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Diffstat (limited to 'servers/rendering_server.h')
-rw-r--r-- | servers/rendering_server.h | 1157 |
1 files changed, 1157 insertions, 0 deletions
diff --git a/servers/rendering_server.h b/servers/rendering_server.h new file mode 100644 index 0000000000..92820aca21 --- /dev/null +++ b/servers/rendering_server.h @@ -0,0 +1,1157 @@ +/*************************************************************************/ +/* rendering_server.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 RENDERING_SERVER_H +#define RENDERING_SERVER_H + +#include "core/image.h" +#include "core/math/geometry.h" +#include "core/math/transform_2d.h" +#include "core/object.h" +#include "core/rid.h" +#include "core/variant.h" +#include "servers/display_server.h" + +class RenderingServer : public Object { + + GDCLASS(RenderingServer, Object); + + static RenderingServer *singleton; + + int mm_policy; + + 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<float> &p_margins, const Color &p_modulate = Color(1, 1, 1)); + Array _get_array_from_surface(uint32_t p_format, Vector<uint8_t> p_vertex_data, int p_vertex_len, Vector<uint8_t> 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; + + Error _surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, Vector<uint8_t> &r_vertex_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb); + + static RenderingServer *(*create_func)(); + static void _bind_methods(); + +public: + static RenderingServer *get_singleton(); + static RenderingServer *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 TextureLayeredType { + TEXTURE_LAYERED_2D_ARRAY, + TEXTURE_LAYERED_CUBEMAP, + TEXTURE_LAYERED_CUBEMAP_ARRAY, + }; + + enum CubeMapLayer { + + CUBEMAP_LAYER_LEFT, + CUBEMAP_LAYER_RIGHT, + CUBEMAP_LAYER_BOTTOM, + CUBEMAP_LAYER_TOP, + CUBEMAP_LAYER_FRONT, + CUBEMAP_LAYER_BACK + }; + + virtual RID texture_2d_create(const Ref<Image> &p_image) = 0; + virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, TextureLayeredType p_layered_type) = 0; + virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices) = 0; //all slices, then all the mipmaps, must be coherent + virtual RID texture_proxy_create(RID p_base) = 0; + + virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0; //mostly used for video and streaming + virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0; + virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap) = 0; + virtual void texture_proxy_update(RID p_texture, RID p_proxy_to) = 0; + + //these two APIs can be used together or in combination with the others. + virtual RID texture_2d_placeholder_create() = 0; + virtual RID texture_2d_layered_placeholder_create() = 0; + virtual RID texture_3d_placeholder_create() = 0; + + virtual Ref<Image> texture_2d_get(RID p_texture) const = 0; + virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0; + virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const = 0; + + virtual void texture_replace(RID p_texture, RID p_by_texture) = 0; + virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0; +// FIXME: Disabled during Vulkan refactoring, should be ported. +#if 0 + virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0; +#endif + + virtual void texture_set_path(RID p_texture, const String &p_path) = 0; + virtual String texture_get_path(RID p_texture) const = 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_normal_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0; + + enum TextureDetectRoughnessChannel { + TEXTURE_DETECT_ROUGNHESS_R, + TEXTURE_DETECT_ROUGNHESS_G, + TEXTURE_DETECT_ROUGNHESS_B, + TEXTURE_DETECT_ROUGNHESS_A, + TEXTURE_DETECT_ROUGNHESS_GRAY, + }; + + typedef void (*TextureDetectRoughnessCallback)(void *, const String &, TextureDetectRoughnessChannel); + virtual void texture_set_detect_roughness_callback(RID p_texture, TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0; + + struct TextureInfo { + RID texture; + uint32_t width; + uint32_t height; + uint32_t depth; + Image::Format format; + int bytes; + String path; + }; + + virtual void texture_debug_usage(List<TextureInfo> *r_info) = 0; + Array _texture_debug_usage_bind(); + + virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0; + + /* SHADER API */ + + enum ShaderMode { + + SHADER_SPATIAL, + SHADER_CANVAS_ITEM, + SHADER_PARTICLES, + SHADER_SKY, + 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<PropertyInfo> *p_param_list) const = 0; + Array _shader_get_param_list_bind(RID p_shader) const; + virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) 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 */ + + enum { + MATERIAL_RENDER_PRIORITY_MIN = -128, + MATERIAL_RENDER_PRIORITY_MAX = 127, + + }; + virtual RID material_create() = 0; + + virtual void material_set_shader(RID p_shader_material, RID p_shader) = 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_render_priority(RID p_material, int priority) = 0; + + virtual void material_set_next_pass(RID p_material, RID p_next_material) = 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_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_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE), + + ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1, + ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3, + + ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 + + }; + + enum