/*************************************************************************/ /* visual_server.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 "image.h" #include "math_2d.h" #include "object.h" #include "rid.h" #include "variant.h" /** @author Juan Linietsky */ class VisualServer : public Object { GDCLASS(VisualServer, Object); static VisualServer *singleton; int mm_policy; PoolVector _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 _canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector &p_margins, const Color &p_modulate = Color(1, 1, 1)); Array _get_array_from_surface(uint32_t p_format, PoolVector p_vertex_data, int p_vertex_len, PoolVector p_index_data, int p_index_len) const; protected: RID _make_test_cube(); void _free_internal_rids(); RID test_texture; RID white_texture; RID test_material; RID material_2d[16]; Error _surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, PoolVector &r_vertex_array, int p_vertex_array_len, PoolVector &r_index_array, int p_index_array_len, Rect3 &r_aabb, Vector r_bone_aabb); static VisualServer *(*create_func)(); static void _bind_methods(); public: static VisualServer *get_singleton(); static VisualServer *create(); enum { NO_INDEX_ARRAY = -1, ARRAY_WEIGHTS_SIZE = 4, CANVAS_ITEM_Z_MIN = -4096, CANVAS_ITEM_Z_MAX = 4096, MAX_GLOW_LEVELS = 7, 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 texure 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_USED_FOR_STREAMING = 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 Ref &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 Ref &p_image, CubeMapSide p_cube_side = CUBEMAP_LEFT) = 0; virtual Ref 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_texid(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 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; typedef void (*TextureDetectCallback)(void *); virtual void texture_set_detect_3d_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0; virtual void texture_set_detect_srgb_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0; struct TextureInfo { RID texture; Size2 size; Image::Format format; int bytes; String path; }; virtual void texture_debug_usage(List *r_info) = 0; virtual void textures_keep_original(bool p_enable) = 0; /* SKY API */ virtual RID sky_create() = 0; virtual void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) = 0; /* SHADER API */ enum ShaderMode { SHADER_SPATIAL, SHADER_CANVAS_ITEM, SHADER_PARTICLES, SHADER_MAX }; virtual RID shader_create() = 0; virtual void shader_set_code(RID p_shader, const String &p_code) = 0; virtual String shader_get_code(RID p_shader) const = 0; virtual void shader_get_param_list(RID p_shader, List *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; virtual void material_set_line_width(RID p_material, float p_width) = 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, ARRAY_COMPRESS_BASE = (ARRAY_INDEX + 1), ARRAY_COMPRESS_VERTEX = 1 << (ARRAY_VERTEX + ARRAY_COMPRESS_BASE), // mandatory ARRAY_COMPRESS_NORMAL = 1 << (ARRAY_NORMAL + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TANGENT = 1 << (ARRAY_TANGENT + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_COLOR = 1 << (ARRAY_COLOR + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_BONES = 1 << (ARRAY_BONES + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_WEIGHTS = 1 << (ARRAY_WEIGHTS + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE), ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1, ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2, ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_VERTEX | ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS }; 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_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT); virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, PrimitiveType p_primitive, const PoolVector &p_array, int p_vertex_count, const PoolVector &p_index_array, int p_index_count, const Rect3 &p_aabb, const Vector > &p_blend_shapes = Vector >(), const Vector &p_bone_aabbs = Vector()) = 0; virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount) = 0; virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0; enum BlendShapeMode { BLEND_SHAPE_MODE_NORMALIZED, BLEND_SHAPE_MODE_RELATIVE, }; virtual void mesh_set_blend_shape_mode(RID p_mesh, BlendShapeMode p_mode) = 0; virtual BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 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 PoolVector mesh_surface_get_array(RID p_mesh, int p_surface) const = 0; virtual PoolVector mesh_surface_get_index_array(RID p_mesh, int p_surface) const = 0; virtual Array mesh_surface_get_arrays(RID p_mesh, int p_surface) const; 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 Rect3 mesh_surface_get_aabb(RID p_mesh, int p_surface) const = 0; virtual Vector > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const = 0; virtual Vector mesh_surface_get_skeleton_aabb(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 Rect3 &p_aabb) = 0; virtual Rect3 mesh_get_custom_aabb(RID p_mesh) const = 0; virtual void mesh_clear(RID p_mesh) = 0; /* MULTIMESH API */ virtual RID multimesh_create() = 0; enum MultimeshTransformFormat { MULTIMESH_TRANSFORM_2D, MULTIMESH_TRANSFORM_3D, }; enum MultimeshColorFormat { MULTIMESH_COLOR_NONE, MULTIMESH_COLOR_8BIT, MULTIMESH_COLOR_FLOAT, }; virtual void multimesh_allocate(RID p_multimesh, int p_instances, MultimeshTransformFormat p_transform_format, MultimeshColorFormat p_color_format) = 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_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) = 0; virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &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 Rect3 multimesh_get_aabb(RID p_multimesh) const = 0; virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const = 0; virtual Transform2D multimesh_instance_get_transform_2d(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_vertex_2d(RID p_immediate, const Vector2 &p_vertex); 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; /* SKELETON API */ virtual RID skeleton_create() = 0; virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 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) const = 0; virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0; virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0; /* Light API */ enum LightType { LIGHT_DIRECTIONAL, LIGHT_OMNI, LIGHT_SPOT }; enum LightParam { LIGHT_PARAM_ENERGY, LIGHT_PARAM_SPECULAR, LIGHT_PARAM_RANGE, LIGHT_PARAM_ATTENUATION, LIGHT_PARAM_SPOT_ANGLE, LIGHT_PARAM_SPOT_ATTENUATION, LIGHT_PARAM_CONTACT_SHADOW_SIZE, LIGHT_PARAM_SHADOW_MAX_DISTANCE, LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET, LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET, LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET, LIGHT_PARAM_SHADOW_NORMAL_BIAS, LIGHT_PARAM_SHADOW_BIAS, LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE, LIGHT_PARAM_MAX }; virtual RID light_create(LightType p_type) = 0; virtual void light_set_color(RID p_light, const Color &p_color) = 0; virtual void light_set_param(RID p_light, LightParam p_param, float p_value) = 0; virtual void light_set_shadow(RID p_light, bool p_enabled) = 0; virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0; virtual void light_set_projector(RID p_light, RID p_texture) = 0; virtual void light_set_negative(RID p_light, bool p_enable) = 0; virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0; // omni light enum LightOmniShadowMode { LIGHT_OMNI_SHADOW_DUAL_PARABOLOID, LIGHT_OMNI_SHADOW_CUBE, }; virtual void light_omni_set_shadow_mode(RID p_light, LightOmniShadowMode p_mode) = 0; // omni light enum LightOmniShadowDetail { LIGHT_OMNI_SHADOW_DETAIL_VERTICAL, LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL }; virtual void light_omni_set_shadow_detail(RID p_light, LightOmniShadowDetail p_detail) = 0; // directional light enum LightDirectionalShadowMode { LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL, 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 void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0; /* PROBE API */ virtual RID reflection_probe_create() = 0; enum ReflectionProbeUpdateMode { REFLECTION_PROBE_UPDATE_ONCE, REFLECTION_PROBE_UPDATE_ALWAYS, }; virtual void reflection_probe_set_update_mode(RID p_probe, ReflectionProbeUpdateMode p_mode) = 0; virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0; virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_color) = 0; virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) = 0; virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) = 0; virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0; virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0; virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0; virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0; /* ROOM API */ virtual RID room_create() = 0; virtual void room_add_bounds(RID p_room, const PoolVector &p_convex_polygon, float p_height, const Transform &p_transform) = 0; virtual void room_clear_bounds(RID p_room) = 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 &p_shape) = 0; virtual void portal_set_enabled(RID p_portal, bool p_enabled) = 0; virtual void portal_set_disable_distance(RID p_portal, float p_distance) = 0; virtual void portal_set_disabled_color(RID p_portal, const Color &p_color) = 0; /* GI PROBE API */ virtual RID gi_probe_create() = 0; virtual void gi_probe_set_bounds(RID p_probe, const Rect3 &p_bounds) = 0; virtual Rect3 gi_probe_get_bounds(RID p_probe) const = 0; virtual void gi_probe_set_cell_size(RID p_probe, float p_range) = 0; virtual float gi_probe_get_cell_size(RID p_probe) const = 0; virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform) = 0; virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const = 0; virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector &p_data) = 0; virtual PoolVector gi_probe_get_dynamic_data(RID p_probe) const = 0; virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range) = 0; virtual int gi_probe_get_dynamic_range(RID p_probe) const = 0; virtual void gi_probe_set_energy(RID p_probe, float p_range) = 0; virtual float gi_probe_get_energy(RID p_probe) const = 0; virtual void gi_probe_set_bias(RID p_probe, float p_range) = 0; virtual float gi_probe_get_bias(RID p_probe) const = 0; virtual void gi_probe_set_propagation(RID p_probe, float p_range) = 0; virtual float gi_probe_get_propagation(RID p_probe) const = 0; virtual void gi_probe_set_interior(RID p_probe, bool p_enable) = 0; virtual bool gi_probe_is_interior(RID p_probe) const = 0; virtual void gi_probe_set_compress(RID p_probe, bool p_enable) = 0; virtual bool gi_probe_is_compressed(RID p_probe) const = 0; /* PARTICLES API */ virtual RID particles_create() = 0; virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0; virtual void particles_set_amount(RID p_particles, int p_amount) = 0; virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0; virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0; virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0; virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0; virtual void particles_set_custom_aabb(RID p_particles, const Rect3 &p_aabb) = 0; virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0; virtual void particles_set_process_material(RID p_particles, RID p_material) = 0; virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0; virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0; enum ParticlesDrawOrder { PARTICLES_DRAW_ORDER_INDEX, PARTICLES_DRAW_ORDER_LIFETIME, PARTICLES_DRAW_ORDER_VIEW_DEPTH, }; virtual void particles_set_draw_order(RID p_particles, ParticlesDrawOrder p_order) = 0; virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0; virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0; virtual Rect3 particles_get_current_aabb(RID p_particles) = 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_cull_mask(RID p_camera, uint32_t p_layers) = 0; virtual void camera_set_environment(RID p_camera, RID p_env) = 0; virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0; /* enum ParticlesCollisionMode { PARTICLES_COLLISION_NONE, PARTICLES_COLLISION_TEXTURE, PARTICLES_COLLISION_CUBEMAP, }; virtual void particles_set_collision(RID p_particles,ParticlesCollisionMode p_mode,const Transform&, p_xform,const RID p_depth_tex,const RID p_normal_tex)=0; */ /* VIEWPORT TARGET API */ virtual RID viewport_create() = 0; virtual void viewport_set_size(RID p_viewport, int p_width, int p_height) = 0; virtual void viewport_set_active(RID p_viewport, bool p_active) = 0; virtual void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) = 0; virtual void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), int p_screen = 0) = 0; virtual void viewport_detach(RID p_viewport) = 0; enum ViewportUpdateMode { VIEWPORT_UPDATE_DISABLED, VIEWPORT_UPDATE_ONCE, //then goes to disabled, must be manually updated VIEWPORT_UPDATE_WHEN_VISIBLE, // default VIEWPORT_UPDATE_ALWAYS }; virtual void viewport_set_update_mode(RID p_viewport, ViewportUpdateMode p_mode) = 0; virtual void viewport_set_vflip(RID p_viewport, bool p_enable) = 0; enum ViewportClearMode { VIEWPORT_CLEAR_ALWAYS, VIEWPORT_CLEAR_NEVER, VIEWPORT_CLEAR_ONLY_NEXT_FRAME }; virtual void viewport_set_clear_mode(RID p_viewport, ViewportClearMode p_clear_mode) = 0; virtual RID viewport_get_texture(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_set_disable_3d(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 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 Transform2D &p_offset) = 0; virtual void viewport_set_transparent_background(RID p_viewport, bool p_enabled) = 0; virtual void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) = 0; virtual void viewport_set_canvas_layer(RID p_viewport, RID p_canvas, int p_layer) = 0; virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size) = 0; virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) = 0; enum ViewportMSAA { VIEWPORT_MSAA_DISABLED, VIEWPORT_MSAA_2X, VIEWPORT_MSAA_4X, VIEWPORT_MSAA_8X, VIEWPORT_MSAA_16X, }; virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0; virtual void viewport_set_hdr(RID p_viewport, bool p_enabled) = 0; /* ENVIRONMENT API */ virtual RID environment_create() = 0; enum EnvironmentBG { ENV_BG_CLEAR_COLOR, ENV_BG_COLOR, ENV_BG_SKY, ENV_BG_CANVAS, ENV_BG_KEEP, ENV_BG_MAX }; virtual void environment_set_background(RID p_env, EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; virtual void environment_set_sky_scale(RID p_env, float p_scale) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0) = 0; //set default SSAO options //set default SSR options //set default SSSSS options enum EnvironmentDOFBlurQuality { ENV_DOF_BLUR_QUALITY_LOW, ENV_DOF_BLUR_QUALITY_MEDIUM, ENV_DOF_BLUR_QUALITY_HIGH, }; virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0; virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, EnvironmentDOFBlurQuality p_quality) = 0; enum EnvironmentGlowBlendMode { GLOW_BLEND_MODE_ADDITIVE, GLOW_BLEND_MODE_SCREEN, GLOW_BLEND_MODE_SOFTLIGHT, GLOW_BLEND_MODE_REPLACE, }; virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) = 0; virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0; enum EnvironmentToneMapper { ENV_TONE_MAPPER_LINEAR, ENV_TONE_MAPPER_REINHARDT, ENV_TONE_MAPPER_FILMIC, ENV_TONE_MAPPER_ACES }; virtual void environment_set_tonemap(RID p_env, EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_grey) = 0; virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0; virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_accel, float p_fade, float p_depth_tolerance, bool p_smooth, bool p_roughness) = 0; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, bool p_blur) = 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 void scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv) = 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_REFLECTION_PROBE, INSTANCE_ROOM, INSTANCE_PORTAL, INSTANCE_GI_PROBE, INSTANCE_MAX, /*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 void instance_set_scenario(RID p_instance, RID p_scenario) = 0; // from can be mesh, light, poly, area and portal so far. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0; virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0; virtual void instance_attach_object_instance_ID(RID p_instance, ObjectID p_ID) = 0; virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0; virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0; virtual void instance_set_visible(RID p_instance, bool p_visible) = 0; virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0; virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0; virtual void instance_set_room(RID p_instance, RID p_room) = 0; virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0; // don't use these in a game! virtual Vector instances_cull_aabb(const Rect3 &p_aabb, RID p_scenario = RID()) const = 0; virtual Vector instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0; virtual Vector instances_cull_convex(const Vector &p_convex, RID p_scenario = RID()) const = 0; enum InstanceFlags { INSTANCE_FLAG_CAST_SHADOW, 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 void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0; virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0; virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0; virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) = 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 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 void canvas_item_set_visible(RID p_item, bool p_visible) = 0; virtual void canvas_item_set_light_mask(RID p_item, int p_mask) = 0; virtual void canvas_item_set_transform(RID p_item, const Transform2D &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_modulate(RID p_item, const Color &p_color) = 0; virtual void canvas_item_set_self_modulate(RID p_item, const Color &p_color) = 0; virtual void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable) = 0; enum NinePatchAxisMode { NINE_PATCH_STRETCH, NINE_PATCH_TILE, NINE_PATCH_TILE_FIT, }; 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, bool p_antialiased = false) = 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_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, NinePatchAxisMode p_x_axis_mode = NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode = NINE_PATCH_STRETCH, 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 &p_points, const Vector &p_colors, const Vector &p_uvs, RID p_texture, float p_width = 1.0) = 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()) = 0; 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) = 0; virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, RID p_skeleton = RID()) = 0; virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_skeleton = RID()) = 0; virtual void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform) = 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_set_draw_index(RID p_item, int p_index) = 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 Transform2D &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_cull_mask(RID p_light, int p_mask) = 0; virtual void canvas_light_set_item_shadow_cull_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; enum CanvasLightShadowFilter { CANVAS_LIGHT_FILTER_NONE, CANVAS_LIGHT_FILTER_PCF3, CANVAS_LIGHT_FILTER_PCF5, CANVAS_LIGHT_FILTER_PCF9, CANVAS_LIGHT_FILTER_PCF13, }; 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_gradient_length(RID p_light, float p_length) = 0; virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter) = 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 Transform2D &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 PoolVector &p_shape, bool p_closed) = 0; virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const PoolVector &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; /* CURSOR */ virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0) = 0; // radians virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor = 0, const Rect2 &p_region = Rect2()) = 0; virtual void cursor_set_visible(bool p_visible, int p_cursor = 0) = 0; virtual void cursor_set_pos(const Point2 &p_pos, int p_cursor = 0) = 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 /* 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_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 PoolVector &p_planes); virtual void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale) = 0; virtual void set_default_clear_color(const Color &p_color) = 0; enum Features { FEATURE_SHADERS, FEATURE_MULTITHREADED, }; virtual bool has_feature(Features p_feature) const = 0; virtual bool has_os_feature(const String &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::ArrayType); VARIANT_ENUM_CAST(VisualServer::ArrayFormat); VARIANT_ENUM_CAST(VisualServer::PrimitiveType); VARIANT_ENUM_CAST(VisualServer::LightType); VARIANT_ENUM_CAST(VisualServer::LightParam); VARIANT_ENUM_CAST(VisualServer::ScenarioDebugMode); VARIANT_ENUM_CAST(VisualServer::InstanceType); VARIANT_ENUM_CAST(VisualServer::RenderInfo); //typedef VisualServer VS; // makes it easier to use #define VS VisualServer #endif