1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
|
/*************************************************************************/
/* visual_server.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_H
#define VISUAL_SERVER_H
#include "rid.h"
#include "variant.h"
#include "math_2d.h"
#include "bsp_tree.h"
#include "geometry.h"
#include "object.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class VisualServer : public Object {
OBJ_TYPE( VisualServer, Object );
static VisualServer *singleton;
int mm_policy;
DVector<String> _shader_get_param_list(RID p_shader) const;
void _camera_set_orthogonal(RID p_camera,float p_size,float p_z_near,float p_z_far);
void _viewport_set_rect(RID p_viewport,const Rect2& p_rect);
Rect2 _viewport_get_rect(RID p_viewport) const;
void _canvas_item_add_style_box(RID p_item, const Rect2& p_rect, RID p_texture,const Vector<float>& p_margins, const Color& p_modulate=Color(1,1,1));
protected:
RID _make_test_cube();
RID test_texture;
RID white_texture;
RID material_2d[16];
static VisualServer* (*create_func)();
static void _bind_methods();
public:
static VisualServer *get_singleton();
static VisualServer *create();
enum MipMapPolicy {
MIPMAPS_ENABLED,
MIPMAPS_ENABLED_FOR_PO2,
MIPMAPS_DISABLED
};
virtual void set_mipmap_policy(MipMapPolicy p_policy);
virtual MipMapPolicy get_mipmap_policy() const;
enum {
NO_INDEX_ARRAY=-1,
CUSTOM_ARRAY_SIZE=8,
ARRAY_WEIGHTS_SIZE=4,
MAX_PARTICLE_COLOR_PHASES=4,
MAX_PARTICLE_ATTRACTORS=4,
MAX_CURSORS = 8,
};
/* TEXTURE API */
enum TextureFlags {
TEXTURE_FLAG_MIPMAPS=1, /// Enable automatic mipmap generation - when available
TEXTURE_FLAG_REPEAT=2, /// Repeat texture (Tiling), otherwise Clamping
TEXTURE_FLAG_FILTER=4, /// Create texure with linear (or available) filter
TEXTURE_FLAG_CUBEMAP=8,
TEXTURE_FLAG_VIDEO_SURFACE=16,
TEXTURE_FLAGS_DEFAULT=TEXTURE_FLAG_REPEAT|TEXTURE_FLAG_MIPMAPS|TEXTURE_FLAG_FILTER
};
enum CubeMapSide {
CUBEMAP_LEFT,
CUBEMAP_RIGHT,
CUBEMAP_BOTTOM,
CUBEMAP_TOP,
CUBEMAP_FRONT,
CUBEMAP_BACK
};
virtual RID texture_create()=0;
RID texture_create_from_image(const Image& p_image,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT); // helper
virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT)=0;
virtual void texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side=CUBEMAP_LEFT)=0;
virtual Image texture_get_data(RID p_texture,CubeMapSide p_cube_side=CUBEMAP_LEFT) const=0;
virtual void texture_set_flags(RID p_texture,uint32_t p_flags) =0;
virtual uint32_t texture_get_flags(RID p_texture) const=0;
virtual Image::Format texture_get_format(RID p_texture) const=0;
virtual uint32_t texture_get_width(RID p_texture) const=0;
virtual uint32_t texture_get_height(RID p_texture) const=0;
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height)=0;
virtual bool texture_can_stream(RID p_texture) const=0;
virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const=0;
/* SHADER API */
enum ShaderMode {
SHADER_MATERIAL,
SHADER_CANVAS_ITEM,
SHADER_POST_PROCESS,
};
virtual RID shader_create(ShaderMode p_mode=SHADER_MATERIAL)=0;
virtual void shader_set_mode(RID p_shader,ShaderMode p_mode)=0;
virtual ShaderMode shader_get_mode(RID p_shader) const=0;
virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light, int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0)=0;
virtual String shader_get_fragment_code(RID p_shader) const=0;
virtual String shader_get_vertex_code(RID p_shader) const=0;
virtual String shader_get_light_code(RID p_shader) const=0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const=0;
/* COMMON MATERIAL API */
virtual RID material_create()=0;
virtual void material_set_shader(RID p_shader_material, RID p_shader)=0;
virtual RID material_get_shader(RID p_shader_material) const=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;
enum MaterialFlag {
MATERIAL_FLAG_VISIBLE,
MATERIAL_FLAG_DOUBLE_SIDED,
MATERIAL_FLAG_INVERT_FACES, ///< Invert front/back of the object
MATERIAL_FLAG_UNSHADED,
MATERIAL_FLAG_ONTOP,
MATERIAL_FLAG_LIGHTMAP_ON_UV2,