PrimitiveType { + PRIMITIVE_POINTS, + PRIMITIVE_LINES, + PRIMITIVE_LINE_STRIP, + PRIMITIVE_TRIANGLES, + PRIMITIVE_TRIANGLE_STRIP, + PRIMITIVE_MAX, + }; + + struct SurfaceData { + + PrimitiveType primitive = PRIMITIVE_MAX; + + uint32_t format = 0; + Vector<uint8_t> vertex_data; + uint32_t vertex_count = 0; + Vector<uint8_t> index_data; + uint32_t index_count = 0; + + AABB aabb; + struct LOD { + float edge_length; + Vector<uint8_t> index_data; + }; + Vector<LOD> lods; + Vector<AABB> bone_aabbs; + + Vector<Vector<uint8_t>> blend_shapes; + + RID material; + }; + + virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) = 0; + virtual RID mesh_create() = 0; + + virtual uint32_t mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const; + virtual uint32_t mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len) const; + /// Returns stride + virtual uint32_t mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets) const; + virtual Error mesh_create_surface_data_from_arrays(SurfaceData *r_surface_data, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT); + Array mesh_create_arrays_from_surface_data(const SurfaceData &p_data) const; + Array mesh_surface_get_arrays(RID p_mesh, int p_surface) const; + Array mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const; + Dictionary mesh_surface_get_lods(RID p_mesh, int p_surface) const; + + virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT); + virtual void mesh_add_surface(RID p_mesh, const SurfaceData &p_surface) = 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_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 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 SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const = 0; + + virtual int mesh_get_surface_count(RID p_mesh) const = 0; + + virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0; + virtual AABB 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, + }; + + virtual void multimesh_allocate(RID p_multimesh, int p_instances, MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) = 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 void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) = 0; + + virtual RID multimesh_get_mesh(RID p_multimesh) const = 0; + virtual AABB 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 Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const = 0; + + virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) = 0; + virtual Vector<float> multimesh_get_buffer(RID p_multimesh) 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; + virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0; + + /* Light API */ + + enum LightType { + LIGHT_DIRECTIONAL, + LIGHT_OMNI, + LIGHT_SPOT + }; + + enum LightParam { + + LIGHT_PARAM_ENERGY, + LIGHT_PARAM_INDIRECT_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_FADE_START, + LIGHT_PARAM_SHADOW_NORMAL_BIAS, + LIGHT_PARAM_SHADOW_BIAS, + LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE, + LIGHT_PARAM_MAX + }; + + virtual RID directional_light_create() = 0; + virtual RID omni_light_create() = 0; + virtual RID spot_light_create() = 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; + virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0; + virtual void light_set_use_gi(RID p_light, bool p_enable) = 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; + + // 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; + + enum LightDirectionalShadowDepthRangeMode { + LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE, + LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED, + + }; + + virtual void light_directional_set_shadow_depth_range_mode(RID p_light, LightDirectionalShadowDepthRangeMode p_range_mode) = 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; + virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0; + + /* GI PROBE API */ + + virtual RID gi_probe_create() = 0; + + virtual void gi_probe_allocate(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) = 0; + + virtual AABB gi_probe_get_bounds(RID p_gi_probe) const = 0; + virtual Vector3i gi_probe_get_octree_size(RID p_gi_probe) const = 0; + virtual Vector<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const = 0; + virtual Vector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const = 0; + virtual Vector<uint8_t> gi_probe_get_distance_field(RID p_gi_probe) const = 0; + virtual Vector<int> gi_probe_get_level_counts(RID p_gi_probe) const = 0; + virtual Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const = 0; + + virtual void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range) = 0; + virtual float gi_probe_get_dynamic_range(RID p_gi_probe) const = 0; + + virtual void gi_probe_set_propagation(RID p_gi_probe, float p_range) = 0; + virtual float gi_probe_get_propagation(RID p_gi_probe) const = 0; + + virtual void gi_probe_set_energy(RID p_gi_probe, float p_energy) = 0; + virtual float gi_probe_get_energy(RID p_gi_probe) const = 0; + + virtual void gi_probe_set_ao(RID p_gi_probe, float p_ao) = 0; + virtual float gi_probe_get_ao(RID p_gi_probe) const = 0; + + virtual void gi_probe_set_ao_size(RID p_gi_probe, float p_strength) = 0; + virtual float gi_probe_get_ao_size(RID p_gi_probe) const = 0; + + virtual void gi_probe_set_bias(RID p_gi_probe, float p_bias) = 0; + virtual float gi_probe_get_bias(RID p_gi_probe) const = 0; + + virtual void