#ifndef RENDERING_SERVER_H #define RENDERING_SERVER_H /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "core/containers/rid.h" #include "core/io/image.h" #include "core/math/bsp_tree.h" #include "core/math/geometry.h" #include "core/math/transform_2d.h" #include "core/object/object.h" #include "core/variant/variant.h" class RenderingServerCallbacks; class RenderingServer : public Object { GDCLASS(RenderingServer, Object); static RenderingServer *singleton; int mm_policy; bool render_loop_enabled = true; #ifdef DEBUG_ENABLED bool force_shader_fallbacks = false; #endif void _camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far); void _canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector &p_margins, const Color &p_modulate = Color(1, 1, 1)); Array _get_array_from_surface(uint32_t p_format, PoolVector p_vertex_data, int p_vertex_len, PoolVector p_index_data, int p_index_len) const; 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_stride, PoolVector &r_vertex_array, int p_vertex_array_len, PoolVector &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(); static Vector2 norm_to_oct(const Vector3 v); static Vector2 tangent_to_oct(const Vector3 v, const float sign, const bool high_precision); static Vector3 oct_to_norm(const Vector2 v); static Vector3 oct_to_tangent(const Vector2 v, float *out_sign); 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, }; /* TEXTURE API */ enum TextureFlags : unsigned int { // unsigned to stop sanitizer complaining about bit operations on ints TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter TEXTURE_FLAG_ANISOTROPIC_FILTER = 8, TEXTURE_FLAG_CONVERT_TO_LINEAR = 16, TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored TEXTURE_FLAG_USED_FOR_STREAMING = 2048, TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER }; enum TextureType { TEXTURE_TYPE_2D, TEXTURE_TYPE_EXTERNAL, TEXTURE_TYPE_CUBEMAP, TEXTURE_TYPE_2D_ARRAY, TEXTURE_TYPE_3D, }; 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 Ref &p_image, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT); // helper virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT) = 0; virtual void texture_set_data(RID p_texture, const Ref &p_image, int p_layer = 0) = 0; virtual void texture_set_data_partial(RID p_texture, const Ref &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0) = 0; virtual Ref texture_get_data(RID p_texture, int p_layer = 0) 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 TextureType texture_get_type(RID p_texture) const = 0; virtual uint32_t texture_get_texid(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 uint32_t texture_get_depth(RID p_texture) const = 0; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth_3d) = 0; virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0; virtual void texture_set_path(RID p_texture, const String &p_path) = 0; virtual String texture_get_path(RID p_texture) const = 0; virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable) = 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_srgb_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; 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 textures_keep_original(bool p_enable) = 0; virtual void texture_set_proxy(RID p_proxy, RID p_base) = 0; virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0; /* SKY API */ virtual RID sky_create() = 0; virtual void sky_set_texture(RID p_sky, RID p_cube_map, int p_radiance_size) = 0; /* SHADER API */ enum ShaderMode { SHADER_SPATIAL, SHADER_CANVAS_ITEM, SHADER_PARTICLES, SHADER_MAX }; virtual RID shader_create() = 0; virtual void shader_set_code(RID p_shader, const String &p_code) = 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; Array _shader_get_param_list_bind(RID p_shader) const; virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0; virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0; virtual void shader_add_custom_define(RID p_shader, const String &p_define) = 0; virtual void shader_get_custom_defines(RID p_shader, Vector *p_defines) const = 0; virtual void shader_remove_custom_define(RID p_shader, const String &p_define) = 0; virtual void set_shader_async_hidden_forbidden(bool p_forbidden) = 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 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; virtual