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-rw-r--r--servers/visual/visual_server_raster.h592
1 files changed, 155 insertions, 437 deletions
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index 496820f4a8..4cad03928b 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -40,6 +40,8 @@
*/
+
+
class VisualServerRaster : public VisualServer {
@@ -57,6 +59,12 @@ class VisualServerRaster : public VisualServer {
};
+ int changes;
+ bool draw_extra_frame;
+ RID test_cube;
+
+
+ #if 0
struct Room {
bool occlude_exterior;
@@ -374,97 +382,6 @@ class VisualServerRaster : public VisualServer {
mutable RID_Owner<Rasterizer::CanvasItemMaterial> canvas_item_material_owner;
- struct CanvasItem : public Rasterizer::CanvasItem {
-
-
- RID parent; // canvas it belongs to
- List<CanvasItem*>::Element *E;
- RID viewport;
- int z;
- bool z_relative;
- bool sort_y;
- float opacity;
- float self_opacity;
- bool use_parent_material;
-
-
- Vector<CanvasItem*> child_items;
-
-
- CanvasItem() {
- E=NULL;
- z=0;
- opacity=1;
- self_opacity=1;
- sort_y=false;
- use_parent_material=false;
- z_relative=true;
- }
- };
-
-
- struct CanvasItemPtrSort {
-
- _FORCE_INLINE_ bool operator()(const CanvasItem* p_left,const CanvasItem* p_right) const {
-
- return p_left->xform.elements[2].y < p_right->xform.elements[2].y;
- }
- };
-
- struct CanvasLightOccluder;
-
- struct CanvasLightOccluderPolygon {
-
- bool active;
- Rect2 aabb;
- CanvasOccluderPolygonCullMode cull_mode;
- RID occluder;
- Set<Rasterizer::CanvasLightOccluderInstance*> owners;
-
- CanvasLightOccluderPolygon() { active=false; cull_mode=CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
- };
-
-
- RID_Owner<CanvasLightOccluderPolygon> canvas_light_occluder_polygon_owner;
-
- RID_Owner<Rasterizer::CanvasLightOccluderInstance> canvas_light_occluder_owner;
-
- struct CanvasLight;
-
- struct Canvas {
-
- Set<RID> viewports;
- struct ChildItem {
-
- Point2 mirror;
- CanvasItem *item;
- };
-
- Set<Rasterizer::CanvasLight*> lights;
- Set<Rasterizer::CanvasLightOccluderInstance*> occluders;
-
- Vector<ChildItem> child_items;
- Color modulate;
-
- int find_item(CanvasItem *p_item) {
- for(int i=0;i<child_items.size();i++) {
- if (child_items[i].item==p_item)
- return i;
- }
- return -1;
- }
- void erase_item(CanvasItem *p_item) {
- int idx=find_item(p_item);
- if (idx>=0)
- child_items.remove(idx);
- }
-
- Canvas() { modulate=Color(1,1,1,1); }
-
- };
-
-
- RID_Owner<Rasterizer::CanvasLight> canvas_light_owner;
struct Viewport {
@@ -658,8 +575,14 @@ class VisualServerRaster : public VisualServer {
Rasterizer *rasterizer;
+
+#endif
+
public:
+
+ /* TEXTURE API */
+
virtual RID texture_create();
virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT);
virtual void texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side=CUBEMAP_LEFT);
@@ -670,29 +593,27 @@ public:
virtual uint32_t texture_get_width(RID p_texture) const;
virtual uint32_t texture_get_height(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
- virtual bool texture_can_stream(RID p_texture) const;
- virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
+
+
virtual void texture_set_path(RID p_texture,const String& p_path);
virtual String texture_get_path(RID p_texture) const;
- virtual void texture_debug_usage(List<TextureInfo> *r_info);
-
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
+ virtual void texture_debug_usage(List<TextureInfo> *r_info);
+
/* SHADER API */
- virtual RID shader_create(ShaderMode p_mode=SHADER_MATERIAL);
+
+ virtual RID shader_create(ShaderMode p_mode=SHADER_SPATIAL);
virtual void shader_set_mode(RID p_shader,ShaderMode p_mode);
virtual ShaderMode shader_get_mode(RID p_shader) const;
- virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
- virtual String shader_get_vertex_code(RID p_shader) const;
- virtual String shader_get_fragment_code(RID p_shader) const;
- virtual String shader_get_light_code(RID p_shader) const;
-
+ virtual void shader_set_code(RID p_shader, const String& p_code);
+ virtual String shader_get_code(RID p_shader) const;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
@@ -709,65 +630,29 @@ public:
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
- virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled);
- virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const;
-
- virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode);
- virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
-
- virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode);
- virtual MaterialBlendMode material_get_blend_mode(RID p_material) const;
-
- virtual void material_set_line_width(RID p_material,float p_line_width);
- virtual float material_get_line_width(RID p_material) const;
-
- /* FIXED MATERIAL */
-
-
- virtual RID fixed_material_create();
-
- virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled);
- virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const;
+ /* MESH API */
- virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant& p_value);
- virtual Variant fixed_material_get_param(RID p_material,FixedMaterialParam p_parameter) const;
-
- virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture);
- virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const;
-
- virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode);
- virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const;
-
-
- virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
- virtual Transform fixed_material_get_uv_transform(RID p_material) const;
-
- virtual void fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader);
- virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
-
- virtual void fixed_material_set_point_size(RID p_material,float p_size);
- virtual float fixed_material_get_point_size(RID p_material) const;
-
- /* SURFACE API */
virtual RID mesh_create();
+ virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >());
+
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
virtual int mesh_get_morph_target_count(RID p_mesh) const;
+
virtual void mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode);
virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
- virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); //this is used by each platform in a different way
-
- virtual void mesh_add_surface(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false);
- virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
- virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
-
- virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
+ virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
+
+ virtual DVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
+ virtual DVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;
+
+
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
@@ -781,199 +666,102 @@ public:
/* MULTIMESH API */
+
virtual RID multimesh_create();
- virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
+
+ virtual void multimesh_allocate(RID p_multimesh,int p_instances,MultimeshTransformFormat p_transform_format,MultimeshColorFormat p_color_format,bool p_gen_aabb=true);
virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
- virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
+ virtual void multimesh_set_custom_aabb(RID p_multimesh,const AABB& p_aabb);
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
+ virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform);
virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
- virtual AABB multimesh_get_aabb(RID p_multimesh,const AABB& p_aabb) const;
+ virtual AABB multimesh_get_custom_aabb(RID p_multimesh,const AABB& p_aabb) const;
+
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
+ virtual Matrix32 multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const;
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
+
/* IMMEDIATE API */
virtual RID immediate_create();
virtual void immediate_begin(RID p_immediate,PrimitiveType p_rimitive,RID p_texture=RID());
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
+ virtual void immediate_vertex_2d(RID p_immediate,const Vector3& p_vertex);
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
virtual void immediate_color(RID p_immediate,const Color& p_color);
- virtual void immediate_uv(RID p_immediate, const Vector2& p_uv);
+ virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
virtual void immediate_end(RID p_immediate);
virtual void immediate_clear(RID p_immediate);
virtual void immediate_set_material(RID p_immediate,RID p_material);
virtual RID immediate_get_material(RID p_immediate) const;
+ /* SKELETON API */
- /* PARTICLES API */
-
- virtual RID particles_create();
-
- virtual void particles_set_amount(RID p_particles, int p_amount);
- virtual int particles_get_amount(RID p_particles) const;
-
- virtual void particles_set_emitting(RID p_particles, bool p_emitting);
- virtual bool particles_is_emitting(RID p_particles) const;
-
- virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
- virtual AABB particles_get_visibility_aabb(RID p_particles) const;
-
- virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
- virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
-
- virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
- virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
-
- virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
- virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
-
- virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
- virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
-
- virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable,float p_value);
- virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const;
-
- virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable,float p_randomness);
- virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const;
-
- virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
- virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