gi_probe_set_normal_bias(RID p_gi_probe, float p_range) = 0; + virtual float gi_probe_get_normal_bias(RID p_gi_probe) const = 0; + + virtual void gi_probe_set_interior(RID p_gi_probe, bool p_enable) = 0; + virtual bool gi_probe_is_interior(RID p_gi_probe) const = 0; + + virtual void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable) = 0; + virtual bool gi_probe_is_using_two_bounces(RID p_gi_probe) const = 0; + + virtual void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength) = 0; + virtual float gi_probe_get_anisotropy_strength(RID p_gi_probe) const = 0; + + /* LIGHTMAP CAPTURE */ + + virtual RID lightmap_capture_create() = 0; + virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) = 0; + virtual AABB lightmap_capture_get_bounds(RID p_capture) const = 0; + virtual void lightmap_capture_set_octree(RID p_capture, const Vector<uint8_t> &p_octree) = 0; + virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) = 0; + virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const = 0; + virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) = 0; + virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const = 0; + virtual Vector<uint8_t> lightmap_capture_get_octree(RID p_capture) const = 0; + virtual void lightmap_capture_set_energy(RID p_capture, float p_energy) = 0; + virtual float lightmap_capture_get_energy(RID p_capture) const = 0; + + /* PARTICLES API */ + + virtual RID particles_create() = 0; + + virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0; + virtual bool particles_get_emitting(RID p_particles) = 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_one_shot(RID p_particles, bool p_one_shot) = 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 AABB &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; + virtual bool particles_is_inactive(RID p_particles) = 0; + virtual void particles_request_process(RID p_particles) = 0; + virtual void particles_restart(RID p_particles) = 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 AABB particles_get_current_aabb(RID p_particles) = 0; + + virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform) = 0; //this is only used for 2D, in 3D it's automatic + + /* 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_frustum(RID p_camera, float p_size, Vector2 p_offset, 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_camera_effects(RID p_camera, RID p_camera_effects) = 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_use_arvr(RID p_viewport, bool p_use_arvr) = 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(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID) = 0; + virtual void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) = 0; + + enum ViewportUpdateMode { + VIEWPORT_UPDATE_DISABLED, + VIEWPORT_UPDATE_ONCE, //then goes to disabled, must be manually updated + VIEWPORT_UPDATE_WHEN_VISIBLE, // default + VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE, + VIEWPORT_UPDATE_ALWAYS + }; + + virtual void viewport_set_update_mode(RID p_viewport, ViewportUpdateMode p_mode) = 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_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_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) = 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, + VIEWPORT_MSAA_EXT_2X, + VIEWPORT_MSAA_EXT_4X, + }; + + virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0; + + enum ViewportRenderInfo { + + VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME, + VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME, + VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME, + VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME, + VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME, + VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME, + VIEWPORT_RENDER_INFO_MAX + }; + + virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) = 0; + + enum ViewportDebugDraw { + VIEWPORT_DEBUG_DRAW_DISABLED, + VIEWPORT_DEBUG_DRAW_UNSHADED, + VIEWPORT_DEBUG_DRAW_LIGHTING, + VIEWPORT_DEBUG_DRAW_OVERDRAW, + VIEWPORT_DEBUG_DRAW_WIREFRAME, + VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER, + VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO, + VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, + VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, + VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS, + VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS, + VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE, + VIEWPORT_DEBUG_DRAW_SSAO, + VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER, + + }; + + virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0; + + virtual void directional_shadow_atlas_set_size(int p_size) = 0; + + /* SKY API */ + + enum SkyMode { + SKY_MODE_QUALITY, + SKY_MODE_REALTIME + }; + + virtual RID sky_create() = 0; + virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0; + virtual void sky_set_mode(RID p_sky, SkyMode p_mode) = 0; + virtual void sky_set_material(RID p_sky, RID p_material) = 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_CAMERA_FEED, + ENV_BG_MAX + }; + + enum EnvironmentAmbientSource { + ENV_AMBIENT_SOURCE_BG, + ENV_AMBIENT_SOURCE_DISABLED, + ENV_AMBIENT_SOURCE_COLOR, + ENV_AMBIENT_SOURCE_SKY, + }; + + enum EnvironmentReflectionSource { + ENV_REFLECTION_SOURCE_BG, + ENV_REFLECTION_SOURCE_DISABLED, + ENV_REFLECTION_SOURCE_SKY, + }; + + 