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path: root/servers/rendering/renderer_scene.h
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/*************************************************************************/
/*  renderer_scene.h                                                     */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#ifndef RENDERINGSERVERSCENE_H
#define RENDERINGSERVERSCENE_H

#include "servers/rendering/renderer_compositor.h"
#include "servers/xr/xr_interface.h"

class RendererScene {
public:
	virtual RID camera_create() = 0;

	virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;
	virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;
	virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0;
	virtual void camera_set_transform(RID p_camera, const Transform &p_transform) = 0;
	virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;
	virtual void camera_set_environment(RID p_camera, RID p_env) = 0;
	virtual void camera_set_camera_effects(RID p_camera, RID p_fx) = 0;
	virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;
	virtual bool is_camera(RID p_camera) const = 0;

	virtual RID scenario_create() = 0;

	virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode) = 0;
	virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
	virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx) = 0;
	virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
	virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) = 0;
	virtual bool is_scenario(RID p_scenario) const = 0;
	virtual RID scenario_get_environment(RID p_scenario) = 0;

	virtual RID instance_create() = 0;

	virtual void instance_set_base(RID p_instance, RID p_base) = 0;
	virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;
	virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;
	virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0;
	virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;
	virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;
	virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material) = 0;
	virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;

	virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0;

	virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
	virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;

	virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;

	// don't use these in a game!
	virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
	virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
	virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;

	virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) = 0;
	virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0;
	virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;

	virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
	virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) = 0;
	virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;
	virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;

	virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;
	virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
	virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;
	virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0;

	virtual void directional_shadow_atlas_set_size(int p_size) = 0;

	/* SKY API */

	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, RS::SkyMode p_samples) = 0;
	virtual void sky_set_material(RID p_sky, RID p_material) = 0;
	virtual Ref<Image> 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;

	virtual void environment_set_background(RID p_env, RS::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, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0;

	virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 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;

	virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) = 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 void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
	virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;

	virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
	virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;

	virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;

	virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size) = 0;

	virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;

	virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
	virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;

	virtual void environment_set_tonemap(RID p_env, RS::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_scale) = 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_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 Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;

	virtual RS::EnvironmentBG environment_get_background(RID p_Env) const = 0;
	virtual int environment_get_canvas_max_layer(RID p_env) const = 0;

	virtual bool is_environment(RID p_environment) const = 0;

	virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
	virtual void sub_surface_scattering_set_quality(RS::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;

	virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) = 0;
	virtual void camera_effects_set_dof_blur_bokeh_shape(RS::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;

	virtual void shadows_quality_set(RS::ShadowQuality p_quality) = 0;
	virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0;

	virtual RID shadow_atlas_create() = 0;
	virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
	virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;

	/* Render Buffers */

	virtual RID render_buffers_create() = 0;
	virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding) = 0;

	virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;

	virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
	virtual void gi_probe_set_quality(RS::GIProbeQuality) = 0;

	virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;

	virtual void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) = 0;
	virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_lod_threshold, RID p_shadow_atlas) = 0;
	virtual void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_lod_threshold, RID p_shadow_atlas) = 0;

	virtual void update() = 0;
	virtual void render_probes() = 0;

	virtual bool free(RID p_rid) = 0;

	RendererScene();
	virtual ~RendererScene();
};

#endif // RENDERINGSERVERSCENE_H