/*************************************************************************/ /* rendering_server.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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/io/image.h" #include "core/math/geometry_3d.h" #include "core/math/transform_2d.h" #include "core/object/class_db.h" #include "core/object/worker_thread_pool.h" #include "core/templates/rid.h" #include "core/variant/typed_array.h" #include "core/variant/variant.h" #include "servers/display_server.h" #include "servers/rendering/rendering_device.h" class RenderingServer : public Object { GDCLASS(RenderingServer, Object); static RenderingServer *singleton; int mm_policy = 0; bool render_loop_enabled = true; Array _get_array_from_surface(uint32_t p_format, Vector p_vertex_data, Vector p_attrib_data, Vector p_skin_data, int p_vertex_len, Vector p_index_data, int p_index_len) const; const Vector2 SMALL_VEC2 = Vector2(CMP_EPSILON, CMP_EPSILON); const Vector3 SMALL_VEC3 = Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON); 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_vertex_stride, uint32_t p_attrib_stride, uint32_t p_skin_stride, Vector &r_vertex_array, Vector &r_attrib_array, Vector &r_skin_array, int p_vertex_array_len, Vector &r_index_array, int p_index_array_len, AABB &r_aabb, Vector &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, MAX_2D_DIRECTIONAL_LIGHTS = 8, MAX_MESH_SURFACES = 256 }; /* 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 &p_image) = 0; virtual RID texture_2d_layered_create(const Vector> &p_layers, TextureLayeredType p_layered_type) = 0; virtual RID texture_3d_create(Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector> &p_data) = 0; //all slices, then all the mipmaps, must be coherent virtual RID texture_proxy_create(RID p_base) = 0; virtual void texture_2d_update(RID p_texture, const Ref &p_image, int p_layer = 0) = 0; virtual void texture_3d_update(RID p_texture, const Vector> &p_data) = 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(TextureLayeredType p_layered_type) = 0; virtual RID texture_3d_placeholder_create() = 0; virtual Ref texture_2d_get(RID p_texture) const = 0; virtual Ref texture_2d_layer_get(RID p_texture, int p_layer) const = 0; virtual Vector> texture_3d_get(RID p_texture) 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; 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_ROUGHNESS_R, TEXTURE_DETECT_ROUGHNESS_G, TEXTURE_DETECT_ROUGHNESS_B, TEXTURE_DETECT_ROUGHNESS_A, TEXTURE_DETECT_ROUGHNESS_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 *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_FOG, SHADER_MAX }; virtual RID shader_create() = 0; virtual void shader_set_code(RID p_shader, const String &p_code) = 0; virtual void shader_set_path_hint(RID p_shader, const String &p_path) = 0; virtual String shader_get_code(RID p_shader) const = 0; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const = 0; 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, int p_index = 0) = 0; virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index = 0) const = 0; struct ShaderNativeSourceCode { struct Version { struct Stage { String name; String code; }; Vector stages; }; Vector versions; }; virtual ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) 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, // RG32F or RGB32F (depending on 2D bit) ARRAY_NORMAL = 1, // A2B10G10R10, A is ignored. ARRAY_TANGENT = 2, // A2B10G10R10, A flips sign of binormal. ARRAY_COLOR = 3, // RGBA8 ARRAY_TEX_UV = 4, // RG32F ARRAY_TEX_UV2 = 5, // RG32F ARRAY_CUSTOM0 = 6, // Depends on ArrayCustomFormat. ARRAY_CUSTOM1 = 7, ARRAY_CUSTOM2 = 8, ARRAY_CUSTOM3 = 9, ARRAY_BONES = 10, // RGBA16UI (x2 if 8 weights) ARRAY_WEIGHTS = 11, // RGBA16UNORM (x2 if 8 weights) ARRAY_INDEX = 12, // 16 or 32 bits depending on length > 0xFFFF. ARRAY_MAX = 13 }; enum { ARRAY_CUSTOM_COUNT = ARRAY_BONES - ARRAY_CUSTOM0 }; enum ArrayCustomFormat { ARRAY_CUSTOM_RGBA8_UNORM, ARRAY_CUSTOM_RGBA8_SNORM, ARRAY_CUSTOM_RG_HALF, ARRAY_CUSTOM_RGBA_HALF, ARRAY_CUSTOM_R_FLOAT, ARRAY_CUSTOM_RG_FLOAT, ARRAY_CUSTOM_RGB_FLOAT, ARRAY_CUSTOM_RGBA_FLOAT, ARRAY_CUSTOM_MAX }; 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_CUSTOM0 = 1 << ARRAY_CUSTOM0, ARRAY_FORMAT_CUSTOM1 = 1 << ARRAY_CUSTOM1, ARRAY_FORMAT_CUSTOM2 = 1 << ARRAY_CUSTOM2, ARRAY_FORMAT_CUSTOM3 = 1 << ARRAY_CUSTOM3, ARRAY_FORMAT_BONES = 1 << ARRAY_BONES, ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS, ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX, ARRAY_FORMAT_BLEND_SHAPE_MASK = ARRAY_FORMAT_VERTEX | ARRAY_FORMAT_NORMAL | ARRAY_FORMAT_TANGENT, ARRAY_FORMAT_CUSTOM_BASE = (ARRAY_INDEX + 1), ARRAY_FORMAT_CUSTOM_BITS = 3, ARRAY_FORMAT_CUSTOM0_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + 0), ARRAY_FORMAT_CUSTOM1_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS), ARRAY_FORMAT_CUSTOM2_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * 2), ARRAY_FORMAT_CUSTOM3_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * 3), ARRAY_FORMAT_CUSTOM_MASK = 0x7, ARRAY_COMPRESS_FLAGS_BASE = (ARRAY_INDEX + 1 + 