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_custom_fov(RID p_env, float p_scale) = 0; + virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 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, EnvironmentAmbientSource p_ambient = ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, EnvironmentReflectionSource p_reflection_source = ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0; +// FIXME: Disabled during Vulkan refactoring, should be ported. +#if 0 + virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0; +#endif + + enum EnvironmentGlowBlendMode { + ENV_GLOW_BLEND_MODE_ADDITIVE, + ENV_GLOW_BLEND_MODE_SCREEN, + ENV_GLOW_BLEND_MODE_SOFTLIGHT, + ENV_GLOW_BLEND_MODE_REPLACE, + ENV_GLOW_BLEND_MODE_MIX, + }; + virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) = 0; + + enum EnvironmentToneMapper { + ENV_TONE_MAPPER_LINEAR, + ENV_TONE_MAPPER_REINHARD, + 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_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0; + + enum EnvironmentSSAOBlur { + ENV_SSAO_BLUR_DISABLED, + ENV_SSAO_BLUR_1x1, + ENV_SSAO_BLUR_2x2, + ENV_SSAO_BLUR_3x3, + }; + + virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0; + + enum EnvironmentSSAOQuality { + ENV_SSAO_QUALITY_LOW, + ENV_SSAO_QUALITY_MEDIUM, + ENV_SSAO_QUALITY_HIGH, + ENV_SSAO_QUALITY_ULTRA, + }; + + virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size) = 0; + + virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0; + virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0; + virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0; + + virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve) = 0; + + /* CAMERA EFFECTS */ + + virtual RID camera_effects_create() = 0; + + enum DOFBlurQuality { + DOF_BLUR_QUALITY_VERY_LOW, + DOF_BLUR_QUALITY_LOW, + DOF_BLUR_QUALITY_MEDIUM, + DOF_BLUR_QUALITY_HIGH, + }; + + virtual void camera_effects_set_dof_blur_quality(DOFBlurQuality p_quality, bool p_use_jitter) = 0; + + enum DOFBokehShape { + DOF_BOKEH_BOX, + DOF_BOKEH_HEXAGON, + DOF_BOKEH_CIRCLE + }; + + virtual void camera_effects_set_dof_blur_bokeh_shape(DOFBokehShape p_shape) = 0; + + 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; + + /* 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_fallback_environment(RID p_scenario, RID p_environment) = 0; + virtual void scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) = 0; + + /* INSTANCING API */ + + enum InstanceType { + + INSTANCE_NONE, + INSTANCE_MESH, + INSTANCE_MULTIMESH, + INSTANCE_IMMEDIATE, + INSTANCE_PARTICLES, + INSTANCE_LIGHT, + INSTANCE_REFLECTION_PROBE, + INSTANCE_GI_PROBE, + INSTANCE_LIGHTMAP_CAPTURE, + INSTANCE_MAX, + + 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() = 0; + + virtual void instance_set_base(RID p_instance, RID p_base) = 0; + virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0; + 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_set_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap) = 0; + + virtual void instance_set_custom_aabb(RID p_instance, AABB aabb) = 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_extra_visibility_margin(RID p_instance, real_t p_margin) = 0; + + // don't use these in a game! + virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0; + virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0; + virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0; + + Array _instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario = RID()) const; + Array _instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const; + Array _instances_cull_convex_bind(const Array &p_convex, RID p_scenario = RID()) const; + + enum InstanceFlags { + INSTANCE_FLAG_USE_BAKED_LIGHT, + INSTANCE_FLAG_USE_DYNAMIC_GI, + INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, + 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 void canvas_set_parent(RID p_canvas, RID p_parent, float p_scale) = 0; + + virtual void canvas_set_disable_scale(bool p_disable) = 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_update_when_visible(RID p_item, bool p_update) = 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, + }; + + enum CanvasItemTextureFilter { + CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, //uses canvas item setting for draw command, uses global setting for canvas item + CANVAS_ITEM_TEXTURE_FILTER_NEAREST, + CANVAS_ITEM_TEXTURE_FILTER_LINEAR, + CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, + CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, + CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, + CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, + CANVAS_ITEM_TEXTURE_FILTER_MAX + }; + + enum CanvasItemTextureRepeat { + CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, //uses canvas item setting for draw command, uses global setting for canvas item + CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, + CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, + CANVAS_ITEM_TEXTURE_REPEAT_MIRROR, + CANVAS_ITEM_TEXTURE_REPEAT_MAX, + }; + + //takes effect only for new draw commands + virtual void canvas_item_set_default_texture_filter(RID p_item, CanvasItemTextureFilter p_filter) = 0; + virtual void canvas_item_set_default_texture_repeat(RID p_item, CanvasItemTextureRepeat p_repeat) = 0; + + 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) = 