MATERIAL_FLAG_MAX,
};
virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled)=0;
virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const=0;
enum MaterialDepthDrawMode {
MATERIAL_DEPTH_DRAW_ALWAYS,
MATERIAL_DEPTH_DRAW_OPAQUE_ONLY,
MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA,
MATERIAL_DEPTH_DRAW_NEVER
};
virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode)=0;
virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const=0;
enum MaterialBlendMode {
MATERIAL_BLEND_MODE_MIX, //default
MATERIAL_BLEND_MODE_ADD,
MATERIAL_BLEND_MODE_SUB,
MATERIAL_BLEND_MODE_MUL,
MATERIAL_BLEND_MODE_PREMULT_ALPHA
};
virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode)=0;
virtual MaterialBlendMode material_get_blend_mode(RID p_material) const=0;
virtual void material_set_line_width(RID p_material,float p_line_width)=0;
virtual float material_get_line_width(RID p_material) const=0;
//fixed material api
virtual RID fixed_material_create()=0;
enum FixedMaterialParam {
FIXED_MATERIAL_PARAM_DIFFUSE,
FIXED_MATERIAL_PARAM_DETAIL,
FIXED_MATERIAL_PARAM_SPECULAR,
FIXED_MATERIAL_PARAM_EMISSION,
FIXED_MATERIAL_PARAM_SPECULAR_EXP,
FIXED_MATERIAL_PARAM_GLOW,
FIXED_MATERIAL_PARAM_NORMAL,
FIXED_MATERIAL_PARAM_SHADE_PARAM,
FIXED_MATERIAL_PARAM_MAX
};
enum FixedMaterialTexCoordMode {
FIXED_MATERIAL_TEXCOORD_UV,
FIXED_MATERIAL_TEXCOORD_UV_TRANSFORM,
FIXED_MATERIAL_TEXCOORD_UV2,
FIXED_MATERIAL_TEXCOORD_SPHERE
};
enum FixedMaterialFlags {
FIXED_MATERIAL_FLAG_USE_ALPHA,
FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,
FIXED_MATERIAL_FLAG_USE_POINT_SIZE,
FIXED_MATERIAL_FLAG_DISCARD_ALPHA,
FIXED_MATERIAL_FLAG_MAX,
};
virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled)=0;
virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const=0;
virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant& p_value)=0;
virtual Variant fixed_material_get_param(RID p_material,FixedMaterialParam p_parameter) const=0;
virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture)=0;
virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const=0;
enum FixedMaterialLightShader {
FIXED_MATERIAL_LIGHT_SHADER_LAMBERT,
FIXED_MATERIAL_LIGHT_SHADER_WRAP,
FIXED_MATERIAL_LIGHT_SHADER_VELVET,
FIXED_MATERIAL_LIGHT_SHADER_TOON,
};
virtual void fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader)=0;
virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const=0;
virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode)=0;
virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const=0;
virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform)=0;
virtual Transform fixed_material_get_uv_transform(RID p_material) const=0;
virtual void fixed_material_set_point_size(RID p_material,float p_size)=0;
virtual float fixed_material_get_point_size(RID p_material) const=0;
/* MESH API */
enum ArrayType {
ARRAY_VERTEX=0,
ARRAY_NORMAL=1,
ARRAY_TANGENT=2,
ARRAY_COLOR=3,
ARRAY_TEX_UV=4,
ARRAY_TEX_UV2=5,
ARRAY_BONES=6,
ARRAY_WEIGHTS=7,
ARRAY_INDEX=8,
ARRAY_MAX=9
};
enum ArrayFormat {
/* ARRAY FORMAT FLAGS */
ARRAY_FORMAT_VERTEX=1<<ARRAY_VERTEX, // mandatory
ARRAY_FORMAT_NORMAL=1<<ARRAY_NORMAL,
ARRAY_FORMAT_TANGENT=1<<ARRAY_TANGENT,
ARRAY_FORMAT_COLOR=1<<ARRAY_COLOR,
ARRAY_FORMAT_TEX_UV=1<<ARRAY_TEX_UV,
ARRAY_FORMAT_TEX_UV2=1<<ARRAY_TEX_UV2,
ARRAY_FORMAT_BONES=1<<ARRAY_BONES,
ARRAY_FORMAT_WEIGHTS=1<<ARRAY_WEIGHTS,
ARRAY_FORMAT_INDEX=1<<ARRAY_INDEX,
};
enum PrimitiveType {
PRIMITIVE_POINTS=0,
PRIMITIVE_LINES=1,
PRIMITIVE_LINE_STRIP=2,
PRIMITIVE_LINE_LOOP=3,
PRIMITIVE_TRIANGLES=4,
PRIMITIVE_TRIANGLE_STRIP=5,
PRIMITIVE_TRIANGLE_FAN=6,
PRIMITIVE_MAX=7,
};
virtual RID mesh_create()=0;
virtual void mesh_add_surface(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false)=0;
virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const=0;
virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const=0;
virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat)=0; //this is used by each platform in a different way
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0;