Variant material_get_param_default(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_line_width(RID p_material, float p_width) = 0; virtual void material_set_next_pass(RID p_material, RID p_next_material) = 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, ARRAY_COMPRESS_BASE = (ARRAY_INDEX + 1), ARRAY_COMPRESS_VERTEX = 1 << (ARRAY_VERTEX + ARRAY_COMPRESS_BASE), // mandatory ARRAY_COMPRESS_NORMAL = 1 << (ARRAY_NORMAL + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TANGENT = 1 << (ARRAY_TANGENT + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_COLOR = 1 << (ARRAY_COLOR + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_BONES = 1 << (ARRAY_BONES + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_WEIGHTS = 1 << (ARRAY_WEIGHTS + ARRAY_COMPRESS_BASE), ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE), ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1, ARRAY_FLAG_USE_16_BIT_BONES = ARRAY_COMPRESS_INDEX << 2, ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3, ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION = ARRAY_COMPRESS_INDEX << 4, ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2 | ARRAY_COMPRESS_WEIGHTS | ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION }; 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 uint32_t mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const; virtual uint32_t mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) 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_strides) const; virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT); virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, PrimitiveType p_primitive, const PoolVector &p_array, int p_vertex_count, const PoolVector &p_index_array, int p_index_count, const AABB &p_aabb, const Vector> &p_blend_shapes = Vector>(), const Vector &p_bone_aabbs = Vector()) = 0; virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount) = 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_region(RID p_mesh, int p_surface, int p_offset, const PoolVector &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 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 PoolVector mesh_surface_get_array(RID p_mesh, int p_surface) const = 0; virtual PoolVector mesh_surface_get_index_array(RID p_mesh, int p_surface) const = 0; virtual Array mesh_surface_get_arrays(RID p_mesh, int p_surface) const; virtual Array mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const; 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 AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const = 0; virtual Vector> mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const = 0; virtual Vector mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const = 0; Array _mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const; 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; virtual void mesh_clear(RID p_mesh) = 0; /* MULTIMESH API */ virtual RID multimesh_create() = 0; enum MultimeshTransformFormat { MULTIMESH_TRANSFORM_2D, MULTIMESH_TRANSFORM_3D, }; enum MultimeshColorFormat { MULTIMESH_COLOR_NONE, MULTIMESH_COLOR_8BIT, MULTIMESH_COLOR_FLOAT, MULTIMESH_COLOR_MAX, }; enum MultimeshCustomDataFormat { MULTIMESH_CUSTOM_DATA_NONE, MULTIMESH_CUSTOM_DATA_8BIT, MULTIMESH_CUSTOM_DATA_FLOAT, MULTIMESH_CUSTOM_DATA_MAX, }; enum MultimeshPhysicsInterpolationQuality { MULTIMESH_INTERP_QUALITY_FAST, MULTIMESH_INTERP_QUALITY_HIGH, }; virtual void multimesh_allocate(RID p_multimesh, int p_instances, MultimeshTransformFormat p_transform_format, MultimeshColorFormat p_color_format, MultimeshCustomDataFormat p_data_format = MULTIMESH_CUSTOM_DATA_NONE) = 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 Transform &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 Transform 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_as_bulk_array(RID p_multimesh, const PoolVector &p_array) = 0; // Interpolation virtual void multimesh_set_as_bulk_array_interpolated(RID p_multimesh, const PoolVector &p_array, const PoolVector &p_array_prev) = 0; virtual void multimesh_set_physics_interpolated(RID p_multimesh, bool p_interpolated) = 0; virtual void multimesh_set_physics_interpolation_quality(RID p_multimesh, MultimeshPhysicsInterpolationQuality p_quality) = 0; virtual void multimesh_instance_reset_physics_interpolation(RID