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-rw-r--r--doc/classes/RenderingServer.xml76
1 files changed, 51 insertions, 25 deletions
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 74eb6a17e5..4be97b7d3d 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>
@@ -2712,6 +2721,22 @@
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 +2874,16 @@
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>
@@ -3499,29 +3534,20 @@
</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>