/*************************************************************************/ /* visual_server_raster.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 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 VISUAL_SERVER_RASTER_H #define VISUAL_SERVER_RASTER_H #include "allocators.h" #include "octree.h" #include "servers/visual/rasterizer.h" #include "servers/visual_server.h" #include "visual_server_canvas.h" #include "visual_server_global.h" #include "visual_server_scene.h" #include "visual_server_viewport.h" /** @author Juan Linietsky */ class VisualServerRaster : public VisualServer { enum { MAX_INSTANCE_CULL = 8192, MAX_INSTANCE_LIGHTS = 4, LIGHT_CACHE_DIRTY = -1, MAX_LIGHTS_CULLED = 256, MAX_ROOM_CULL = 32, MAX_EXTERIOR_PORTALS = 128, MAX_LIGHT_SAMPLERS = 256, INSTANCE_ROOMLESS_MASK = (1 << 20) }; static int changes; bool draw_extra_frame; RID test_cube; #if 0 struct Room { bool occlude_exterior; BSP_Tree bounds; Room() { occlude_exterior=true; } }; BalloonAllocator<> octree_allocator; struct OctreeAllocator { static BalloonAllocator<> *allocator; _FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); } _FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); } }; struct Portal { bool enabled; float disable_distance; Color disable_color; float connect_range; Vector shape; Rect2 bounds; Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; } }; struct BakedLight { Rasterizer::BakedLightData data; PoolVector sampler; Rect3 octree_aabb; Size2i octree_tex_size; Size2i light_tex_size; }; struct BakedLightSampler { float params[BAKED_LIGHT_SAMPLER_MAX]; int resolution; Vector dp_cache; BakedLightSampler() { params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0; params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0; params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0; params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1; resolution=16; } }; void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp); struct Camera { enum Type { PERSPECTIVE, ORTHOGONAL }; Type type; float fov; float znear,zfar; float size; uint32_t visible_layers; bool vaspect; RID env; Transform transform; Camera() { visible_layers=0xFFFFFFFF; fov=60; type=PERSPECTIVE; znear=0.1; zfar=100; size=1.0; vaspect=false; } }; struct Instance; typedef Set,OctreeAllocator> InstanceSet; struct Scenario; struct Instance { enum { MAX_LIGHTS=4 }; RID self; OctreeElementID octree_id; Scenario *scenario; bool update; bool update_aabb; bool update_materials; Instance *update_next; InstanceType base_type; RID base_rid; Rect3 aabb; Rect3 transformed_aabb; uint32_t object_ID; bool visible; bool visible_in_all_rooms; uint32_t layer_mask; float draw_range_begin; float draw_range_end; float extra_margin; Rasterizer::InstanceData data; Set auto_rooms; Set valid_auto_rooms; Instance *room; List::Element *RE; Instance *baked_light; List::Element *BLE; Instance *sampled_light; bool exterior; uint64_t last_render_pass; uint64_t last_frame_pass; uint64_t version; // changes to this, and changes to base increase version InstanceSet lights; bool light_cache_dirty; struct RoomInfo { Transform affine_inverse; Room *room; List owned_geometry_instances; List owned_portal_instances; List owned_room_instances; List owned_light_instances; //not used, but just for the sake of it Set disconnected_child_portals; Set owned_autoroom_geometry; uint64_t last_visited_pass; RoomInfo() { last_visited_pass=0; } }; struct PortalInfo { Portal *portal; Set candidate_set; Instance *connected; uint64_t last_visited_pass; Plane plane_cache; Vector transformed_point_cache; PortalInfo() { connected=NULL; last_visited_pass=0;} }; struct LightInfo { RID instance; int light_set_index; uint64_t last_version; uint64_t last_add_pass; List::Element *D; // directional light in scenario InstanceSet affected; bool enabled; float dtc; //distance to camera, used for sorting LightInfo() { D=NULL; light_set_index=-1; last_add_pass=0; enabled=true; } }; struct BakedLightInfo { BakedLight *baked_light; Transform affine_inverse; List owned_instances; }; struct BakedLightSamplerInfo { Set baked_lights; Set owned_instances; BakedLightSampler *sampler; int resolution; Vector