p_multimesh, int p_index) = 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_vertex_2d(RID p_immediate, const Vector2 &p_vertex); 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; /* SKELETON API */ virtual RID skeleton_create() = 0; virtual void skeleton_allocate(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 Transform &p_transform) = 0; virtual Transform 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_SIZE, LIGHT_PARAM_SPECULAR, LIGHT_PARAM_RANGE, LIGHT_PARAM_ATTENUATION, LIGHT_PARAM_SPOT_ANGLE, LIGHT_PARAM_SPOT_ATTENUATION, LIGHT_PARAM_CONTACT_SHADOW_SIZE, 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_NORMAL_BIAS, LIGHT_PARAM_SHADOW_BIAS, LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE, 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_shadow_color(RID p_light, const Color &p_color) = 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_reverse_cull_face_mode(RID p_light, bool p_enabled) = 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; // omni light enum LightOmniShadowDetail { LIGHT_OMNI_SHADOW_DETAIL_VERTICAL, LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL }; virtual void light_omni_set_shadow_detail(RID p_light, LightOmniShadowDetail p_detail) = 0; // directional light enum LightDirectionalShadowMode { LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL, 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 void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0; enum LightDirectionalShadowDepthRangeMode { LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE, LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED, }; virtual void light_directional_set_shadow_depth_range_mode(RID p_light, LightDirectionalShadowDepthRangeMode p_range_mode) = 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; virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_color) = 0; virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy) = 0; virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib) = 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; /* CAMERA API */ virtual RID camera_create() = 0; virtual void camera_set_scenario(RID p_camera, RID p_scenario) = 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_interpolated(RID p_camera, bool p_interpolated) = 0; virtual void camera_reset_physics_interpolation(RID p_camera) = 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_use_vertical_aspect(RID p_camera, bool p_enable) = 0; /* enum ParticlesCollisionMode { PARTICLES_COLLISION_NONE, PARTICLES_COLLISION_TEXTURE, PARTICLES_COLLISION_CUBEMAP, }; virtual void particles_set_collision(RID p_particles,ParticlesCollisionMode p_mode,const Transform&, p_xform,const RID p_depth_tex,const RID p_normal_tex)=0; */ /* VIEWPORT TARGET API */ virtual RID viewport_create() = 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(), int p_screen = 0) = 0; virtual void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) = 0; virtual void viewport_detach(RID p_viewport) = 0; enum ViewportUpdateMode { VIEWPORT_UPDATE_DISABLED, VIEWPORT_UPDATE_ONCE, //then goes to disabled, must be manually updated VIEWPORT_UPDATE_WHEN_VISIBLE, // default VIEWPORT_UPDATE_ALWAYS }; virtual void viewport_set_update_mode(RID p_viewport, ViewportUpdateMode p_mode) = 0; virtual void viewport_set_vflip(RID p_viewport, bool p_enable) = 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_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_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_keep_3d_linear(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_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; virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size) = 0; virtual void viewport_set_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_16X, VIEWPORT_MSAA_EXT_2X, VIEWPORT_MSAA_EXT_4X, }; virtual void viewport_set_msaa(RID p_viewport, ViewportMSAA p_msaa) = 0; virtual void viewport_set_use_fxaa(RID p_viewport, bool p_fxaa) = 0; virtual void viewport_set_use_debanding(RID p_viewport, bool p_debanding) = 0; virtual void viewport_set_sharpen_intensity(RID p_viewport, float p_intensity) = 0; enum ViewportUsage { VIEWPORT_USAGE_2D, VIEWPORT_USAGE_2D_NO_SAMPLING, VIEWPORT_USAGE_3D, VIEWPORT_USAGE_3D_NO_EFFECTS, }; virtual void viewport_set_hdr(RID p_viewport, bool