virtual int mesh_get_morph_target_count(RID p_mesh) const=0;
enum MorphTargetMode {
MORPH_MODE_NORMALIZED,
MORPH_MODE_RELATIVE,
};
virtual void mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode)=0;
virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const=0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false)=0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const=0;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const=0;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const=0;
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const=0;
virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const=0;
virtual void mesh_remove_surface(RID p_mesh,int p_index)=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;
/* MULTIMESH API */
virtual RID multimesh_create()=0;
virtual void multimesh_set_instance_count(RID p_multimesh,int p_count)=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_set_aabb(RID p_multimesh,const AABB& p_aabb)=0;
virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform)=0;
virtual void multimesh_instance_set_color(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 AABB& p_aabb) const=0;;
virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const=0;
virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const=0;
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible)=0;
virtual int multimesh_get_visible_instances(RID p_multimesh) const=0;
/* IMMEDIATE API */
virtual RID immediate_create()=0;
virtual void immediate_begin(RID p_immediate,PrimitiveType p_rimitive,RID p_texture=RID())=0;
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex)=0;
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal)=0;
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent)=0;
virtual void immediate_color(RID p_immediate,const Color& p_color)=0;
virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv)=0;
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv)=0;
virtual void immediate_end(RID p_immediate)=0;
virtual void immediate_clear(RID p_immediate)=0;
virtual void immediate_set_material(RID p_immediate,RID p_material)=0;
virtual RID immediate_get_material(RID p_immediate) const=0;
/* PARTICLES API */
virtual RID particles_create()=0;
enum ParticleVariable {
PARTICLE_LIFETIME,
PARTICLE_SPREAD,
PARTICLE_GRAVITY,
PARTICLE_LINEAR_VELOCITY,
PARTICLE_ANGULAR_VELOCITY,
PARTICLE_LINEAR_ACCELERATION,
PARTICLE_RADIAL_ACCELERATION,
PARTICLE_TANGENTIAL_ACCELERATION,
PARTICLE_DAMPING,
PARTICLE_INITIAL_SIZE,
PARTICLE_FINAL_SIZE,
PARTICLE_INITIAL_ANGLE,
PARTICLE_HEIGHT,
PARTICLE_HEIGHT_SPEED_SCALE,
PARTICLE_VAR_MAX
};
virtual void particles_set_amount(RID p_particles, int p_amount)=0;
virtual int particles_get_amount(RID p_particles) const=0;
virtual void particles_set_emitting(RID p_particles, bool p_emitting)=0;
virtual bool particles_is_emitting(RID p_particles) const=0;
virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility)=0;
virtual AABB particles_get_visibility_aabb(RID p_particles) const=0;
virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents)=0;
virtual Vector3 particles_get_emission_half_extents(RID p_particles) const=0;
virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity)=0;
virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const=0;
virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points)=0;
virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const=0;
virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal)=0;
virtual Vector3 particles_get_gravity_normal(RID p_particles) const=0;
virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable,float p_value)=0;
virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const=0;
virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable,float p_randomness)=0;
virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const=0;
virtual void particles_set_color_phases(RID p_particles, int p_phases)=0;
virtual int particles_get_color_phases(RID p_particles) const=0;
virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos)=0;
virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const=0;
virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color)=0;
virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const=0;
virtual void particles_set_attractors(RID p_particles, int p_attractors)=0;
virtual int particles_get_attractors(RID p_particles) const=0;
virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos)=0;
virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const=0;
virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force)=0;
virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const=0;
virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false)=0;
virtual RID particles_get_material(RID p_particles) const=0;
virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable)=0;
virtual bool particles_has_height_from_velocity(RID p_particles) const=0;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable)=0;
virtual bool particles_is_using_local_coordinates(RID p_particles) const=0;
/* Light API */
enum LightType {
LIGHT_DIRECTIONAL,
LIGHT_OMNI,
LIGHT_SPOT
};
enum LightColor {
LIGHT_COLOR_DIFFUSE,
LIGHT_COLOR_SPECULAR
};
enum LightParam {
LIGHT_PARAM_SPOT_ATTENUATION,
LIGHT_PARAM_SPOT_ANGLE,
LIGHT_PARAM_RADIUS,
LIGHT_PARAM_ENERGY,
LIGHT_PARAM_ATTENUATION,
LIGHT_PARAM_SHADOW_DARKENING,
LIGHT_PARAM_SHADOW_Z_OFFSET,
LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE,
LIGHT_PARAM_SHADOW_ESM_MULTIPLIER,
LIGHT_PARAM_SHADOW_BLUR_PASSES,
LIGHT_PARAM_MAX
};
virtual RID light_create(LightType p_type)=0;
virtual LightType light_get_type(RID p_light) const=0;
virtual void light_set_color(RID p_light,LightColor p_type, const Color& p_color)=0;
virtual Color light_get_color(RID p_light,LightColor p_type) const=0;
virtual void light_set_shadow(RID p_light,bool p_enabled)=0;
virtual bool light_has_shadow(RID p_light) const=0;
virtual void light_set_volumetric(RID p_light,bool p_enabled)=0;
virtual bool light_is_volumetric(RID p_light) const=0;
virtual void light_set_projector(RID p_light,RID p_texture)=0;
virtual RID light_get_projector(RID p_light) const=0;
virtual void light_set_param(RID p_light, LightParam p_var, float p_value)=0;
virtual float light_get_param(RID p_light, LightParam p_var) const=0;
enum LightOp {
LIGHT_OPERATOR_ADD,
LIGHT_OPERATOR_SUB
};
virtual void light_set_operator(RID p_light,LightOp p_op)=0;
virtual LightOp light_get_operator(RID p_light) const=0;
// omni light
enum LightOmniShadowMode {
LIGHT_OMNI_SHADOW_DEFAULT,
LIGHT_OMNI_SHADOW_DUAL_PARABOLOID,
LIGHT_OMNI_SHADOW_CUBEMAP
};
virtual void light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode)=0;
virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const=0;
// directional light
enum LightDirectionalShadowMode {
LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL,
LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE,
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS,
LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS
};
virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode)=0;
virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const=0;
enum LightDirectionalShadowParam {
LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE,
LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT,
LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE,
};
virtual void light_directional_set_shadow_param(RID p_light,LightDirectionalShadowParam p_param, float p_value)=0;
virtual float light_directional_get_shadow_param(RID p_light,LightDirectionalShadowParam p_param) const=0;
//@TODO fallof model and all that stuff
/* SKELETON API */
virtual RID skeleton_create()=0;
virtual void skeleton_resize(RID p_skeleton,int p_bones)=0;
virtual int skeleton_get_bone_count(RID p_skeleton) const=0;
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform)=0;
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone)=0;
/* ROOM API */
virtual RID room_create()=0;
virtual void room_set_bounds(RID p_room, const BSP_Tree& p_bounds)=0;
