diff options
Diffstat (limited to 'doc/classes/RenderingServer.xml')
-rw-r--r-- | doc/classes/RenderingServer.xml | 92 |
1 files changed, 61 insertions, 31 deletions
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 74eb6a17e5..d2b95fda20 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -765,17 +765,20 @@ </argument> <argument index="3" name="intensity" type="float"> </argument> - <argument index="4" name="bias" type="float"> + <argument index="4" name="power" type="float"> </argument> - <argument index="5" name="light_affect" type="float"> + <argument index="5" name="detail" type="float"> </argument> - <argument index="6" name="ao_channel_affect" type="float"> + <argument index="6" name="horizon" type="float"> </argument> - <argument index="7" name="blur" type="int" enum="RenderingServer.EnvironmentSSAOBlur"> + <argument index="7" name="sharpness" type="float"> </argument> - <argument index="8" name="bilateral_sharpness" type="float"> + <argument index="8" name="light_affect" type="float"> + </argument> + <argument index="9" name="ao_channel_affect" type="float"> </argument> <description> + Sets the variables to be used with the "screen space ambient occlusion" post-process effect. See [Environment] for more details. </description> </method> <method name="environment_set_ssr"> @@ -856,6 +859,12 @@ Tries to free an object in the RenderingServer. </description> </method> + <method name="get_frame_setup_time_cpu" qualifiers="const"> + <return type="float"> + </return> + <description> + </description> + </method> <method name="get_render_info"> <return type="int"> </return> @@ -1351,7 +1360,7 @@ <argument index="1" name="scenario" type="RID"> </argument> <description> - Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. + Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. </description> </method> @@ -1363,7 +1372,7 @@ <argument index="1" name="scenario" type="RID"> </argument> <description> - Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. + Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. </description> </method> @@ -1377,7 +1386,7 @@ <argument index="2" name="scenario" type="RID"> </argument> <description> - Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. + Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. </description> </method> @@ -1793,7 +1802,7 @@ Updates a specific region of a vertex buffer for the specified surface. Warning: this function alters the vertex buffer directly with no safety mechanisms, you can easily corrupt your mesh. </description> </method> - <method name="multimesh_allocate"> + <method name="multimesh_allocate_data"> <return type="void"> </return> <argument index="0" name="multimesh" type="RID"> @@ -2540,7 +2549,7 @@ Sets a shader's default texture. Overwrites the texture given by name. </description> </method> - <method name="skeleton_allocate"> + <method name="skeleton_allocate_data"> <return type="void"> </return> <argument index="0" name="skeleton" type="RID"> @@ -2550,7 +2559,6 @@ <argument index="2" name="is_2d_skeleton" type="bool" default="false"> </argument> <description> - Allocates the GPU buffers for this skeleton. </description> </method> <method name="skeleton_bone_get_transform" qualifiers="const"> @@ -2696,11 +2704,14 @@ <description> Copies the viewport to a region of the screen specified by [code]rect[/code]. If [method viewport_set_render_direct_to_screen] is [code]true[/code], then the viewport does not use a framebuffer and the contents of the viewport are rendered directly to screen. However, note that the root viewport is drawn last, therefore it will draw over the screen. Accordingly, you must set the root viewport to an area that does not cover the area that you have attached this viewport to. For example, you can set the root viewport to not render at all with the following code: - [codeblock] + FIXME: The method seems to be non-existent. + [codeblocks] + [gdscript] func _ready(): get_viewport().set_attach_to_screen_rect(Rect2()) $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600)) - [/codeblock] + [/gdscript] + [/codeblocks] Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For a further optimization see, [method viewport_set_render_direct_to_screen]. </description> </method> @@ -2712,6 +2723,22 @@ Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] static method. </description> </method> + <method name="viewport_get_measured_render_time_cpu" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="viewport" type="RID"> + </argument> + <description> + </description> + </method> + <method name="viewport_get_measured_render_time_gpu" qualifiers="const"> + <return type="float"> + </return> + <argument index="0" name="viewport" type="RID"> + </argument> + <description> + </description> + </method> <method name="viewport_get_render_info"> <return type="int"> </return> @@ -2849,6 +2876,16 @@ Currently unimplemented in Godot 3.x. </description> </method> + <method name="viewport_set_measure_render_time"> + <return type="void"> + </return> + <argument index="0" name="viewport" type="RID"> + </argument> + <argument index="1" name="enable" type="bool"> + </argument> + <description> + </description> + </method> <method name="viewport_set_msaa"> <return type="void"> </return> @@ -2914,6 +2951,8 @@ </argument> <argument index="1" name="size" type="int"> </argument> + <argument index="2" name="use_16_bits" type="bool" default="false"> + </argument> <description> Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2. </description> @@ -3416,7 +3455,7 @@ <constant name="VIEWPORT_DEBUG_DRAW_GI_BUFFER" value="17" enum="ViewportDebugDraw"> </constant> <constant name="SKY_MODE_QUALITY" value="1" enum="SkyMode"> - Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples]. + Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples]. </constant> <constant name="SKY_MODE_REALTIME" value="3" enum="SkyMode"> Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. @@ -3499,29 +3538,20 @@ </constant> <constant name="ENV_SSR_ROUGNESS_QUALITY_HIGH" value="3" enum="EnvironmentSSRRoughnessQuality"> </constant> - <constant name="ENV_SSAO_BLUR_DISABLED" value="0" enum="EnvironmentSSAOBlur"> - Disables the blur set for SSAO. Will make SSAO look noisier. - </constant> - <constant name="ENV_SSAO_BLUR_1x1" value="1" enum="EnvironmentSSAOBlur"> - Perform a 1x1 blur on the SSAO output. - </constant> - <constant name="ENV_SSAO_BLUR_2x2" value="2" enum="EnvironmentSSAOBlur"> - Performs a 2x2 blur on the SSAO output. - </constant> - <constant name="ENV_SSAO_BLUR_3x3" value="3" enum="EnvironmentSSAOBlur"> - Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO. - </constant> - <constant name="ENV_SSAO_QUALITY_LOW" value="0" enum="EnvironmentSSAOQuality"> + <constant name="ENV_SSAO_QUALITY_VERY_LOW" value="0" enum="EnvironmentSSAOQuality"> Lowest quality of screen space ambient occlusion. </constant> - <constant name="ENV_SSAO_QUALITY_MEDIUM" value="1" enum="EnvironmentSSAOQuality"> + <constant name="ENV_SSAO_QUALITY_LOW" value="1" enum="EnvironmentSSAOQuality"> + Low quality screen space ambient occlusion. + </constant> + <constant name="ENV_SSAO_QUALITY_MEDIUM" value="2" enum="EnvironmentSSAOQuality"> Medium quality screen space ambient occlusion. </constant> - <constant name="ENV_SSAO_QUALITY_HIGH" value="2" enum="EnvironmentSSAOQuality"> + <constant name="ENV_SSAO_QUALITY_HIGH" value="3" enum="EnvironmentSSAOQuality"> High quality screen space ambient occlusion. </constant> - <constant name="ENV_SSAO_QUALITY_ULTRA" value="3" enum="EnvironmentSSAOQuality"> - Highest quality screen space ambient occlusion. + <constant name="ENV_SSAO_QUALITY_ULTRA" value="4" enum="EnvironmentSSAOQuality"> + Highest quality screen space ambient occlusion. Uses the adaptive setting which can be dynamically adjusted to smoothly balance performance and visual quality. </constant> <constant name="SUB_SURFACE_SCATTERING_QUALITY_DISABLED" value="0" enum="SubSurfaceScatteringQuality"> </constant> |