, Set > instance_dependency_map; Map< RID, Set > 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 _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max); Vector _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 *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 *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& p_points); virtual DVector 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& p_shape); virtual Vector 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 p_octree); virtual DVector baked_light_get_octree(RID p_baked_light) const; virtual void baked_light_set_light(RID p_baked_light,const DVector p_light); virtual DVector baked_light_get_light(RID p_baked_light) const; virtual void baked_light_set_sampler_octree(RID p_baked_light,const DVector &p_sampler); virtual DVector 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); virtual void baked_light_set_realtime_color_enabled(RID p_baked_light, const bool p_enabled); virtual bool baked_light_get_realtime_color_enabled(RID p_baked_light) const; virtual void baked_light_set_realtime_color(RID p_baked_light, const Color& p_color); virtual Color baked_light_get_realtime_color(RID p_baked_light) const; virtual void baked_light_set_realtime_energy(RID p_baked_light, const float p_energy); virtual float baked_light_get_realtime_energy(RID p_baked_light) const; /* 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_surface_material(RID p_instance,int p_surface, RID p_material); 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 instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const; virtual Vector instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const; virtual Vector instances_cull_convex(const Vector& 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_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting); virtual VS::ShadowCastingSetting instance_geometry_get_cast_shadows_setting(RID p_instance) 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, 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)); virtual void canvas_item_add_primitive(RID p_item, const Vector& p_points, const Vector& p_colors,const Vector& p_uvs, RID p_texture,float p_width=1.0); virtual void canvas_item_add_polygon(RID p_item, const Vector& p_points, const Vector& p_colors,const Vector& p_uvs=Vector(), RID p_texture=RID()); virtual void canvas_item_add_triangle_array(RID p_item, const Vector& p_indices, const Vector& p_points, const Vector& p_colors,const Vector& p_uvs=Vector(), 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& p_shape,bool p_close); virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon,const DVector& 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, const Rect2 &p_region=Rect2()); 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& p_info); virtual void custom_shade_model_get_param_info(int p_model, List* 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); virtual Color get_default_clear_color() const; VisualServerRaster(Rasterizer *p_rasterizer); ~VisualServerRaster(); }; #endif