virtual BSP_Tree room_get_bounds(RID p_room) const=0;
/* PORTAL API */
// portals are only (x/y) points, forming a convex shape, which its clockwise
// order points outside. (z is 0);
virtual RID portal_create()=0;
virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape)=0;
virtual Vector<Point2> portal_get_shape(RID p_portal) const=0;
virtual void portal_set_enabled(RID p_portal, bool p_enabled)=0;
virtual bool portal_is_enabled(RID p_portal) const=0;
virtual void portal_set_disable_distance(RID p_portal, float p_distance)=0;
virtual float portal_get_disable_distance(RID p_portal) const=0;
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color)=0;
virtual Color portal_get_disabled_color(RID p_portal) const=0;
virtual void portal_set_connect_range(RID p_portal, float p_range) =0;
virtual float portal_get_connect_range(RID p_portal) const =0;
/* BAKED LIGHT API */
virtual RID baked_light_create()=0;
enum BakedLightMode {
BAKED_LIGHT_OCTREE,
BAKED_LIGHT_LIGHTMAPS
};
virtual void baked_light_set_mode(RID p_baked_light,BakedLightMode p_mode)=0;
virtual BakedLightMode baked_light_get_mode(RID p_baked_light) const=0;
virtual void baked_light_set_octree(RID p_baked_light,const DVector<uint8_t> p_octree)=0;
virtual DVector<uint8_t> baked_light_get_octree(RID p_baked_light) const=0;
virtual void baked_light_add_lightmap(RID p_baked_light,const RID p_texture,int p_id)=0;
virtual void baked_light_clear_lightmaps(RID p_baked_light)=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_transform(RID p_camera,const Transform& p_transform)=0;
virtual void camera_set_visible_layers(RID p_camera,uint32_t p_layers)=0;
virtual uint32_t camera_get_visible_layers(RID p_camera) const=0;
virtual void camera_set_environment(RID p_camera,RID p_env)=0;
virtual RID camera_get_environment(RID p_camera) const=0;
virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable)=0;
virtual bool camera_is_using_vertical_aspect(RID p_camera,bool p_enable) const=0;
/*
virtual void camera_add_layer(RID p_camera);
virtual void camera_layer_move_up(RID p_camera,int p_layer);
virtual void camera_layer_move_down(RID p_camera,int p_layer);
virtual void camera_layer_set_mask(RID p_camera,int p_layer,int p_mask);
virtual int camera_layer_get_mask(RID p_camera,int p_layer) const;
enum CameraLayerFlag {
FLAG_CLEAR_DEPTH,
FLAG_CLEAR_COLOR,
FLAG_IGNORE_FOG,
};
virtual void camera_layer_set_flag(RID p_camera,int p_layer,bool p_enable);
virtual bool camera_layer_get_flag(RID p_camera,int p_layer) const;
*/
/* VIEWPORT API */
virtual RID viewport_create()=0;
virtual void viewport_attach_to_screen(RID p_viewport,int p_screen=0)=0;
virtual void viewport_detach(RID p_viewport)=0;
virtual void viewport_set_render_target_to_screen_rect(RID p_viewport,const Rect2& p_rect)=0;
enum RenderTargetUpdateMode {
RENDER_TARGET_UPDATE_DISABLED,
RENDER_TARGET_UPDATE_ONCE, //then goes to disabled
RENDER_TARGET_UPDATE_WHEN_VISIBLE, // default
RENDER_TARGET_UPDATE_ALWAYS
};
virtual void viewport_set_as_render_target(RID p_viewport,bool p_enable)=0;
virtual void viewport_set_render_target_update_mode(RID p_viewport,RenderTargetUpdateMode p_mode)=0;
virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const=0;
virtual RID viewport_get_render_target_texture(RID p_viewport) const=0;
virtual void viewport_set_render_target_vflip(RID p_viewport,bool p_enable)=0;
virtual bool viewport_get_render_target_vflip(RID p_viewport) const=0;
virtual void viewport_queue_screen_capture(RID p_viewport)=0;
virtual Image viewport_get_screen_capture(RID p_viewport) const=0;
struct ViewportRect {
int x,y,width,height;
ViewportRect() { x=y=width=height=0; }
};
virtual void viewport_set_rect(RID p_viewport,const ViewportRect& p_rect)=0;
virtual ViewportRect viewport_get_rect(RID p_viewport) const=0;
virtual void viewport_set_hide_scenario(RID p_viewport,bool p_hide)=0;
virtual void viewport_set_hide_canvas(RID p_viewport,bool p_hide)=0;
virtual void viewport_attach_camera(RID p_viewport,RID p_camera)=0;