-
- virtual void particles_set_color_phases(RID p_particles, int p_phases);
- virtual int particles_get_color_phases(RID p_particles) const;
-
- virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
- virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
-
- virtual void particles_set_attractors(RID p_particles, int p_attractors);
- virtual int particles_get_attractors(RID p_particles) const;
-
- virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
- virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
-
- virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
- virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
-
- virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
- virtual RID particles_get_material(RID p_particles) const;
-
- virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
- virtual bool particles_has_height_from_velocity(RID p_particles) const;
-
- virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
- virtual bool particles_is_using_local_coordinates(RID p_particles) const;
-
+ virtual RID skeleton_create();
+ virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false);
+ virtual int skeleton_get_bone_count(RID p_skeleton) const;
+ virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
+ virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
+ virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform);
+ virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone);
/* Light API */
virtual RID light_create(LightType p_type);
- virtual LightType light_get_type(RID p_light) const;
-
- virtual void light_set_color(RID p_light,LightColor p_type, const Color& p_color);
- virtual Color light_get_color(RID p_light,LightColor p_type) const;
-
+ virtual void light_set_color(RID p_light,const Color& p_color);
+ virtual void light_set_param(RID p_light,LightParam p_param,float p_value);
virtual void light_set_shadow(RID p_light,bool p_enabled);
- virtual bool light_has_shadow(RID p_light) const;
-
- virtual void light_set_volumetric(RID p_light,bool p_enabled);
- virtual bool light_is_volumetric(RID p_light) const;
-
virtual void light_set_projector(RID p_light,RID p_texture);
- virtual RID light_get_projector(RID p_light) const;
-
- virtual void light_set_param(RID p_light, LightParam p_var, float p_value);
- virtual float light_get_param(RID p_light, LightParam p_var) const;
+ virtual void light_set_attenuation_texure(RID p_light,RID p_texture);
+ virtual void light_set_negative(RID p_light,bool p_enable);
+ virtual void light_set_cull_mask(RID p_light,uint32_t p_mask);
+ virtual void light_set_shader(RID p_light,RID p_shader);
- virtual void light_set_operator(RID p_light,LightOp p_op);
- virtual LightOp light_get_operator(RID p_light) const;
-
- virtual void light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode);
- virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode);
- virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
- virtual void light_directional_set_shadow_param(RID p_light,LightDirectionalShadowParam p_param, float p_value);
- virtual float light_directional_get_shadow_param(RID p_light,LightDirectionalShadowParam p_param) const;
+ /* PROBE API */
- /* SKELETON API */
+ virtual RID reflection_probe_create();
+
+ virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
+ virtual void reflection_probe_set_clip(RID p_probe, float p_near, float p_far);
+ virtual void reflection_probe_set_min_blend_distance(RID p_probe, float p_distance);
+ virtual void reflection_probe_set_extents(RID p_probe, const Vector3& p_extents);
+ virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset);
+ virtual void reflection_probe_set_enable_parallax_correction(RID p_probe, bool p_enable);
+ virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
+ virtual void reflection_probe_set_hide_skybox(RID p_probe, bool p_hide);
+ virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
- virtual RID skeleton_create();
- virtual void skeleton_resize(RID p_skeleton,int p_bones);
- virtual int skeleton_get_bone_count(RID p_skeleton) const;
- virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
- virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
/* ROOM API */
virtual RID room_create();
- virtual void room_set_bounds(RID p_room, const BSP_Tree& p_bounds);
- virtual BSP_Tree room_get_bounds(RID p_room) const;
+ virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform);
+ virtual void room_clear_bounds();
/* 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();
virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
- virtual Vector<Point2> portal_get_shape(RID p_portal) const;
virtual void portal_set_enabled(RID p_portal, bool p_enabled);
- virtual bool portal_is_enabled(RID p_portal) const;
virtual void portal_set_disable_distance(RID p_portal, float p_distance);
- virtual float portal_get_disable_distance(RID p_portal) const;
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