light_bufer; RID sampled_light; uint64_t last_pass; Transform xform; // viewspace normal to lightspace, might not use one. BakedLightSamplerInfo() { sampler=NULL; last_pass=0; resolution=0; } }; struct ParticlesInfo { RID instance; }; RoomInfo *room_info; LightInfo *light_info; ParticlesInfo *particles_info; PortalInfo * portal_info; BakedLightInfo * baked_light_info; BakedLightSamplerInfo * baked_light_sampler_info; Instance() { octree_id=0; update_next=0; object_ID=0; last_render_pass=0; last_frame_pass=0; light_info=0; particles_info=0; update_next=NULL; update=false; visible=true; data.cast_shadows=SHADOW_CASTING_SETTING_ON; data.receive_shadows=true; data.depth_scale=false; data.billboard=false; data.billboard_y=false; data.baked_light=NULL; data.baked_light_octree_xform=NULL; data.baked_lightmap_id=-1; version=1; room_info=NULL; room=NULL; RE=NULL; portal_info=NULL; exterior=false; layer_mask=1; draw_range_begin=0; draw_range_end=0; extra_margin=0; visible_in_all_rooms=false; update_aabb=false; update_materials=false; baked_light=NULL; baked_light_info=NULL; baked_light_sampler_info=NULL; sampled_light=NULL; BLE=NULL; light_cache_dirty=true; } ~Instance() { if (light_info) memdelete(light_info); if (particles_info) memdelete(particles_info); if (room_info) memdelete(room_info); if (portal_info) memdelete(portal_info); if (baked_light_info) memdelete(baked_light_info); }; }; struct _InstanceLightsort { bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; } }; struct Scenario { ScenarioDebugMode debug; RID self; // well wtf, balloon allocator is slower? typedef ::Octree Octree; Octree octree; List directional_lights; RID environment; RID fallback_environment; Instance *dirty_instances; Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; } }; mutable RID_Owner canvas_item_material_owner; struct Viewport { RID self; RID parent; VisualServer::ViewportRect rect; RID camera; RID scenario; RID viewport_data; RenderTargetUpdateMode render_target_update_mode; RID render_target; RID render_target_texture; Rect2 rt_to_screen_rect; bool hide_scenario; bool hide_canvas; bool transparent_bg; bool queue_capture; bool render_target_vflip; bool render_target_clear_on_new_frame; bool render_target_clear; bool disable_environment; Image capture; bool rendered_in_prev_frame; struct CanvasKey { int layer; RID canvas; bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer canvas_map; SelfList update_list; Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false; render_target_vflip=false; render_target_clear_on_new_frame=true; render_target_clear=true; disable_environment=false; } }; SelfList::List viewport_update_list; Map screen_viewports; struct CullRange { Plane nearp; float min,max; float z_near,z_far; void add_aabb(const Rect3& p_aabb) { } }; struct Cursor { Point2 pos; float rot; RID texture; Point2 center; bool visible; Rect2 region; Cursor() { rot = 0; visible = false; region = Rect2(); }; }; Rect2 canvas_clip; Color clear_color; Cursor cursors[MAX_CURSORS]; RID default_cursor_texture; static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int); static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*); Instance *instance_cull_result[MAX_INSTANCE_CULL]; Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps Instance *light_cull_result[MAX_LIGHTS_CULLED]; int light_cull_count; Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS]; int exterior_portal_cull_count; bool exterior_visited; Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS]; int light_samplers_culled; Instance *room_cull_result[MAX_ROOM_CULL]; int room_cull_count; bool room_cull_enabled; bool light_discard_enabled; bool shadows_enabled; int black_margin[4]; RID black_image[4]; Vector aabb_random_points; Vector transformed_aabb_random_points; void _instance_validate_autorooms(Instance *p_geometry); void _portal_disconnect(Instance *p_portal,bool p_cleanup=false); void _portal_attempt_connect(Instance *p_portal); void _dependency_queue_update(RID p_rid, bool p_update_aabb=false, bool p_update_materials=false); _FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false,bool p_update_materials=false); void _update_instances(); void _update_instance_aabb(Instance *p_instance); void _update_instance(Instance *p_instance); void _free_attached_instances(RID p_rid,bool p_free_scenario=false); void _clean_up_owner(RID_OwnerBase *p_owner,String p_type); Instance *instance_update_list; //RID default_scenario; //RID default_viewport; RID test_cube; mutable RID_Owner room_owner; mutable RID_Owner portal_owner; mutable RID_Owner baked_light_owner; mutable RID_Owner baked_light_sampler_owner; mutable RID_Owner camera_owner; mutable RID_Owner viewport_owner; mutable RID_Owner scenario_owner; mutable RID_Owner instance_owner; mutable RID_Owner canvas_owner; mutable RID_Owner canvas_item_owner; Map< RID, Set > instance_dependency_map; Map< RID, Set > skeleton_dependency_map; ViewportRect viewport_rect; _FORCE_INLINE_ void _instance_draw(Instance *p_instance); bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to); void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal); void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL); void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace); void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario); void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario); static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect); void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Transform2D& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights); void _render_canvas_item(CanvasItem *p_canvas_item, const Transform2D& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner); void _render_canvas(Canvas *p_canvas, const Transform2D &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights); void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights); Vector _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max); Vector _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max); void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); uint64_t render_pass; int changes; bool draw_extra_frame; void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera); void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h); void _draw_viewports(); void _draw_cursors_and_margins(); Rasterizer *rasterizer; #endif public: _FORCE_INLINE_ static void redraw_request() { changes++; } #define DISPLAY_CHANGED changes++; #define BIND0R(m_r, m_name) \ m_r m_name() { return BINDBASE->m_name(); } #define BIND1R(m_r, m_name, m_type1) \ m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); } #define BIND1RC(m_r, m_name, m_type1) \ m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); } #define BIND2RC(m_r, m_name, m_type1, m_type2) \ m_r m_name(m_type1 arg1, m_type2 arg2) const { return BINDBASE->m_name(arg1, arg2); } #define BIND3RC(m_r, m_name, m_type1, m_type2, m_type3) \ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) const { return BINDBASE->m_name(arg1, arg2, arg3); } #define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4); } #define BIND1(m_name, m_type1) \ void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); } #define BIND2(m_name, m_type1, m_type2) \ void m_name(m_type1 arg1, m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2); } #define BIND2C(m_name, m_type1, m_type2) \ void m_name(m_type1 arg1, m_type2 arg2) const { BINDBASE->m_name(arg1, arg2); } #define BIND3(m_name, m_type1, m_type2, m_type3) \ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3); } #define BIND4(m_name, m_type1, m_type2, m_type3, m_type4) \ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4); } #define BIND5(m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); } #define BIND6(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); } #define BIND7(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7) \ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7); } #define BIND8(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8) \ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8); } #define BIND9(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9) \ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9); } #define BIND10(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10) \ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10); } //from