virtual void viewport_set_scenario(RID p_viewport,RID p_scenario)=0;
virtual RID viewport_get_attached_camera(RID p_viewport) const=0;
virtual RID viewport_get_scenario(RID p_viewport) const=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 Matrix32& p_offset)=0;
virtual Matrix32 viewport_get_canvas_transform(RID p_viewport,RID p_canvas) const=0;
virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled)=0;
virtual bool viewport_has_transparent_background(RID p_viewport) const=0;
virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform)=0;
virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const=0;
virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer)=0;
/* ENVIRONMENT API */
virtual RID environment_create()=0;
enum EnvironmentBG {
ENV_BG_KEEP,
ENV_BG_DEFAULT_COLOR,
ENV_BG_COLOR,
ENV_BG_TEXTURE,
ENV_BG_CUBEMAP,
ENV_BG_TEXTURE_RGBE,
ENV_BG_CUBEMAP_RGBE,
ENV_BG_MAX
};
virtual void environment_set_background(RID p_env,EnvironmentBG p_bg)=0;
virtual EnvironmentBG environment_get_background(RID p_env) const=0;
enum EnvironmentBGParam {
ENV_BG_PARAM_COLOR,
ENV_BG_PARAM_TEXTURE,
ENV_BG_PARAM_CUBEMAP,
ENV_BG_PARAM_ENERGY,
ENV_BG_PARAM_SCALE,
ENV_BG_PARAM_GLOW,
ENV_BG_PARAM_MAX
};
virtual void environment_set_background_param(RID p_env,EnvironmentBGParam p_param, const Variant& p_value)=0;
virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const=0;
enum EnvironmentFx {
ENV_FX_AMBIENT_LIGHT,
ENV_FX_FXAA,
ENV_FX_GLOW,
ENV_FX_DOF_BLUR,
ENV_FX_HDR,
ENV_FX_FOG,
ENV_FX_BCS,
ENV_FX_SRGB,
ENV_FX_MAX
};
virtual void environment_set_enable_fx(RID p_env,EnvironmentFx p_effect,bool p_enabled)=0;
virtual bool environment_is_fx_enabled(RID p_env,EnvironmentFx p_mode) const=0;
enum EnvironmentFxBlurBlendMode {
ENV_FX_BLUR_BLEND_MODE_ADDITIVE,
ENV_FX_BLUR_BLEND_MODE_SCREEN,
ENV_FX_BLUR_BLEND_MODE_SOFTLIGHT,
};
enum EnvironmentFxHDRToneMapper {
ENV_FX_HDR_TONE_MAPPER_LINEAR,
ENV_FX_HDR_TONE_MAPPER_LOG,
ENV_FX_HDR_TONE_MAPPER_REINHARDT,
ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE,
};
enum EnvironmentFxParam {
ENV_FX_PARAM_AMBIENT_LIGHT_COLOR,
ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY,
ENV_FX_PARAM_GLOW_BLUR_PASSES,
ENV_FX_PARAM_GLOW_BLUR_SCALE,
ENV_FX_PARAM_GLOW_BLUR_STRENGTH,
ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE,
ENV_FX_PARAM_GLOW_BLOOM,
ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD,
ENV_FX_PARAM_DOF_BLUR_PASSES,
ENV_FX_PARAM_DOF_BLUR_BEGIN,
ENV_FX_PARAM_DOF_BLUR_RANGE,
ENV_FX_PARAM_HDR_TONEMAPPER,
ENV_FX_PARAM_HDR_EXPOSURE,
ENV_FX_PARAM_HDR_WHITE,
ENV_FX_PARAM_HDR_GLOW_TRESHOLD,
ENV_FX_PARAM_HDR_GLOW_SCALE,
ENV_FX_PARAM_HDR_MIN_LUMINANCE,
ENV_FX_PARAM_HDR_MAX_LUMINANCE,
ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED,
ENV_FX_PARAM_FOG_BEGIN,
ENV_FX_PARAM_FOG_BEGIN_COLOR,
ENV_FX_PARAM_FOG_END_COLOR,
ENV_FX_PARAM_FOG_ATTENUATION,
ENV_FX_PARAM_FOG_BG,
ENV_FX_PARAM_BCS_BRIGHTNESS,
ENV_FX_PARAM_BCS_CONTRAST,
ENV_FX_PARAM_BCS_SATURATION,
ENV_FX_PARAM_MAX
};
virtual void environment_fx_set_param(RID p_env,EnvironmentFxParam p_effect,const Variant& p_param)=0;
virtual Variant environment_fx_get_param(RID p_env,EnvironmentFxParam p_effect) const=0;
/* SCENARIO API */
virtual RID scenario_create()=0;
enum ScenarioDebugMode {
SCENARIO_DEBUG_DISABLED,
SCENARIO_DEBUG_WIREFRAME,
SCENARIO_DEBUG_OVERDRAW,
};
virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode)=0;
virtual void scenario_set_environment(RID p_scenario, RID p_environment)=0;
virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const=0;
/* INSTANCING API */
enum InstanceType {
INSTANCE_NONE,
INSTANCE_MESH,
INSTANCE_MULTIMESH,
INSTANCE_IMMEDIATE,
INSTANCE_PARTICLES,
INSTANCE_LIGHT,
INSTANCE_ROOM,
INSTANCE_PORTAL,
INSTANCE_BAKED_LIGHT,
INSTANCE_GEOMETRY_MASK=(1<<INSTANCE_MESH)|(1<<INSTANCE_MULTIMESH)|(1<<INSTANCE_IMMEDIATE)|(1<<INSTANCE_PARTICLES)
};
virtual RID instance_create2(RID p_base, RID p_scenario);
// virtual RID instance_create(RID p_base,RID p_scenario)=0; // from can be mesh, light, area and portal so far.