12), ARRAY_FLAG_USE_2D_VERTICES = 1 << (ARRAY_COMPRESS_FLAGS_BASE + 0), ARRAY_FLAG_USE_DYNAMIC_UPDATE = 1 << (ARRAY_COMPRESS_FLAGS_BASE + 1), ARRAY_FLAG_USE_8_BONE_WEIGHTS = 1 << (ARRAY_COMPRESS_FLAGS_BASE + 2), }; 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 vertex_data; // Vertex, Normal, Tangent (change with skinning, blendshape). Vector attribute_data; // Color, UV, UV2, Custom0-3. Vector skin_data; // Bone index, Bone weight. uint32_t vertex_count = 0; Vector index_data; uint32_t index_count = 0; AABB aabb; struct LOD { float edge_length = 0.0f; Vector index_data; }; Vector lods; Vector bone_aabbs; Vector blend_shape_data; RID material; }; virtual RID mesh_create_from_surfaces(const Vector &p_surfaces, int p_blend_shape_count = 0) = 0; virtual RID mesh_create() = 0; virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) = 0; virtual uint32_t mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_array_index) const; virtual uint32_t mesh_surface_get_format_vertex_stride(uint32_t p_format, int p_vertex_len) const; virtual uint32_t mesh_surface_get_format_attribute_stride(uint32_t p_format, int p_vertex_len) const; virtual uint32_t mesh_surface_get_format_skin_stride(uint32_t p_format, int p_vertex_len) const; /// Returns stride virtual void mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets, uint32_t &r_vertex_element_size, uint32_t &r_attrib_element_size, uint32_t &r_skin_element_size) 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 = 0); 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 = 0); 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_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) = 0; virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data) = 0; virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector &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_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) = 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_data(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 Transform3D &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 Transform3D 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 &p_buffer) = 0; virtual Vector 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; /* SKELETON API */ virtual RID skeleton_create() = 0; virtual void skeleton_allocate_data(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 Transform3D &p_transform) = 0; virtual Transform3D 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_SIZE, LIGHT_PARAM_ATTENUATION, LIGHT_PARAM_SPOT_ANGLE, LIGHT_PARAM_SPOT_ATTENUATION, 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_PANCAKE_SIZE, LIGHT_PARAM_SHADOW_BLUR, LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE, LIGHT_PARAM_TRANSMITTANCE_BIAS, 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_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_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) = 0; virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0; enum LightBakeMode { LIGHT_BAKE_DISABLED, LIGHT_BAKE_STATIC, LIGHT_BAKE_DYNAMIC, }; virtual void light_set_bake_mode(RID p_light, LightBakeMode p_bake_mode) = 0; virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) = 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, }; enum LightDirectionalSkyMode { LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY, LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY, LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY, }; 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; virtual void light_directional_set_sky_mode(RID p_light, LightDirectionalSkyMode p_mode) = 0; virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) = 0; enum ShadowQuality { SHADOW_QUALITY_HARD, SHADOW_QUALITY_SOFT_VERY_LOW, SHADOW_QUALITY_SOFT_LOW, SHADOW_QUALITY_SOFT_MEDIUM, SHADOW_QUALITY_SOFT_HIGH, SHADOW_QUALITY_SOFT_ULTRA, SHADOW_QUALITY_MAX }; virtual void positional_soft_shadow_filter_set_quality(ShadowQuality p_quality) = 0; virtual void directional_soft_shadow_filter_set_quality(ShadowQuality p_quality) = 0; enum LightProjectorFilter { LIGHT_PROJECTOR_FILTER_NEAREST, LIGHT_PROJECTOR_FILTER_LINEAR, LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS, LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS, LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS_ANISOTROPIC, LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC, }; virtual void light_projectors_set_filter(LightProjectorFilter p_filter) = 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; enum ReflectionProbeAmbientMode { REFLECTION_PROBE_AMBIENT_DISABLED, REFLECTION_PROBE_AMBIENT_ENVIRONMENT, REFLECTION_PROBE_AMBIENT_COLOR, }; virtual void reflection_probe_set_ambient_mode(RID p_probe, ReflectionProbeAmbientMode p_mode) = 0; virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) = 0; virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) = 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; virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_pixels) = 0; /* DECAL API */ enum DecalTexture { DECAL_TEXTURE_ALBEDO, DECAL_TEXTURE_NORMAL, DECAL_TEXTURE_ORM, DECAL_TEXTURE_EMISSION, DECAL_TEXTURE_MAX }; virtual RID decal_create() = 0; virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) = 0; virtual void decal_set_texture(RID p_decal, DecalTexture p_type, RID p_texture) = 0; virtual void decal_set_emission_energy(RID p_decal, float p_energy) = 0; virtual void decal_set_albedo_mix(RID p_decal, float p_mix) = 0; virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) = 0; virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) = 0; virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) = 0; virtual void decal_set_fade(RID p_decal, float p_above, float p_below) = 0; virtual void decal_set_normal_fade(RID p_decal, float p_fade) = 0; enum DecalFilter { DECAL_FILTER_NEAREST, DECAL_FILTER_LINEAR, DECAL_FILTER_NEAREST_MIPMAPS, DECAL_FILTER_LINEAR_MIPMAPS, DECAL_FILTER_NEAREST_MIPMAPS_ANISOTROPIC, DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC, }; virtual void decals_set_filter(DecalFilter p_quality) = 0; /* VOXEL GI API */ virtual RID voxel_gi_create() = 0; virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector &p_octree_cells, const Vector &p_data_cells, const Vector &p_distance_field, const Vector &p_level_counts) = 0; virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const = 0; virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const = 0; virtual Vector voxel_gi_get_octree_cells(RID p_voxel_gi) const = 0; virtual Vector voxel_gi_get_data_cells(RID p_voxel_gi) const = 0; virtual Vector voxel_gi_get_distance_field(RID p_voxel_gi) const = 0; virtual Vector voxel_gi_get_level_counts(RID p_voxel_gi) const = 0; virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const = 0; virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) = 0; virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) = 0; virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0; virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0; virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) = 0; virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) = 0; virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) = 0; enum VoxelGIQuality { VOXEL_GI_QUALITY_LOW, VOXEL_GI_QUALITY_HIGH, }; virtual void voxel_gi_set_quality(VoxelGIQuality) = 0; /* LIGHTMAP */ virtual RID lightmap_create() = 0; virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) = 0; virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) = 0; virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) = 0; virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) = 0; virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const = 0; virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const = 0; virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const = 0; virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const = 0; virtual void lightmap_set_probe_capture_update_speed(float p_speed) = 0; /* PARTICLES API */ virtual RID particles_create() = 0; enum ParticlesMode { PARTICLES_MODE_2D, PARTICLES_MODE_3D }; virtual void particles_set_mode(RID p_particles, ParticlesMode p_mode) = 0; virtual void particles_set_emitting(RID p_particles, bool p_enable) = 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, double 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, double 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, double 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_interpolate(RID p_particles, bool p_enable) = 0; virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0; virtual void particles_set_collision_base_size(RID p_particles, float p_size) = 0; enum ParticlesTransformAlign { PARTICLES_TRANSFORM_ALIGN_DISABLED, PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD, PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY, PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY, }; virtual void particles_set_transform_align(RID p_particles, ParticlesTransformAlign p_transform_align) = 0; virtual void particles_set_trails(RID p_particles, bool p_enable, float p_length_sec) = 0; virtual void particles_set_trail_bind_poses(RID p_particles, const Vector &p_bind_poses) = 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; virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) = 0; enum ParticlesEmitFlags { PARTICLES_EMIT_FLAG_POSITION = 1, PARTICLES_EMIT_FLAG_ROTATION_SCALE = 2, PARTICLES_EMIT_FLAG_VELOCITY = 4, PARTICLES_EMIT_FLAG_COLOR = 8, PARTICLES_EMIT_FLAG_CUSTOM = 16 }; virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0; enum ParticlesDrawOrder { PARTICLES_DRAW_ORDER_INDEX, PARTICLES_DRAW_ORDER_LIFETIME, PARTICLES_DRAW_ORDER_REVERSE_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 Transform3D &p_transform) = 0; // This is only used for 2D, in 3D it's automatic. /* PARTICLES COLLISION API */ virtual RID particles_collision_create() = 0; enum ParticlesCollisionType { PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT, PARTICLES_COLLISION_TYPE_BOX_ATTRACT, PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT, PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE, PARTICLES_COLLISION_TYPE_BOX_COLLIDE, PARTICLES_COLLISION_TYPE_SDF_COLLIDE, PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, }; virtual