now on, calls forwarded to this singleton #define BINDBASE VSG::storage /* TEXTURE API */ BIND0R(RID, texture_create) BIND5(texture_allocate, RID, int, int, Image::Format, uint32_t) BIND3(texture_set_data, RID, const Image &, CubeMapSide) BIND2RC(Image, texture_get_data, RID, CubeMapSide) BIND2(texture_set_flags, RID, uint32_t) BIND1RC(uint32_t, texture_get_flags, RID) BIND1RC(Image::Format, texture_get_format, RID) BIND1RC(uint32_t, texture_get_width, RID) BIND1RC(uint32_t, texture_get_height, RID) BIND3(texture_set_size_override, RID, int, int) BIND2RC(RID, texture_create_radiance_cubemap, RID, int) BIND3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *) BIND3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *) BIND2(texture_set_path, RID, const String &) BIND1RC(String, texture_get_path, RID) BIND1(texture_set_shrink_all_x2_on_set_data, bool) BIND1(texture_debug_usage, List *) BIND1(textures_keep_original, bool) /* SKYBOX API */ BIND0R(RID, skybox_create) BIND3(skybox_set_texture, RID, RID, int) /* SHADER API */ BIND0R(RID, shader_create) BIND2(shader_set_code, RID, const String &) BIND1RC(String, shader_get_code, RID) BIND2C(shader_get_param_list, RID, List *) BIND3(shader_set_default_texture_param, RID, const StringName &, RID) BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &) /* COMMON MATERIAL API */ BIND0R(RID, material_create) BIND2(material_set_shader, RID, RID) BIND1RC(RID, material_get_shader, RID) BIND3(material_set_param, RID, const StringName &, const Variant &) BIND2RC(Variant, material_get_param, RID, const StringName &) BIND2(material_set_line_width, RID, float) /* MESH API */ BIND0R(RID, mesh_create) BIND10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector &, int, const PoolVector &, int, const Rect3 &, const Vector > &, const Vector &) BIND2(mesh_set_blend_shape_count, RID, int) BIND1RC(int, mesh_get_blend_shape_count, RID) BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode) BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID) BIND3(mesh_surface_set_material, RID, int, RID) BIND2RC(RID, mesh_surface_get_material, RID, int) BIND2RC(int, mesh_surface_get_array_len, RID, int) BIND2RC(int, mesh_surface_get_array_index_len, RID, int) BIND2RC(PoolVector, mesh_surface_get_array, RID, int) BIND2RC(PoolVector, mesh_surface_get_index_array, RID, int) BIND2RC(uint32_t, mesh_surface_get_format, RID, int) BIND2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int) BIND2RC(Rect3, mesh_surface_get_aabb, RID, int) BIND2RC(Vector >, mesh_surface_get_blend_shapes, RID, int) BIND2RC(Vector, mesh_surface_get_skeleton_aabb, RID, int) BIND2(mesh_remove_surface, RID, int) BIND1RC(int, mesh_get_surface_count, RID) BIND2(mesh_set_custom_aabb, RID, const Rect3 &) BIND1RC(Rect3, mesh_get_custom_aabb, RID) BIND1(mesh_clear, RID) /* MULTIMESH API */ BIND0R(RID, multimesh_create) BIND4(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat) BIND1RC(int, multimesh_get_instance_count, RID) BIND2(multimesh_set_mesh, RID, RID) BIND3(multimesh_instance_set_transform, RID, int, const Transform &) BIND3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &) BIND3(multimesh_instance_set_color, RID, int, const Color &) BIND1RC(RID, multimesh_get_mesh, RID) BIND1RC(Rect3, multimesh_get_aabb, RID) BIND2RC(Transform, multimesh_instance_get_transform, RID, int) BIND2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int) BIND2RC(Color, multimesh_instance_get_color, RID, int) BIND2(multimesh_set_visible_instances, RID, int) BIND1RC(int, multimesh_get_visible_instances, RID) /* IMMEDIATE API */ BIND0R(RID, immediate_create) BIND3(immediate_begin, RID, PrimitiveType, RID) BIND2(immediate_vertex, RID, const Vector3 &) BIND2(immediate_normal, RID, const Vector3 &) BIND2(immediate_tangent, RID, const Plane &) BIND2(immediate_color, RID, const Color &) BIND2(immediate_uv, RID, const Vector2 &) BIND2(immediate_uv2, RID, const Vector2 &) BIND1(immediate_end, RID) BIND1(immediate_clear, RID) BIND2(immediate_set_material, RID, RID) BIND1RC(RID, immediate_get_material, RID) /* SKELETON API */ BIND0R(RID, skeleton_create) BIND3(skeleton_allocate, RID, int, bool) BIND1RC(int, skeleton_get_bone_count, RID) BIND3(skeleton_bone_set_transform, RID, int, const