virtual RID instance_create()=0; // from can be mesh, light, poly, area and portal so far.
virtual void instance_set_base(RID p_instance, RID p_base)=0; // from can be mesh, light, poly, area and portal so far.
virtual RID instance_get_base(RID p_instance) const=0;
virtual void instance_set_scenario(RID p_instance, RID p_scenario)=0; // from can be mesh, light, poly, area and portal so far.
virtual RID instance_get_scenario(RID p_instance) const=0;
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask)=0;
virtual uint32_t instance_get_layer_mask(RID p_instance) const=0;
virtual AABB instance_get_base_aabb(RID p_instance) const=0;
virtual void instance_set_transform(RID p_instance, const Transform& p_transform)=0;
virtual Transform instance_get_transform(RID p_instance) const=0;
virtual void instance_attach_object_instance_ID(RID p_instance,uint32_t p_ID)=0;
virtual uint32_t instance_get_object_instance_ID(RID p_instance) const=0;
virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight)=0;
virtual float instance_get_morph_target_weight(RID p_instance,int p_shape) const=0;
virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton)=0;
virtual RID instance_get_skeleton(RID p_instance) const=0;
virtual void instance_set_exterior( RID p_instance, bool p_enabled )=0;
virtual bool instance_is_exterior( RID p_instance) const=0;
virtual void instance_set_room( RID p_instance, RID p_room )=0;
virtual RID instance_get_room( RID p_instance ) const =0;
virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin )=0;
virtual real_t instance_get_extra_visibility_margin( RID p_instance ) const =0;
// don't use these in a game!
virtual Vector<RID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const=0;
virtual Vector<RID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const=0;
virtual Vector<RID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const=0;
enum InstanceFlags {
INSTANCE_FLAG_VISIBLE,
INSTANCE_FLAG_BILLBOARD,
INSTANCE_FLAG_BILLBOARD_FIX_Y,
INSTANCE_FLAG_CAST_SHADOW,
INSTANCE_FLAG_RECEIVE_SHADOWS,
INSTANCE_FLAG_DEPH_SCALE,
INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS,
INSTANCE_FLAG_USE_BAKED_LIGHT,
INSTANCE_FLAG_MAX
};
virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled)=0;
virtual bool instance_geometry_get_flag(RID p_instance,InstanceFlags p_flags) const=0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material)=0;
virtual RID instance_geometry_get_material_override(RID p_instance) const=0;
virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max)=0;
virtual float instance_geometry_get_draw_range_max(RID p_instance) const=0;
virtual float instance_geometry_get_draw_range_min(RID p_instance) const=0;
virtual void instance_geometry_set_baked_light(RID p_instance,RID p_baked_light)=0;
virtual RID instance_geometry_get_baked_light(RID p_instance) const=0;
virtual void instance_geometry_set_baked_light_texture_index(RID p_instance,int p_tex_id)=0;
virtual int instance_geometry_get_baked_light_texture_index(RID p_instance) const=0;
virtual void instance_light_set_enabled(RID p_instance,bool p_enabled)=0;
virtual bool instance_light_is_enabled(RID p_instance) const=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 Point2 canvas_get_item_mirroring(RID p_canvas,RID p_item) const=0;
virtual RID canvas_item_create()=0;
virtual void canvas_item_set_parent(RID p_item,RID p_parent)=0;
virtual RID canvas_item_get_parent(RID p_canvas_item) const=0;
virtual void canvas_item_set_visible(RID p_item,bool p_visible)=0;
virtual bool canvas_item_is_visible(RID p_item) const=0;
virtual void canvas_item_set_blend_mode(RID p_canvas_item,MaterialBlendMode p_blend)=0;
virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport)=0;
//virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect)=0;
virtual void canvas_item_set_transform(RID p_item, const Matrix32& p_transform)=0;
virtual void canvas_item_set_clip(RID p_item, bool p_clip)=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_opacity(RID p_item, float p_opacity)=0;
virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const=0;
virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity)=0;
virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const=0;
virtual void canvas_item_set_on_top(RID p_item, bool p_on_top)=0;
virtual bool canvas_item_is_on_top(RID p_item) const=0;