- virtual Color portal_get_disabled_color(RID p_portal) const;
- virtual void portal_set_connect_range(RID p_portal, float p_range);
- virtual float portal_get_connect_range(RID p_portal) const;
-
- /* BAKED LIGHT */
-
- virtual RID baked_light_create();
-
- virtual void baked_light_set_mode(RID p_baked_light,BakedLightMode p_mode);
- virtual BakedLightMode baked_light_get_mode(RID p_baked_light) const;
-
- virtual void baked_light_set_octree(RID p_baked_light,const DVector<uint8_t> p_octree);
- virtual DVector<uint8_t> baked_light_get_octree(RID p_baked_light) const;
-
- virtual void baked_light_set_light(RID p_baked_light,const DVector<uint8_t> p_light);
- virtual DVector<uint8_t> baked_light_get_light(RID p_baked_light) const;
-
- virtual void baked_light_set_sampler_octree(RID p_baked_light,const DVector<int> &p_sampler);
- virtual DVector<int> baked_light_get_sampler_octree(RID p_baked_light) const;
-
- virtual void baked_light_set_lightmap_multiplier(RID p_baked_light,float p_multiplier);
- virtual float baked_light_get_lightmap_multiplier(RID p_baked_light) const;
-
- virtual void baked_light_add_lightmap(RID p_baked_light,const RID p_texture,int p_id);
- virtual void baked_light_clear_lightmaps(RID p_baked_light);
-
- virtual void baked_light_set_realtime_color_enabled(RID p_baked_light, const bool p_enabled);
- virtual bool baked_light_get_realtime_color_enabled(RID p_baked_light) const;
-
- virtual void baked_light_set_realtime_color(RID p_baked_light, const Color& p_color);
- virtual Color baked_light_get_realtime_color(RID p_baked_light) const;
-
- virtual void baked_light_set_realtime_energy(RID p_baked_light, const float p_energy);
- virtual float baked_light_get_realtime_energy(RID p_baked_light) const;
-
- /* BAKED LIGHT SAMPLER */
-
- virtual RID baked_light_sampler_create();
-
- virtual void baked_light_sampler_set_param(RID p_baked_light_sampler,BakedLightSamplerParam p_param,float p_value);
- virtual float baked_light_sampler_get_param(RID p_baked_light_sampler,BakedLightSamplerParam p_param) const;
-
- virtual void baked_light_sampler_set_resolution(RID p_baked_light_sampler,int p_resolution);
- virtual int baked_light_sampler_get_resolution(RID p_baked_light_sampler) const;
/* CAMERA API */
@@ -981,58 +769,44 @@ public:
virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far);
virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far);
virtual void camera_set_transform(RID p_camera,const Transform& p_transform);
-
- virtual void camera_set_visible_layers(RID p_camera,uint32_t p_layers);
- virtual uint32_t camera_get_visible_layers(RID p_camera) const;
-
+ virtual void camera_set_cull_mask(RID p_camera,uint32_t p_layers);
virtual void camera_set_environment(RID p_camera,RID p_env);
- virtual RID camera_get_environment(RID p_camera) const;
-
virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
- virtual bool camera_is_using_vertical_aspect(RID p_camera,bool p_enable) const;
- /* VIEWPORT API */
+
+ /* VIEWPORT TARGET API */
virtual RID viewport_create();
- virtual void viewport_attach_to_screen(RID p_viewport,int p_screen=0);
- virtual void viewport_detach(RID p_viewport);
+ virtual void viewport_set_size(RID p_viewport,int p_width,int p_height);
+
+ virtual void viewport_set_active(RID p_viewport,bool p_active);
- virtual void viewport_set_as_render_target(RID p_viewport,bool p_enable);
- virtual void viewport_set_render_target_update_mode(RID p_viewport,RenderTargetUpdateMode p_mode);
- virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const;
- virtual RID viewport_get_render_target_texture(RID p_viewport) const;
- virtual void viewport_set_render_target_vflip(RID p_viewport,bool p_enable);
- virtual bool viewport_get_render_target_vflip(RID p_viewport) const;
- virtual void viewport_set_render_target_clear_on_new_frame(RID p_viewport,bool p_enable);
- virtual bool viewport_get_render_target_clear_on_new_frame(RID p_viewport) const;
- virtual void viewport_render_target_clear(RID p_viewport);
- virtual void viewport_set_render_target_to_screen_rect(RID p_viewport,const Rect2& p_rect);
+ virtual void viewport_set_clear_mode(RID p_viewport,ViewportClearMode p_clear_mode);
+ virtual void viewport_attach_to_screen(RID p_viewport,const Rect2& p_rect=Rect2(),int p_screen=0);
+ virtual void viewport_detach(RID p_viewport);
+
+ virtual void viewport_set_update_mode(RID p_viewport,ViewportUpdateMode p_mode);
+ virtual void viewport_set_vflip(RID p_viewport,bool p_enable);
- virtual void viewport_queue_screen_capture(RID p_viewport);
- virtual Image viewport_get_screen_capture(RID p_viewport) const;
- virtual void viewport_set_rect(RID p_viewport,const ViewportRect& p_rect);
- virtual ViewportRect viewport_get_rect(RID p_viewport) const;
+ virtual RID viewport_get_texture(RID p_viewport) const;
+ virtual Image viewport_capture(RID p_viewport) const;
virtual void viewport_set_hide_scenario(RID p_viewport,bool p_hide);
virtual void viewport_set_hide_canvas(RID p_viewport,bool p_hide);