0; + virtual void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0) = 0; + virtual void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0) = 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, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 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, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), bool p_clip_uv = false, CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 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), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0; + virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0; + virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0; + virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0; + virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0; + virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0; + virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 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_index(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_attach_skeleton(RID p_item, RID p_skeleton) = 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_PCF5, + CANVAS_LIGHT_FILTER_PCF13, + CANVAS_LIGHT_FILTER_MAX + }; + + 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_filter(RID p_light, CanvasLightShadowFilter p_filter) = 0; + virtual void canvas_light_set_shadow_color(RID p_light, const Color &p_color) = 0; + virtual void canvas_light_set_shadow_smooth(RID p_light, float p_smooth) = 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 Vector<Vector2> &p_shape, bool p_closed) = 0; + virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const Vector<Vector2> &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; + + /* 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 + + virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) = 0; + + /* EVENT QUEUING */ + + virtual void draw(bool p_swap_buffers = true, double frame_step = 0.0) = 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; + virtual String get_video_adapter_name() const = 0; + virtual String get_video_adapter_vendor() const = 0; + + struct FrameProfileArea { + String name; + float gpu_msec; + float cpu_msec; + }; + + virtual void set_frame_profiling_enabled(bool p_enable) = 0; + virtual Vector<FrameProfileArea> get_frame_profile() = 0; + virtual uint64_t get_frame_profile_frame() = 0; + + /* Materials for 2D on 3D */ + + /* 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 Vector<Plane> &p_planes); + + virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 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; + + virtual void set_debug_generate_wireframes(bool p_generate) = 0; + + virtual void call_set_use_vsync(bool p_enable) = 0; + + virtual bool is_low_end() const = 0; + + RenderingServer(); + virtual ~RenderingServer(); +}; + +// make variant understand the enums +VARIANT_ENUM_CAST(RenderingServer::TextureLayeredType); +VARIANT_ENUM_CAST(RenderingServer::CubeMapLayer); +VARIANT_ENUM_CAST(RenderingServer::ShaderMode); +VARIANT_ENUM_CAST(RenderingServer::ArrayType); +VARIANT_ENUM_CAST(RenderingServer::ArrayFormat); +VARIANT_ENUM_CAST(RenderingServer::PrimitiveType); +VARIANT_ENUM_CAST(RenderingServer::BlendShapeMode); +VARIANT_ENUM_CAST(RenderingServer::MultimeshTransformFormat); +VARIANT_ENUM_CAST(RenderingServer::LightType); +VARIANT_ENUM_CAST(RenderingServer::LightParam); +VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode); +VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode); +VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowDepthRangeMode); +VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode); +VARIANT_ENUM_CAST(RenderingServer::ParticlesDrawOrder); +VARIANT_ENUM_CAST(RenderingServer::ViewportUpdateMode); +VARIANT_ENUM_CAST(RenderingServer::ViewportClearMode); +VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA); +VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfo); +VARIANT_ENUM_CAST(RenderingServer::ViewportDebugDraw); +VARIANT_ENUM_CAST(RenderingServer::SkyMode); +VARIANT_ENUM_CAST(RenderingServer::EnvironmentBG); +VARIANT_ENUM_CAST(RenderingServer::EnvironmentAmbientSource); +VARIANT_ENUM_CAST(RenderingServer::EnvironmentReflectionSource); +VARIANT_ENUM_CAST(RenderingServer::EnvironmentGlowBlendMode); +VARIANT_ENUM_CAST(RenderingServer::EnvironmentToneMapper); +VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality); +VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOBlur); +VARIANT_ENUM_CAST(RenderingServer::DOFBlurQuality); +VARIANT_ENUM_CAST(RenderingServer::DOFBokehShape); +VARIANT_ENUM_CAST(RenderingServer::ScenarioDebugMode); +VARIANT_ENUM_CAST(RenderingServer::InstanceType); +VARIANT_ENUM_CAST(RenderingServer::InstanceFlags); +VARIANT_ENUM_CAST(RenderingServer::ShadowCastingSetting); +VARIANT_ENUM_CAST(RenderingServer::NinePatchAxisMode); +VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureFilter); +VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureRepeat); +VARIANT_ENUM_CAST(RenderingServer::CanvasLightMode); +VARIANT_ENUM_CAST(RenderingServer::CanvasLightShadowFilter); +VARIANT_ENUM_CAST(RenderingServer::CanvasOccluderPolygonCullMode); +VARIANT_ENUM_CAST(RenderingServer::RenderInfo); +VARIANT_ENUM_CAST(RenderingServer::Features); + +//typedef RenderingServer VS; // makes it easier to use +#define RS RenderingServer + +#endif |