void particles_collision_set_collision_type(RID p_particles_collision, ParticlesCollisionType p_type) = 0; virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0; virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; // For spheres. virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; // For non-spheres. virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) = 0; virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) = 0; virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) = 0; virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; // For SDF and vector field, heightfield is dynamic. virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; // For SDF and vector field. enum ParticlesCollisionHeightfieldResolution { // Longest axis resolution. PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_256, PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_512, PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024, PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_2048, PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_4096, PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_8192, PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX, }; virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, ParticlesCollisionHeightfieldResolution p_resolution) = 0; // For SDF and vector field. /* FOG VOLUME API */ virtual RID fog_volume_create() = 0; enum FogVolumeShape { FOG_VOLUME_SHAPE_ELLIPSOID, FOG_VOLUME_SHAPE_CONE, FOG_VOLUME_SHAPE_CYLINDER, FOG_VOLUME_SHAPE_BOX, FOG_VOLUME_SHAPE_WORLD, FOG_VOLUME_SHAPE_MAX, }; virtual void fog_volume_set_shape(RID p_fog_volume, FogVolumeShape p_shape) = 0; virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) = 0; virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) = 0; /* VISIBILITY NOTIFIER API */ virtual RID visibility_notifier_create() = 0; virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) = 0; virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) = 0; /* OCCLUDER API */ virtual RID occluder_create() = 0; virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) = 0; /* 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 Transform3D &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; /* VIEWPORT API */ 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, }; virtual RID viewport_create() = 0; enum ViewportScaling3DMode { VIEWPORT_SCALING_3D_MODE_BILINEAR, VIEWPORT_SCALING_3D_MODE_FSR, VIEWPORT_SCALING_3D_MODE_MAX }; virtual void viewport_set_use_xr(RID p_viewport, bool p_use_xr) = 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; virtual void viewport_set_scaling_3d_mode(RID p_viewport, ViewportScaling3DMode p_scaling_3d_mode) = 0; virtual void viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) = 0; virtual void viewport_set_fsr_sharpness(RID p_viewport, float p_fsr_sharpness) = 0; virtual void viewport_set_texture_mipmap_bias(RID p_viewport, float p_texture_mipmap_bias) = 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_disable_environment(RID p_viewport, bool p_disable) = 0; virtual void viewport_set_disable_3d(RID p_viewport, bool p_disable) = 0; virtual void viewport_set_disable_2d(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_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) = 0; virtual void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) = 0; virtual void viewport_set_default_canvas_item_texture_filter(RID p_viewport, CanvasItemTextureFilter p_filter) = 0; virtual void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, CanvasItemTextureRepeat p_repeat) = 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; enum ViewportSDFOversize { VIEWPORT_SDF_OVERSIZE_100_PERCENT, VIEWPORT_SDF_OVERSIZE_120_PERCENT, VIEWPORT_SDF_OVERSIZE_150_PERCENT, VIEWPORT_SDF_OVERSIZE_200_PERCENT, VIEWPORT_SDF_OVERSIZE_MAX }; enum ViewportSDFScale { VIEWPORT_SDF_SCALE_100_PERCENT, VIEWPORT_SDF_SCALE_50_PERCENT, VIEWPORT_SDF_SCALE_25_PERCENT, VIEWPORT_SDF_SCALE_MAX }; virtual void viewport_set_sdf_oversize_and_scale(RID p_viewport, ViewportSDFOversize p_oversize, ViewportSDFScale p_scale) = 0; virtual void viewport_set_positional_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = true) = 0; virtual void viewport_set_positional_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_MAX, }; virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0; enum ViewportScreenSpaceAA { VIEWPORT_SCREEN_SPACE_AA_DISABLED, VIEWPORT_SCREEN_SPACE_AA_FXAA, VIEWPORT_SCREEN_SPACE_AA_MAX, }; virtual void viewport_set_screen_space_aa(RID p_viewport, ViewportScreenSpaceAA p_mode) = 0; virtual void viewport_set_use_taa(RID p_viewport, bool p_use_taa) = 0; virtual void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) = 0; virtual void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) = 0; virtual void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) = 0; virtual void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) = 0; enum ViewportOcclusionCullingBuildQuality { VIEWPORT_OCCLUSION_BUILD_QUALITY_LOW = 0, VIEWPORT_OCCLUSION_BUILD_QUALITY_MEDIUM = 1, VIEWPORT_OCCLUSION_BUILD_QUALITY_HIGH = 2, }; virtual void viewport_set_occlusion_culling_build_quality(ViewportOcclusionCullingBuildQuality p_quality) = 0; enum ViewportRenderInfo { VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME, VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME, VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME, VIEWPORT_RENDER_INFO_MAX, }; enum ViewportRenderInfoType { VIEWPORT_RENDER_INFO_TYPE_VISIBLE, VIEWPORT_RENDER_INFO_TYPE_SHADOW, VIEWPORT_RENDER_INFO_TYPE_MAX }; virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfoType p_type, 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_VOXEL_GI_ALBEDO, VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING, VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION, VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS, VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS, VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE, VIEWPORT_DEBUG_DRAW_SSAO, VIEWPORT_DEBUG_DRAW_SSIL, VIEWPORT_DEBUG_DRAW_PSSM_SPLITS, VIEWPORT_DEBUG_DRAW_DECAL_ATLAS, VIEWPORT_DEBUG_DRAW_SDFGI, VIEWPORT_DEBUG_DRAW_SDFGI_PROBES, VIEWPORT_DEBUG_DRAW_GI_BUFFER, VIEWPORT_DEBUG_DRAW_DISABLE_LOD, VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS, VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS, VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS, VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES, VIEWPORT_DEBUG_DRAW_OCCLUDERS, VIEWPORT_DEBUG_DRAW_MOTION_VECTORS, }; virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0; virtual void viewport_set_measure_render_time(RID p_viewport, bool p_enable) = 0; virtual double viewport_get_measured_render_time_cpu(RID p_viewport) const = 0; virtual double viewport_get_measured_render_time_gpu(RID p_viewport) const = 0; virtual RID viewport_find_from_screen_attachment(DisplayServer::WindowID p_id = DisplayServer::MAIN_WINDOW_ID) const = 0; enum ViewportVRSMode { VIEWPORT_VRS_DISABLED, VIEWPORT_VRS_TEXTURE, VIEWPORT_VRS_XR, VIEWPORT_VRS_MAX, }; virtual void viewport_set_vrs_mode(RID p_viewport, ViewportVRSMode p_mode) = 0; virtual void viewport_set_vrs_texture(RID p_viewport, RID p_texture) = 0; /* SKY API */ enum SkyMode { SKY_MODE_AUTOMATIC, SKY_MODE_QUALITY, SKY_MODE_INCREMENTAL, 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; virtual Ref sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 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) = 0; 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, Vector p_levels, 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, float p_glow_map_strength, RID p_glow_map) = 0; virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0; virtual void environment_glow_set_use_high_quality(bool p_enable) = 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, bool p_use_1d_color_correction, RID p_color_correction) = 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) = 0; enum EnvironmentSSRRoughnessQuality { ENV_SSR_ROUGHNESS_QUALITY_DISABLED, ENV_SSR_ROUGHNESS_QUALITY_LOW, ENV_SSR_ROUGHNESS_QUALITY_MEDIUM, ENV_SSR_ROUGHNESS_QUALITY_HIGH, }; virtual void environment_set_ssr_roughness_quality(EnvironmentSSRRoughnessQuality p_quality) = 0; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0; enum EnvironmentSSAOQuality { ENV_SSAO_QUALITY_VERY_LOW, 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, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0; enum EnvironmentSSILQuality { ENV_SSIL_QUALITY_VERY_LOW, ENV_SSIL_QUALITY_LOW, ENV_SSIL_QUALITY_MEDIUM, ENV_SSIL_QUALITY_HIGH, ENV_SSIL_QUALITY_ULTRA, }; virtual void environment_set_ssil_quality(EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; enum EnvironmentSDFGIYScale { ENV_SDFGI_Y_SCALE_50_PERCENT, ENV_SDFGI_Y_SCALE_75_PERCENT, ENV_SDFGI_Y_SCALE_100_PERCENT, }; virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; enum EnvironmentSDFGIRayCount { ENV_SDFGI_RAY_COUNT_4, ENV_SDFGI_RAY_COUNT_8, ENV_SDFGI_RAY_COUNT_16, ENV_SDFGI_RAY_COUNT_32, ENV_SDFGI_RAY_COUNT_64, ENV_SDFGI_RAY_COUNT_96, ENV_SDFGI_RAY_COUNT_128, ENV_SDFGI_RAY_COUNT_MAX, }; virtual void environment_set_sdfgi_ray_count(EnvironmentSDFGIRayCount p_ray_count) = 0; enum EnvironmentSDFGIFramesToConverge { ENV_SDFGI_CONVERGE_IN_5_FRAMES, ENV_SDFGI_CONVERGE_IN_10_FRAMES, ENV_SDFGI_CONVERGE_IN_15_FRAMES, ENV_SDFGI_CONVERGE_IN_20_FRAMES, ENV_SDFGI_CONVERGE_IN_25_FRAMES, ENV_SDFGI_CONVERGE_IN_30_FRAMES, ENV_SDFGI_CONVERGE_MAX }; virtual void environment_set_sdfgi_frames_to_converge(EnvironmentSDFGIFramesToConverge p_frames) = 0; enum EnvironmentSDFGIFramesToUpdateLight { ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME, ENV_SDFGI_UPDATE_LIGHT_IN_2_FRAMES, ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES, ENV_SDFGI_UPDATE_LIGHT_IN_8_FRAMES, ENV_SDFGI_UPDATE_LIGHT_IN_16_FRAMES, ENV_SDFGI_UPDATE_LIGHT_MAX, }; virtual void environment_set_sdfgi_frames_to_update_light(EnvironmentSDFGIFramesToUpdateLight p_update) = 0; virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0; virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) = 0; virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0; virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0; virtual Ref environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0; virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0; enum SubSurfaceScatteringQuality { SUB_SURFACE_SCATTERING_QUALITY_DISABLED, SUB_SURFACE_SCATTERING_QUALITY_LOW, SUB_SURFACE_SCATTERING_QUALITY_MEDIUM, SUB_SURFACE_SCATTERING_QUALITY_HIGH, }; virtual void sub_surface_scattering_set_quality(SubSurfaceScatteringQuality p_quality) = 0; virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 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; 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_PARTICLES, INSTANCE_PARTICLES_COLLISION, INSTANCE_LIGHT, INSTANCE_REFLECTION_PROBE, INSTANCE_DECAL, INSTANCE_VOXEL_GI, INSTANCE_LIGHTMAP, INSTANCE_OCCLUDER, INSTANCE_VISIBLITY_NOTIFIER, INSTANCE_FOG_VOLUME, INSTANCE_MAX, INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (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 Transform3D &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_override_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_custom_aabb(RID p_instance, AABB aabb) = 0; virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0; virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0; virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0; virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled) = 0; // Don't use these in a game! virtual Vector instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0; virtual Vector instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0; virtual Vector instances_cull_convex(const Vector &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_IGNORE_OCCLUSION_CULLING, INSTANCE_FLAG_MAX }; enum ShadowCastingSetting { SHADOW_CASTING_SETTING_OFF, SHADOW_CASTING_SETTING_ON, SHADOW_CASTING_SETTING_DOUBLE_SIDED, SHADOW_CASTING_SETTING_SHADOWS_ONLY, }; enum VisibilityRangeFadeMode { VISIBILITY_RANGE_FADE_DISABLED, VISIBILITY_RANGE_FADE_SELF, VISIBILITY_RANGE_FADE_DEPENDENCIES, }; 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_material_overlay(RID p_instance, RID p_material) = 0; virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, VisibilityRangeFadeMode p_fade_mode) = 0; virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice) = 0; virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0; virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0; virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &, const Variant &p_value) = 0; virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &) const = 0; virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &) const = 0; virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List *p_parameters) const = 0; /* Bake 3D objects */ enum BakeChannels { BAKE_CHANNEL_ALBEDO_ALPHA, BAKE_CHANNEL_NORMAL, BAKE_CHANNEL_ORM, BAKE_CHANNEL_EMISSION }; virtual TypedArray bake_render_uv2(RID p_base, const Vector &p_material_overrides, const Size2i &p_image_size) = 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; /* CANVAS TEXTURE */ virtual RID canvas_texture_create() = 0; enum CanvasTextureChannel { CANVAS_TEXTURE_CHANNEL_DIFFUSE, CANVAS_TEXTURE_CHANNEL_NORMAL, CANVAS_TEXTURE_CHANNEL_SPECULAR, }; virtual void canvas_texture_set_channel(RID p_canvas_texture, CanvasTextureChannel p_channel, RID p_texture) = 0; virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0; // Takes effect only for new draw commands. virtual void canvas_texture_set_texture_filter(RID p_canvas_texture, CanvasItemTextureFilter p_filter) = 0; virtual void canvas_texture_set_texture_repeat(RID p_canvas_texture, CanvasItemTextureRepeat p_repeat) = 0; /* CANVAS ITEM */ virtual RID canvas_item_create() = 0; virtual void canvas_item_set_parent(RID p_item, RID p_parent) = 0; 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_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, }; 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) = 0; virtual void canvas_item_add_polyline(RID p_item, const Vector &p_points, const Vector &p_colors, float p_width = 1.0, bool p_antialiased = false) = 0; virtual void canvas_item_add_multiline(RID p_item, const Vector &p_points, const Vector &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) = 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, bool p_clip_uv = false) = 0; virtual void canvas_item_add_msdf_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), int p_outline_size = 0, float p_px_range = 1.0) = 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)) = 0; virtual void canvas_item_add_primitive(RID p_item, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs, RID p_texture, float p_width = 1.0) = 0; virtual void canvas_item_add_polygon(RID p_item, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), RID p_texture = RID()) = 0; virtual void canvas_item_add_triangle_array(RID p_item, const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector(), RID p_texture = RID(), int p_count = -1) = 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()) = 0; virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID()) = 0; virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture) = 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_add_animation_slice(RID p_item, double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset) = 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 void canvas_item_set_visibility_notifier(RID p_item, bool p_enable, const Rect2 &p_area, const Callable &p_enter_callbable, const Callable &p_exit_callable) = 0; enum CanvasGroupMode { CANVAS_GROUP_MODE_DISABLED, CANVAS_GROUP_MODE_OPAQUE, CANVAS_GROUP_MODE_TRANSPARENT, }; virtual void canvas_item_set_canvas_group_mode(RID p_item, CanvasGroupMode p_mode, float p_clear_margin = 5.0, bool p_fit_empty = false, float p_fit_margin = 0.0, bool p_blur_mipmaps = false) = 0; /* CANVAS LIGHT */ virtual RID canvas_light_create() = 0; enum CanvasLightMode { CANVAS_LIGHT_MODE_POINT, CANVAS_LIGHT_MODE_DIRECTIONAL, }; virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode) = 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_transform(RID p_light, const Transform2D &p_transform) = 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; virtual void canvas_light_set_directional_distance(RID p_light, float p_distance) = 0; virtual void canvas_light_set_texture_scale(RID p_light, float p_scale) = 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; enum CanvasLightBlendMode { CANVAS_LIGHT_BLEND_MODE_ADD, CANVAS_LIGHT_BLEND_MODE_SUB, CANVAS_LIGHT_BLEND_MODE_MIX, }; virtual void canvas_light_set_blend_mode(RID p_light, CanvasLightBlendMode 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_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; /* CANVAS LIGHT OCCLUDER */ 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_as_sdf_collision(RID p_occluder, bool p_enable) = 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; /* CANVAS LIGHT OCCLUDER POLYGON */ virtual RID canvas_occluder_polygon_create() = 0; virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const Vector &p_shape, bool p_closed) = 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; virtual void canvas_set_shadow_texture_size(int p_size) = 0; /* GLOBAL SHADER UNIFORMS */ enum GlobalShaderUniformType { GLOBAL_VAR_TYPE_BOOL, GLOBAL_VAR_TYPE_BVEC2, GLOBAL_VAR_TYPE_BVEC3, GLOBAL_VAR_TYPE_BVEC4, GLOBAL_VAR_TYPE_INT, GLOBAL_VAR_TYPE_IVEC2, GLOBAL_VAR_TYPE_IVEC3, GLOBAL_VAR_TYPE_IVEC4, GLOBAL_VAR_TYPE_RECT2I, GLOBAL_VAR_TYPE_UINT, GLOBAL_VAR_TYPE_UVEC2, GLOBAL_VAR_TYPE_UVEC3, GLOBAL_VAR_TYPE_UVEC4, GLOBAL_VAR_TYPE_FLOAT, GLOBAL_VAR_TYPE_VEC2, GLOBAL_VAR_TYPE_VEC3, GLOBAL_VAR_TYPE_VEC4, GLOBAL_VAR_TYPE_COLOR, GLOBAL_VAR_TYPE_RECT2, GLOBAL_VAR_TYPE_MAT2, GLOBAL_VAR_TYPE_MAT3, GLOBAL_VAR_TYPE_MAT4, GLOBAL_VAR_TYPE_TRANSFORM_2D, GLOBAL_VAR_TYPE_TRANSFORM, GLOBAL_VAR_TYPE_SAMPLER2D, GLOBAL_VAR_TYPE_SAMPLER2DARRAY, GLOBAL_VAR_TYPE_SAMPLER3D, GLOBAL_VAR_TYPE_SAMPLERCUBE, GLOBAL_VAR_TYPE_MAX }; virtual void global_shader_uniform_add(const StringName &p_name, GlobalShaderUniformType p_type, const Variant &p_value) = 0; virtual void global_shader_uniform_remove(const StringName &p_name) = 0; virtual Vector global_shader_uniform_get_list() const = 0; virtual void global_shader_uniform_set(const StringName &p_name, const Variant &p_value) = 0; virtual void global_shader_uniform_set_override(const StringName &p_name, const Variant &p_value) = 0; virtual Variant global_shader_uniform_get(const StringName &p_name) const = 0; virtual GlobalShaderUniformType global_shader_uniform_get_type(const StringName &p_name) const = 0; virtual void global_shader_uniforms_load_settings(bool p_load_textures) = 0; virtual void global_shader_uniforms_clear() = 0; static int global_shader_uniform_type_get_shader_datatype(GlobalShaderUniformType p_type); /* FREE */ virtual void free(RID p_rid) = 0; // Free RIDs associated with the rendering server. /* EVENT QUEUING */ virtual void request_frame_drawn_callback(const Callable &p_callable) = 0; 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(); virtual void finish() = 0; /* STATUS INFORMATION */ enum RenderingInfo { RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME, RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME, RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME, RENDERING_INFO_TEXTURE_MEM_USED, RENDERING_INFO_BUFFER_MEM_USED, RENDERING_INFO_VIDEO_MEM_USED, RENDERING_INFO_MAX }; virtual uint64_t get_rendering_info(RenderingInfo p_info) = 0; virtual String get_video_adapter_name() const = 0; virtual String get_video_adapter_vendor() const = 0; virtual RenderingDevice::DeviceType get_video_adapter_type() const = 0; virtual String get_video_adapter_api_version() const = 0; struct FrameProfileArea { String name; double gpu_msec; double cpu_msec; }; virtual void set_frame_profiling_enabled(bool p_enable) = 0; virtual Vector get_frame_profile() = 0; virtual uint64_t get_frame_profile_frame() = 0; virtual double get_frame_setup_time_cpu() const = 0; virtual void gi_set_use_half_resolution(bool p_enable) = 0; /* TESTING */ virtual RID get_test_cube() = 0; virtual RID get_test_texture(); virtual RID get_white_texture(); virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0; virtual