p_enabled) = 0; virtual void viewport_set_use_32_bpc_depth(RID p_viewport, bool p_enabled) = 0; virtual void viewport_set_usage(RID p_viewport, ViewportUsage p_usage) = 0; enum ViewportRenderInfo { VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME, VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME, VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME, VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME, VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME, VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME, VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME, VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME, VIEWPORT_RENDER_INFO_MAX }; virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) = 0; enum ViewportDebugDraw { VIEWPORT_DEBUG_DRAW_DISABLED, VIEWPORT_DEBUG_DRAW_UNSHADED, VIEWPORT_DEBUG_DRAW_OVERDRAW, VIEWPORT_DEBUG_DRAW_WIREFRAME, }; virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0; /* ENVIRONMENT API */ virtual RID environment_create() = 0; enum Environment3DBG { ENV_BG_CLEAR_COLOR, ENV_BG_COLOR, ENV_BG_SKY, ENV_BG_COLOR_SKY, ENV_BG_CANVAS, ENV_BG_KEEP, ENV_BG_CAMERA_FEED, ENV_BG_MAX }; virtual void environment_set_background(RID p_env, Environment3DBG 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, float p_energy = 1.0, float p_sky_contribution = 0.0) = 0; //set default SSAO options //set default SSR options //set default SSSSS options enum Environment3DDOFBlurQuality { ENV_DOF_BLUR_QUALITY_LOW, ENV_DOF_BLUR_QUALITY_MEDIUM, ENV_DOF_BLUR_QUALITY_HIGH, }; virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, Environment3DDOFBlurQuality p_quality) = 0; virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, Environment3DDOFBlurQuality p_quality) = 0; enum Environment3DGlowBlendMode { GLOW_BLEND_MODE_ADDITIVE, GLOW_BLEND_MODE_SCREEN, GLOW_BLEND_MODE_SOFTLIGHT, GLOW_BLEND_MODE_REPLACE, }; virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, Environment3DGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality) = 0; enum Environment3DToneMapper { ENV_TONE_MAPPER_LINEAR, ENV_TONE_MAPPER_REINHARD, ENV_TONE_MAPPER_FILMIC, ENV_TONE_MAPPER_ACES, ENV_TONE_MAPPER_ACES_FITTED }; virtual void environment_set_tonemap(RID p_env, Environment3DToneMapper 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, RID p_ramp) = 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, bool p_roughness) = 0; enum Environment3DSSAOQuality { ENV_SSAO_QUALITY_LOW, ENV_SSAO_QUALITY_MEDIUM, ENV_SSAO_QUALITY_HIGH, }; enum Environment3DSSAOBlur { ENV_SSAO_BLUR_DISABLED, ENV_SSAO_BLUR_1x1, ENV_SSAO_BLUR_2x2, ENV_SSAO_BLUR_3x3, }; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, Environment3DSSAOQuality p_quality, Environment3DSSAOBlur p_blur, float p_bilateral_sharpness) = 0; virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) = 0; virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) = 0; virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) = 0; /* SCENARIO API */ virtual RID scenario_create() = 0; enum ScenarioDebugMode { SCENARIO_DEBUG_DISABLED, SCENARIO_DEBUG_WIREFRAME, SCENARIO_DEBUG_OVERDRAW, SCENARIO_DEBUG_SHADELESS, }; 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 void scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv) = 0; virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0; virtual void scenario_set_physics_interpolation_enabled(RID p_scenario, bool p_enabled) = 0; /* INSTANCING API */ enum InstanceType { INSTANCE_NONE, INSTANCE_MESH, INSTANCE_MULTIMESH, INSTANCE_IMMEDIATE, INSTANCE_LIGHT, INSTANCE_REFLECTION_PROBE, INSTANCE_MAX, INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_IMMEDIATE) }; 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_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0; virtual void instance_set_transform(RID p_instance, const Transform &p_transform) = 0; virtual void instance_set_interpolated(RID p_instance, bool p_interpolated) = 0; virtual void instance_reset_physics_interpolation(RID p_instance) = 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 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; /* ROOMS AND PORTALS API */ // Portals enum InstancePortalMode { INSTANCE_PORTAL_MODE_STATIC, // not moving within a room INSTANCE_PORTAL_MODE_DYNAMIC, // moving within room