Transform &) BIND2RC(Transform, skeleton_bone_get_transform, RID, int) BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &) BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int) /* Light API */ BIND1R(RID, light_create, LightType) BIND2(light_set_color, RID, const Color &) BIND3(light_set_param, RID, LightParam, float) BIND2(light_set_shadow, RID, bool) BIND2(light_set_shadow_color, RID, const Color &) BIND2(light_set_projector, RID, RID) BIND2(light_set_negative, RID, bool) BIND2(light_set_cull_mask, RID, uint32_t) BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode) BIND2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail) BIND2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode) BIND2(light_directional_set_blend_splits, RID, bool) /* PROBE API */ BIND0R(RID, reflection_probe_create) BIND2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode) BIND2(reflection_probe_set_intensity, RID, float) BIND2(reflection_probe_set_interior_ambient, RID, const Color &) BIND2(reflection_probe_set_interior_ambient_energy, RID, float) BIND2(reflection_probe_set_interior_ambient_probe_contribution, RID, float) BIND2(reflection_probe_set_max_distance, RID, float) BIND2(reflection_probe_set_extents, RID, const Vector3 &) BIND2(reflection_probe_set_origin_offset, RID, const Vector3 &) BIND2(reflection_probe_set_as_interior, RID, bool) BIND2(reflection_probe_set_enable_box_projection, RID, bool) BIND2(reflection_probe_set_enable_shadows, RID, bool) BIND2(reflection_probe_set_cull_mask, RID, uint32_t) /* ROOM API */ BIND0R(RID, room_create) BIND4(room_add_bounds, RID, const PoolVector &, float, const Transform &) BIND1(room_clear_bounds, RID) /* PORTAL API */ // portals are only (x/y) points, forming a convex shape, which its clockwise // order points outside. (z is 0); BIND0R(RID, portal_create) BIND2(portal_set_shape, RID, const Vector &) BIND2(portal_set_enabled, RID, bool) BIND2(portal_set_disable_distance, RID, float) BIND2(portal_set_disabled_color, RID, const Color &) /* BAKED LIGHT API */ BIND0R(RID, gi_probe_create) BIND2(gi_probe_set_bounds, RID, const Rect3 &) BIND1RC(Rect3, gi_probe_get_bounds, RID) BIND2(gi_probe_set_cell_size, RID, float) BIND1RC(float, gi_probe_get_cell_size, RID) BIND2(gi_probe_set_to_cell_xform, RID, const Transform &) BIND1RC(Transform, gi_probe_get_to_cell_xform, RID) BIND2(gi_probe_set_dynamic_range, RID, int) BIND1RC(int, gi_probe_get_dynamic_range, RID) BIND2(gi_probe_set_energy, RID, float) BIND1RC(float, gi_probe_get_energy, RID) BIND2(gi_probe_set_bias, RID, float) BIND1RC(float, gi_probe_get_bias, RID) BIND2(gi_probe_set_propagation, RID, float) BIND1RC(float, gi_probe_get_propagation, RID) BIND2(gi_probe_set_interior, RID, bool) BIND1RC(bool, gi_probe_is_interior, RID) BIND2(gi_probe_set_compress, RID, bool) BIND1RC(bool, gi_probe_is_compressed, RID) BIND2(gi_probe_set_dynamic_data, RID, const PoolVector &) BIND1RC(PoolVector, gi_probe_get_dynamic_data, RID) /* PARTICLES */ BIND0R(RID, particles_create) BIND2(particles_set_emitting, RID, bool) BIND2(particles_set_amount, RID, int) BIND2(particles_set_lifetime, RID, float) BIND2(particles_set_pre_process_time, RID, float) BIND2(particles_set_explosiveness_ratio, RID, float) BIND2(particles_set_randomness_ratio, RID, float) BIND2(particles_set_custom_aabb, RID, const Rect3 &) BIND2(particles_set_speed_scale, RID, float) BIND2(particles_set_use_local_coordinates, RID, bool) BIND2(particles_set_process_material, RID, RID) BIND2(particles_set_fixed_fps, RID, int) BIND2(particles_set_fractional_delta, RID, bool) BIND2(particles_set_draw_order, RID, VS::ParticlesDrawOrder) BIND2(particles_set_draw_passes, RID, int) BIND3(particles_set_draw_pass_mesh, RID, int, RID) BIND1R(Rect3, particles_get_current_aabb, RID); #undef BINDBASE //from now on, calls forwarded to this singleton #define BINDBASE VSG::scene /* CAMERA API */ BIND0R(RID, camera_create) BIND4(camera_set_perspective, RID, float, float, float) BIND4(camera_set_orthogonal, RID, float, float, float) BIND2(camera_set_transform, RID, const Transform &) BIND2(camera_set_cull_mask, RID, uint32_t) BIND2(camera_set_environment, RID, RID) BIND2(camera_set_use_vertical_aspect, RID, bool) #undef BINDBASE //from now on, calls forwarded to this singleton #define BINDBASE VSG::viewport /* VIEWPORT TARGET API */ BIND0R(RID, viewport_create) BIND3(viewport_set_size, RID, int, int) BIND2(viewport_set_active, RID, bool) BIND2(viewport_set_parent_viewport, RID, RID) BIND2(viewport_set_clear_mode, RID, ViewportClearMode) BIND3(viewport_attach_to_screen, RID, const Rect2 &, int) BIND1(viewport_detach, RID) BIND2(viewport_set_update_mode, RID, ViewportUpdateMode) BIND2(viewport_set_vflip, RID, bool) BIND1RC(RID, viewport_get_texture, RID) BIND2(viewport_set_hide_scenario, RID, bool) BIND2(viewport_set_hide_canvas, RID, bool) BIND2(viewport_set_disable_environment, RID, bool) BIND2(viewport_set_disable_3d, RID, bool) BIND2(viewport_attach_camera, RID, RID) BIND2(viewport_set_scenario, RID, RID) BIND2(viewport_attach_canvas, RID, RID) BIND2(viewport_remove_canvas, RID, RID) BIND3(viewport_set_canvas_transform, RID, RID, const Transform2D &) BIND2(viewport_set_transparent_background, RID, bool) BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &) BIND3(viewport_set_canvas_layer, RID, RID, int) BIND2(viewport_set_shadow_atlas_size, RID, int) BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int) BIND2(viewport_set_msaa, RID, ViewportMSAA) BIND2(viewport_set_hdr, RID, bool) /* ENVIRONMENT API */ #undef BINDBASE //from now on, calls forwarded to this singleton #define BINDBASE VSG::scene_render BIND0R(RID, environment_create) BIND2(environment_set_background, RID, EnvironmentBG) BIND2(environment_set_skybox, RID, RID) BIND2(environment_set_skybox_scale, RID, float) BIND2(environment_set_bg_color, RID, const Color &) BIND2(environment_set_bg_energy, RID, float) BIND2(environment_set_canvas_max_layer, RID, int) BIND4(environment_set_ambient_light, RID, const Color &, float, float) BIND8(environment_set_ssr, RID, bool, int, float, float, float, bool, bool) BIND10(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, bool) BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality) BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality) BIND10(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, bool) BIND5(environment_set_fog, RID, bool, float, float, RID) BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float) BIND6(environment_set_adjustment, RID, bool, float, float, float, RID) /* SCENARIO API */ #undef BINDBASE #define BINDBASE VSG::scene BIND0R(RID, scenario_create) BIND2(scenario_set_debug, RID, ScenarioDebugMode) BIND2(scenario_set_environment, RID, RID) BIND3(scenario_set_reflection_atlas_size, RID, int, int) BIND2(scenario_set_fallback_environment, RID, RID) /* INSTANCING API */ // from can be mesh, light, area and portal so far. BIND0R(RID, instance_create) BIND2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far. BIND2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far. BIND2(instance_set_layer_mask, RID, uint32_t) BIND2(instance_set_transform, RID, const Transform &) BIND2(instance_attach_object_instance_ID, RID, ObjectID) BIND3(instance_set_blend_shape_weight, RID, int, float) BIND3(instance_set_surface_material, RID, int, RID) BIND2(instance_set_visible, RID, bool) BIND2(instance_attach_skeleton, RID, RID) BIND2(instance_set_exterior, RID, bool) BIND2(instance_set_room, RID, RID) BIND2(instance_set_extra_visibility_margin, RID, real_t) // don't use these in a game! BIND2RC(Vector, instances_cull_aabb, const Rect3 &, RID) BIND3RC(Vector, instances_cull_ray, const Vector3 &, const Vector3 &, RID) BIND2RC(Vector, instances_cull_convex, const Vector &, RID) BIND3(instance_geometry_set_flag, RID, InstanceFlags, bool) BIND2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting) BIND2(instance_geometry_set_material_override, RID, RID) BIND5(instance_geometry_set_draw_range, RID, float, float, float, float) BIND2(instance_geometry_set_as_instance_lod, RID, RID) #undef BINDBASE //from now on, calls forwarded to this singleton #define BINDBASE VSG::canvas /* CANVAS (2D) */ BIND0R(RID, canvas_create) BIND3(canvas_set_item_mirroring, RID, RID, const