virtual void viewport_set_disable_environment(RID p_viewport,bool p_disable);
+
virtual void viewport_attach_camera(RID p_viewport,RID p_camera);
virtual void viewport_set_scenario(RID p_viewport,RID p_scenario);
-
- virtual RID viewport_get_attached_camera(RID p_viewport) const;
- virtual RID viewport_get_scenario(RID p_viewport) const;
virtual void viewport_attach_canvas(RID p_viewport,RID p_canvas);
virtual void viewport_remove_canvas(RID p_viewport,RID p_canvas);
virtual void viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset);
- virtual Matrix32 viewport_get_canvas_transform(RID p_viewport,RID p_canvas) const;
+ virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled);
+
virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform);
- virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const;
virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer);
- virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled);
- virtual bool viewport_has_transparent_background(RID p_viewport) const;
/* ENVIRONMENT API */
@@ -1040,21 +814,24 @@ public:
virtual RID environment_create();
virtual void environment_set_background(RID p_env,EnvironmentBG p_bg);
- virtual EnvironmentBG environment_get_background(RID p_env) const;
+ virtual void environment_set_skybox(RID p_env,RID p_skybox,float p_energy=1.0);
+ virtual void environment_set_bg_color(RID p_env,const Color& p_color);
+ virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
+ virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0);
- virtual void environment_set_background_param(RID p_env,EnvironmentBGParam p_param, const Variant& p_value);
- virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const;
+ virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode);
+ virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
- virtual void environment_set_enable_fx(RID p_env,EnvironmentFx p_effect,bool p_enabled);
- virtual bool environment_is_fx_enabled(RID p_env,EnvironmentFx p_effect) const;
-
-
- virtual void environment_fx_set_param(RID p_env,EnvironmentFxParam p_effect,const Variant& p_param);
- virtual Variant environment_fx_get_param(RID p_env,EnvironmentFxParam p_effect) const;
+ virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,EnvironmentToneMapper p_tone_mapper);
+ virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness);
+ virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast);
+ virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
+ virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
/* SCENARIO API */
+
virtual RID scenario_create();
virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode);
@@ -1063,137 +840,91 @@ public:
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
-
/* INSTANCING API */
+ // from can be mesh, light, area and portal so far.
+ virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far.
- virtual RID instance_create();
-
- virtual void instance_set_base(RID p_instance, RID p_base);
- virtual RID instance_get_base(RID p_instance) const;
-
- virtual void instance_set_scenario(RID p_instance, RID p_scenario);
- virtual RID instance_get_scenario(RID p_instance) const;
-
+ virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far.
+ virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far.
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
- virtual uint32_t instance_get_layer_mask(RID p_instance) const;
-
- virtual AABB instance_get_base_aabb(RID p_instance) const;
-
- virtual void instance_attach_object_instance_ID(RID p_instance,uint32_t p_ID);
- virtual uint32_t instance_get_object_instance_ID(RID p_instance) const;
-
- virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
- virtual RID instance_get_skeleton(RID p_instance) const;
-
+ virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
+ virtual void instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID);
virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight);
- virtual float instance_get_morph_target_weight(RID p_instance,int p_shape) const;
-
virtual void instance_set_surface_material(RID p_instance,int p_surface, RID p_material);
-
- virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
- virtual Transform instance_get_transform(RID p_instance) const;
-
+ virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
virtual void instance_set_exterior( RID p_instance, bool p_enabled );
- virtual bool instance_is_exterior( RID p_instance) const;
-
virtual void instance_set_room( RID p_instance, RID p_room );
- virtual RID instance_get_room( RID p_instance ) const ;
virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
- virtual real_t instance_get_extra_visibility_margin( RID p_instance ) const;
- virtual Vector<RID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
- virtual Vector<RID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
- virtual Vector<RID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
+ // don't use these in a game!