virtual void canvas_item_add_line(RID p_item, const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width=1.0)=0;
virtual void canvas_item_add_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))=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))=0;
virtual void canvas_item_add_style_box(RID p_item, const Rect2& p_rect, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright, 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<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width=1.0)=0;
virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID())=0;
virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int>& p_indices, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID(), int p_count=-1)=0;
virtual void canvas_item_add_triangle_array_ptr(RID p_item, int p_count, const int* p_indices, const Point2* p_points, const Color* p_colors,const Point2* p_uvs=NULL, RID p_texture=RID())=0;
virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform)=0;
virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend)=0;
virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore)=0;
virtual void canvas_item_clear(RID p_item)=0;
virtual void canvas_item_raise(RID p_item)=0;
/* CURSOR */
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0)=0; // radians
virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor=0)=0;
virtual void cursor_set_visible(bool p_visible, int p_cursor = 0)=0;
virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0)=0;
/* BLACK BARS */
virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom)=0;
virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom)=0;
/* FREE */
virtual void free( RID p_rid )=0; ///< free RIDs associated with the visual server
/* CUSTOM SHADING */
virtual void custom_shade_model_set_shader(int p_model, RID p_shader)=0;
virtual RID custom_shade_model_get_shader(int p_model) const=0;
virtual void custom_shade_model_set_name(int p_model, const String& p_name)=0;
virtual String custom_shade_model_get_name(int p_model) const=0;
virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info)=0;
virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const=0;
/* EVENT QUEUING */
virtual void draw()=0;
virtual void flush()=0;
virtual bool has_changed() const=0;
virtual void init()=0;
virtual void finish()=0;
/* STATUS INFORMATION */
enum RenderInfo {
INFO_OBJECTS_IN_FRAME,
INFO_VERTICES_IN_FRAME,
INFO_MATERIAL_CHANGES_IN_FRAME,
INFO_SHADER_CHANGES_IN_FRAME,
INFO_SURFACE_CHANGES_IN_FRAME,
INFO_DRAW_CALLS_IN_FRAME,
INFO_USAGE_VIDEO_MEM_TOTAL,
INFO_VIDEO_MEM_USED,
INFO_TEXTURE_MEM_USED,
INFO_VERTEX_MEM_USED,
};
virtual int get_render_info(RenderInfo p_info)=0;
/* Materials for 2D on 3D */
RID material_2d_get(bool p_shaded, bool p_transparent, bool p_cut_alpha,bool p_opaque_prepass);
/* TESTING */
virtual RID get_test_cube()=0;
virtual RID get_test_texture();
virtual RID get_white_texture();
virtual RID make_sphere_mesh(int p_lats,int p_lons,float p_radius);
virtual void mesh_add_surface_from_mesh_data( RID p_mesh, const Geometry::MeshData& p_mesh_data);
virtual void mesh_add_surface_from_planes( RID p_mesh, const DVector<Plane>& p_planes);
virtual void set_boot_image(const Image& p_image, const Color& p_color)=0;
virtual void set_default_clear_color(const Color& p_color)=0;
enum Features {
FEATURE_SHADERS,
FEATURE_MULTITHREADED,
FEATURE_NEEDS_RELOAD_HOOK,
};
virtual bool has_feature(Features p_feature) const=0;
VisualServer();
virtual ~VisualServer();
};
// make variant understand the enums
VARIANT_ENUM_CAST( VisualServer::CubeMapSide );
VARIANT_ENUM_CAST( VisualServer::TextureFlags );
VARIANT_ENUM_CAST( VisualServer::ShaderMode );
VARIANT_ENUM_CAST( VisualServer::MaterialFlag );
VARIANT_ENUM_CAST( VisualServer::MaterialBlendMode );
VARIANT_ENUM_CAST( VisualServer::ParticleVariable );
VARIANT_ENUM_CAST( VisualServer::ArrayType );
VARIANT_ENUM_CAST( VisualServer::ArrayFormat );
VARIANT_ENUM_CAST( VisualServer::PrimitiveType );
VARIANT_ENUM_CAST( VisualServer::LightType );
VARIANT_ENUM_CAST( VisualServer::LightColor );
VARIANT_ENUM_CAST( VisualServer::LightParam );
VARIANT_ENUM_CAST( VisualServer::ScenarioDebugMode );
VARIANT_ENUM_CAST( VisualServer::InstanceType );
VARIANT_ENUM_CAST( VisualServer::RenderInfo );
VARIANT_ENUM_CAST( VisualServer::MipMapPolicy );
//typedef VisualServer VS; // makes it easier to use
#define VS VisualServer
#endif
|