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-rw-r--r--servers/rendering_server.h29
1 files changed, 21 insertions, 8 deletions
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 1907660dd7..a31c9f39fd 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -394,6 +394,7 @@ public:
LIGHT_PARAM_SHADOW_NORMAL_BIAS,
LIGHT_PARAM_SHADOW_BIAS,
LIGHT_PARAM_SHADOW_PANCAKE_SIZE,
+ LIGHT_PARAM_SHADOW_BLUR,
LIGHT_PARAM_TRANSMITTANCE_BIAS,
LIGHT_PARAM_MAX
};
@@ -633,12 +634,17 @@ public:
VIEWPORT_MSAA_4X,
VIEWPORT_MSAA_8X,
VIEWPORT_MSAA_16X,
- VIEWPORT_MSAA_EXT_2X,
- VIEWPORT_MSAA_EXT_4X,
+ VIEWPORT_MSAA_MAX,
};
virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0;
+ enum ViewportScreenSpaceAA {
+ VIEWPORT_SCREEN_SPACE_AA_DISABLED,
+ VIEWPORT_SCREEN_SPACE_AA_FXAA,
+ };
+ virtual void viewport_set_screen_space_aa(RID p_viewport, ViewportScreenSpaceAA p_mode) = 0;
+
enum ViewportRenderInfo {
VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME,
@@ -673,6 +679,10 @@ public:
virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0;
+ virtual void viewport_set_measure_render_time(RID p_viewport, bool p_enable) = 0;
+ virtual float viewport_get_measured_render_time_cpu(RID p_viewport) const = 0;
+ virtual float viewport_get_measured_render_time_gpu(RID p_viewport) const = 0;
+
virtual void directional_shadow_atlas_set_size(int p_size) = 0;
/* SKY API */
@@ -818,14 +828,17 @@ public:
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
- enum ShadowFilter {
- SHADOW_FILTER_NONE,
- SHADOW_FILTER_PCF5,
- SHADOW_FILTER_PCF13,
- SHADOW_FILTER_MAX
+ enum ShadowQuality {
+ SHADOW_QUALITY_HARD,
+ SHADOW_QUALITY_SOFT_LOW,
+ SHADOW_QUALITY_SOFT_MEDIUM,
+ SHADOW_QUALITY_SOFT_HIGH,
+ SHADOW_QUALITY_SOFT_ULTRA,
+ SHADOW_QUALITY_MAX
};
- virtual void shadow_filter_set(ShadowFilter p_filter) = 0;
+ virtual void shadows_quality_set(ShadowQuality p_quality) = 0;
+ virtual void directional_shadow_quality_set(ShadowQuality p_quality) = 0;
/* SCENARIO API */