RID make_sphere_mesh(int p_lats, int p_lons, real_t p_radius); virtual void mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry3D::MeshData &p_mesh_data); virtual void mesh_add_surface_from_planes(RID p_mesh, const Vector &p_planes); virtual void set_boot_image(const Ref &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_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) = 0; virtual bool is_low_end() const = 0; virtual void set_print_gpu_profile(bool p_enable) = 0; RenderingDevice *get_rendering_device() const; RenderingDevice *create_local_rendering_device() const; bool is_render_loop_enabled() const; void set_render_loop_enabled(bool p_enabled); RenderingServer(); virtual ~RenderingServer(); private: // Binder helpers RID _texture_2d_layered_create(const TypedArray &p_layers, TextureLayeredType p_layered_type); RID _texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const TypedArray &p_data); void _texture_3d_update(RID p_texture, const TypedArray &p_data); TypedArray _texture_3d_get(RID p_texture) const; TypedArray _shader_get_param_list(RID p_shader) const; RID _mesh_create_from_surfaces(const TypedArray &p_surfaces, int p_blend_shape_count); void _mesh_add_surface(RID p_mesh, const Dictionary &p_surface); Dictionary _mesh_get_surface(RID p_mesh, int p_idx); Array _instance_geometry_get_shader_parameter_list(RID p_instance) const; TypedArray _bake_render_uv2(RID p_base, const TypedArray &p_material_overrides, const Size2i &p_image_size); void _particles_set_trail_bind_poses(RID p_particles, const TypedArray &p_bind_poses); }; // 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::ArrayCustomFormat); 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::LightBakeMode); VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode); VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode); VARIANT_ENUM_CAST(RenderingServer::LightDirectionalSkyMode); VARIANT_ENUM_CAST(RenderingServer::LightProjectorFilter); VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode); VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeAmbientMode); VARIANT_ENUM_CAST(RenderingServer::VoxelGIQuality); VARIANT_ENUM_CAST(RenderingServer::DecalTexture); VARIANT_ENUM_CAST(RenderingServer::DecalFilter); VARIANT_ENUM_CAST(RenderingServer::ParticlesMode); VARIANT_ENUM_CAST(RenderingServer::ParticlesTransformAlign); VARIANT_ENUM_CAST(RenderingServer::ParticlesDrawOrder); VARIANT_ENUM_CAST(RenderingServer::ParticlesEmitFlags); VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionType); VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionHeightfieldResolution); VARIANT_ENUM_CAST(RenderingServer::FogVolumeShape); VARIANT_ENUM_CAST(RenderingServer::ViewportScaling3DMode); VARIANT_ENUM_CAST(RenderingServer::ViewportUpdateMode); VARIANT_ENUM_CAST(RenderingServer::ViewportClearMode); VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA); VARIANT_ENUM_CAST(RenderingServer::ViewportScreenSpaceAA); VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfo); VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfoType); VARIANT_ENUM_CAST(RenderingServer::ViewportDebugDraw); VARIANT_ENUM_CAST(RenderingServer::ViewportOcclusionCullingBuildQuality); VARIANT_ENUM_CAST(RenderingServer::ViewportSDFOversize); VARIANT_ENUM_CAST(RenderingServer::ViewportSDFScale); VARIANT_ENUM_CAST(RenderingServer::ViewportVRSMode); 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::EnvironmentSSRRoughnessQuality); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSILQuality); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIFramesToConverge); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIRayCount); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIFramesToUpdateLight); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIYScale); VARIANT_ENUM_CAST(RenderingServer::SubSurfaceScatteringQuality); VARIANT_ENUM_CAST(RenderingServer::DOFBlurQuality); VARIANT_ENUM_CAST(RenderingServer::DOFBokehShape); VARIANT_ENUM_CAST(RenderingServer::ShadowQuality); VARIANT_ENUM_CAST(RenderingServer::InstanceType); VARIANT_ENUM_CAST(RenderingServer::InstanceFlags); VARIANT_ENUM_CAST(RenderingServer::ShadowCastingSetting); VARIANT_ENUM_CAST(RenderingServer::VisibilityRangeFadeMode); VARIANT_ENUM_CAST(RenderingServer::NinePatchAxisMode); VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureFilter); VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureRepeat); VARIANT_ENUM_CAST(RenderingServer::CanvasGroupMode); VARIANT_ENUM_CAST(RenderingServer::CanvasLightMode); VARIANT_ENUM_CAST(RenderingServer::CanvasLightBlendMode); VARIANT_ENUM_CAST(RenderingServer::CanvasLightShadowFilter); VARIANT_ENUM_CAST(RenderingServer::CanvasOccluderPolygonCullMode); VARIANT_ENUM_CAST(RenderingServer::GlobalShaderUniformType); VARIANT_ENUM_CAST(RenderingServer::RenderingInfo); VARIANT_ENUM_CAST(RenderingServer::Features); VARIANT_ENUM_CAST(RenderingServer::CanvasTextureChannel); VARIANT_ENUM_CAST(RenderingServer::BakeChannels); // Alias to make it easier to use. #define RS RenderingServer #endif // RENDERING_SERVER_H