+ virtual Vector<ObjectID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
+ virtual Vector<ObjectID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
+ virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
- virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
- virtual bool instance_geometry_get_flag(RID p_instance,InstanceFlags p_flags) const;
-
- virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting);
- virtual VS::ShadowCastingSetting instance_geometry_get_cast_shadows_setting(RID p_instance) const;
+ virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
+ virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting);
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
- virtual RID instance_geometry_get_material_override(RID p_instance) const;
-
- virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max);
- virtual float instance_geometry_get_draw_range_max(RID p_instance) const;
- virtual float instance_geometry_get_draw_range_min(RID p_instance) const;
- virtual void instance_geometry_set_baked_light(RID p_instance,RID p_baked_light);
- virtual RID instance_geometry_get_baked_light(RID p_instance) const;
- virtual void instance_geometry_set_baked_light_sampler(RID p_instance,RID p_baked_light_sampler);
- virtual RID instance_geometry_get_baked_light_sampler(RID p_instance) const;
-
- virtual void instance_geometry_set_baked_light_texture_index(RID p_instance,int p_tex_id);
- virtual int instance_geometry_get_baked_light_texture_index(RID p_instance) const;
-
- virtual void instance_light_set_enabled(RID p_instance,bool p_enabled);
- virtual bool instance_light_is_enabled(RID p_instance) const;
+ virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin);
+ virtual void instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance);
/* CANVAS (2D) */
virtual RID canvas_create();
virtual void canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring);
- virtual Point2 canvas_get_item_mirroring(RID p_canvas,RID p_item) const;
virtual void canvas_set_modulate(RID p_canvas,const Color& p_color);
virtual RID canvas_item_create();
-
- virtual void canvas_item_set_parent(RID p_item,RID p_parent_item);
- virtual RID canvas_item_get_parent(RID p_canvas_item) const;
+ virtual void canvas_item_set_parent(RID p_item,RID p_parent);
virtual void canvas_item_set_visible(RID p_item,bool p_visible);
- virtual bool canvas_item_is_visible(RID p_item) const;
+ virtual void canvas_item_set_light_mask(RID p_item,int p_mask);
- virtual void canvas_item_set_blend_mode(RID p_canvas_item,MaterialBlendMode p_blend);
- virtual void canvas_item_set_light_mask(RID p_canvas_item,int p_mask);
-
-
-
- //virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect);
virtual void canvas_item_set_transform(RID p_item, const Matrix32& p_transform);
virtual void canvas_item_set_clip(RID p_item, bool p_clip);
virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable);
virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect=Rect2());
- virtual void canvas_item_set_opacity(RID p_item, float p_opacity);
- virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const;
- virtual void canvas_item_set_on_top(RID p_item, bool p_on_top);
- virtual bool canvas_item_is_on_top(RID p_item) const;
+ virtual void canvas_item_set_modulate(RID p_item, const Color& p_color);
+ virtual void canvas_item_set_self_modulate(RID p_item, const Color& p_color);
- virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity);
- virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const;
+ virtual void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable);
- virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport);
- 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);
+ 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);
virtual void canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color);
virtual void canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color);
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);
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);
- virtual void canvas_item_add_style_box(RID p_item, const Rect2& p_rect, const Rect2& p_source, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
+ 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));
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);
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());
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>(), RID p_texture=RID(), int p_count=-1);
- virtual void canvas_item_add_triangle_array_ptr(RID p_item, int p_count, const int* p_indices, const Point2* p_points, const Color* p_colors,const Point2* p_uvs=NULL, RID p_texture=RID());
+ virtual void canvas_item_add_mesh(RID p_item, const RID& p_mesh,RID p_skeleton=RID());
+ virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh,RID p_skeleton=RID());
virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform);
- virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend);
virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
virtual void canvas_item_set_z(RID p_item, int p_z);
virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable,const Rect2& p_rect);
+ virtual void canvas_item_clear(RID p_item);
+ virtual void canvas_item_set_draw_index(RID p_item,int p_index);
+
virtual void canvas_item_set_material(RID p_item, RID p_material);
+
virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
virtual RID canvas_light_create();
virtual void canvas_light_attach_to_canvas(RID p_light,RID p_canvas);
virtual void canvas_light_set_enabled(RID p_light, bool p_enabled);
- virtual void canvas_light_set_transform(RID p_light, const Matrix32& p_transform);
virtual void canvas_light_set_scale(RID p_light, float p_scale);
+ virtual void canvas_light_set_transform(RID p_light, const Matrix32& p_transform);
virtual void canvas_light_set_texture(RID p_light, RID p_texture);
virtual void canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset);
virtual void canvas_light_set_color(RID p_light, const Color& p_color);
@@ -1201,13 +932,16 @@ public:
virtual void canvas_light_set_energy(RID p_light, float p_energy);
virtual void canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z);
virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer,int p_max_layer);
- virtual void canvas_light_set_item_mask(RID p_light, int p_mask);
- virtual void canvas_light_set_item_shadow_mask(RID p_light, int p_mask);
+ virtual void canvas_light_set_item_cull_mask(RID p_light, int p_mask);
+ virtual void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask);
virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode);
+
+
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
- virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier);
+ virtual void canvas_light_set_shadow_gradient_length(RID p_light, float p_length);
+ virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter);
virtual void canvas_light_set_shadow_color(RID p_light, const Color& p_color);
@@ -1219,72 +953,56 @@ public:
virtual void canvas_light_occluder_set_transform(RID p_occluder,const Matrix32& p_xform);
virtual void canvas_light_occluder_set_light_mask(RID p_occluder,int p_mask);
-
virtual RID canvas_occluder_polygon_create();
- virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon,const DVector<Vector2>& p_shape,bool p_close);
+ virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon,const DVector<Vector2>& p_shape,bool p_closed);
virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon,const DVector<Vector2>& p_shape);
- virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon,CanvasOccluderPolygonCullMode p_mode);
-
- virtual void canvas_item_clear(RID p_item);
- virtual void canvas_item_raise(RID p_item);
-
- /* CANVAS ITEM MATERIAL */
-
- virtual RID canvas_item_material_create();
- virtual void canvas_item_material_set_shader(RID p_material, RID p_shader);
- virtual void canvas_item_material_set_shader_param(RID p_material, const StringName& p_param, const Variant& p_value);
- virtual Variant canvas_item_material_get_shader_param(RID p_material, const StringName& p_param) const;
- virtual void canvas_item_material_set_shading_mode(RID p_material, CanvasItemShadingMode p_mode);
-
+ virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon,CanvasOccluderPolygonCullMode p_mode);
/* CURSOR */
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
- virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset, int p_cursor=0, const Rect2 &p_region=Rect2());
+ 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());
virtual void cursor_set_visible(bool p_visible, int p_cursor = 0);
virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0);
/* BLACK BARS */
+
virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);
- /* FREE */
-
- virtual void free( RID p_rid );
- /* CUSTOM SHADE MODEL */
+ /* FREE */
- virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
- virtual RID custom_shade_model_get_shader(int p_model) const;
- virtual void custom_shade_model_set_name(int p_model, const String& p_name);
- virtual String custom_shade_model_get_name(int p_model) const;
- virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info);
- virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const;
+ virtual void free( RID p_rid ); ///< free RIDs associated with the visual server
/* EVENT QUEUING */
virtual void draw();
virtual void sync();
-
+ virtual bool has_changed() const;
virtual void init();
virtual void finish();
- virtual bool has_changed() const;
+ /* STATUS INFORMATION */
- /* RENDER INFO */
virtual int get_render_info(RenderInfo p_info);
- virtual bool has_feature(Features p_feature) const;
- RID get_test_cube();
+ virtual RID get_test_cube();
+
+
+ /* TESTING */
- virtual void set_boot_image(const Image& p_image, const Color& p_color, bool p_scale);
+ virtual void set_boot_image(const Image& p_image, const Color& p_color,bool p_scale);
virtual void set_default_clear_color(const Color& p_color);
- VisualServerRaster(Rasterizer *p_rasterizer);
+ virtual bool has_feature(Features p_feature) const;
+
+
+ VisualServerRaster();
~VisualServerRaster();
};