Point2 &) BIND2(canvas_set_modulate, RID, const Color &) BIND0R(RID, canvas_item_create) BIND2(canvas_item_set_parent, RID, RID) BIND2(canvas_item_set_visible, RID, bool) BIND2(canvas_item_set_light_mask, RID, int) BIND2(canvas_item_set_transform, RID, const Transform2D &) BIND2(canvas_item_set_clip, RID, bool) BIND2(canvas_item_set_distance_field_mode, RID, bool) BIND3(canvas_item_set_custom_rect, RID, bool, const Rect2 &) BIND2(canvas_item_set_modulate, RID, const Color &) BIND2(canvas_item_set_self_modulate, RID, const Color &) BIND2(canvas_item_set_draw_behind_parent, RID, bool) BIND6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool) BIND3(canvas_item_add_rect, RID, const Rect2 &, const Color &) BIND4(canvas_item_add_circle, RID, const Point2 &, float, const Color &) BIND6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool) BIND6(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool) BIND10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &) BIND6(canvas_item_add_primitive, RID, const Vector &, const Vector &, const Vector &, RID, float) BIND5(canvas_item_add_polygon, RID, const Vector &, const Vector &, const Vector &, RID) BIND7(canvas_item_add_triangle_array, RID, const Vector &, const Vector &, const Vector &, const Vector &, RID, int) BIND3(canvas_item_add_mesh, RID, const RID &, RID) BIND3(canvas_item_add_multimesh, RID, RID, RID) BIND2(canvas_item_add_set_transform, RID, const Transform2D &) BIND2(canvas_item_add_clip_ignore, RID, bool) BIND2(canvas_item_set_sort_children_by_y, RID, bool) BIND2(canvas_item_set_z, RID, int) BIND2(canvas_item_set_z_as_relative_to_parent, RID, bool) BIND3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &) BIND1(canvas_item_clear, RID) BIND2(canvas_item_set_draw_index, RID, int) BIND2(canvas_item_set_material, RID, RID) BIND2(canvas_item_set_use_parent_material, RID, bool) BIND0R(RID, canvas_light_create) BIND2(canvas_light_attach_to_canvas, RID, RID) BIND2(canvas_light_set_enabled, RID, bool) BIND2(canvas_light_set_scale, RID, float) BIND2(canvas_light_set_transform, RID, const Transform2D &) BIND2(canvas_light_set_texture, RID, RID) BIND2(canvas_light_set_texture_offset, RID, const Vector2 &) BIND2(canvas_light_set_color, RID, const Color &) BIND2(canvas_light_set_height, RID, float) BIND2(canvas_light_set_energy, RID, float) BIND3(canvas_light_set_z_range, RID, int, int) BIND3(canvas_light_set_layer_range, RID, int, int) BIND2(canvas_light_set_item_cull_mask, RID, int) BIND2(canvas_light_set_item_shadow_cull_mask, RID, int) BIND2(canvas_light_set_mode, RID, CanvasLightMode) BIND2(canvas_light_set_shadow_enabled, RID, bool) BIND2(canvas_light_set_shadow_buffer_size, RID, int) BIND2(canvas_light_set_shadow_gradient_length, RID, float) BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter) BIND2(canvas_light_set_shadow_color, RID, const Color &) BIND0R(RID, canvas_light_occluder_create) BIND2(canvas_light_occluder_attach_to_canvas, RID, RID) BIND2(canvas_light_occluder_set_enabled, RID, bool) BIND2(canvas_light_occluder_set_polygon, RID, RID) BIND2(canvas_light_occluder_set_transform, RID, const Transform2D &) BIND2(canvas_light_occluder_set_light_mask, RID, int) BIND0R(RID, canvas_occluder_polygon_create) BIND3(canvas_occluder_polygon_set_shape, RID, const PoolVector &, bool) BIND2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector &) BIND2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode) /* 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 = 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); ///< 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(); /* STATUS INFORMATION */ virtual int get_render_info(RenderInfo p_info); 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_default_clear_color(const Color &p_color); virtual bool has_feature(Features p_feature) const; virtual bool has_os_feature(const String &p_feature) const; VisualServerRaster(); ~VisualServerRaster(); #undef DISPLAY_CHANGED #undef BIND0R #undef BIND1RC #undef BIND2RC #undef BIND3RC #undef BIND4RC #undef BIND1 #undef BIND2 #undef BIND3 #undef BIND4 #undef BIND5 #undef BIND6 #undef BIND7 #undef BIND8 #undef BIND9 #undef BIND10 }; #endif