INSTANCE_PORTAL_MODE_ROAMING, // moving between rooms INSTANCE_PORTAL_MODE_GLOBAL, // frustum culled only INSTANCE_PORTAL_MODE_IGNORE, // don't show at all - e.g. manual bounds, hidden portals }; virtual void instance_set_portal_mode(RID p_instance, InstancePortalMode p_mode) = 0; virtual RID ghost_create() = 0; virtual void ghost_set_scenario(RID p_ghost, RID p_scenario, ObjectID p_id, const AABB &p_aabb) = 0; virtual void ghost_update(RID p_ghost, const AABB &p_aabb) = 0; virtual RID portal_create() = 0; virtual void portal_set_scenario(RID p_portal, RID p_scenario) = 0; virtual void portal_set_geometry(RID p_portal, const Vector &p_points, real_t p_margin) = 0; virtual void portal_link(RID p_portal, RID p_room_from, RID p_room_to, bool p_two_way) = 0; virtual void portal_set_active(RID p_portal, bool p_active) = 0; // Roomgroups virtual RID roomgroup_create() = 0; virtual void roomgroup_prepare(RID p_roomgroup, ObjectID p_roomgroup_object_id) = 0; virtual void roomgroup_set_scenario(RID p_roomgroup, RID p_scenario) = 0; virtual void roomgroup_add_room(RID p_roomgroup, RID p_room) = 0; // Occluders enum OccluderType { OCCLUDER_TYPE_UNDEFINED, OCCLUDER_TYPE_SPHERE, OCCLUDER_TYPE_MESH, OCCLUDER_TYPE_NUM_TYPES, }; virtual RID occluder_instance_create() = 0; virtual void occluder_instance_set_scenario(RID p_occluder_instance, RID p_scenario) = 0; virtual void occluder_instance_link_resource(RID p_occluder_instance, RID p_occluder_resource) = 0; virtual void occluder_instance_set_transform(RID p_occluder_instance, const Transform &p_xform) = 0; virtual void occluder_instance_set_active(RID p_occluder_instance, bool p_active) = 0; virtual RID occluder_resource_create() = 0; virtual void occluder_resource_prepare(RID p_occluder_resource, RenderingServer::OccluderType p_type) = 0; virtual void occluder_resource_spheres_update(RID p_occluder_resource, const Vector &p_spheres) = 0; virtual void occluder_resource_mesh_update(RID p_occluder_resource, const Geometry::OccluderMeshData &p_mesh_data) = 0; virtual void set_use_occlusion_culling(bool p_enable) = 0; virtual Geometry::MeshData occlusion_debug_get_current_polys(RID p_scenario) const = 0; // Rooms enum RoomsDebugFeature { ROOMS_DEBUG_SPRAWL, }; virtual RID room_create() = 0; virtual void room_set_scenario(RID p_room, RID p_scenario) = 0; virtual void room_add_instance(RID p_room, RID p_instance, const AABB &p_aabb, const Vector &p_object_pts) = 0; virtual void room_add_ghost(RID p_room, ObjectID p_object_id, const AABB &p_aabb) = 0; virtual void room_set_bound(RID p_room, ObjectID p_room_object_id, const Vector &p_convex, const AABB &p_aabb, const Vector &p_verts) = 0; virtual void room_prepare(RID p_room, int32_t p_priority) = 0; virtual void rooms_and_portals_clear(RID p_scenario) = 0; virtual void rooms_unload(RID p_scenario, String p_reason) = 0; virtual void rooms_finalize(RID p_scenario, bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename, bool p_use_simple_pvs, bool p_log_pvs_generation) = 0; virtual void rooms_override_camera(RID p_scenario, bool p_override, const Vector3 &p_point, const Vector *p_convex) = 0; virtual void rooms_set_active(RID p_scenario, bool p_active) = 0; virtual void rooms_set_params(RID p_scenario, int p_portal_depth_limit, real_t p_roaming_expansion_margin) = 0; virtual void rooms_set_debug_feature(RID p_scenario, RoomsDebugFeature p_feature, bool p_active) = 0; virtual void rooms_update_gameplay_monitor(RID p_scenario, const Vector &p_camera_positions) = 0; // don't use this in a game! virtual bool rooms_is_loaded(RID p_scenario) const = 0; // callbacks are used to send messages back from the visual server to scene tree in thread friendly manner virtual void callbacks_register(RenderingServerCallbacks *p_callbacks) = 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_DRAW_NEXT_FRAME_IF_VISIBLE, INSTANCE_FLAG_MAX }; enum ShadowCastingSetting { SHADOW_CASTING_SETTING_OFF, SHADOW_CASTING_SETTING_ON, SHADOW_CASTING_SETTING_DOUBLE_SIDED, SHADOW_CASTING_SETTING_SHADOWS_ONLY, }; 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_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; /* 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; virtual RID canvas_item_create() = 0; virtual void canvas_item_set_parent(RID p_item, RID p_parent) = 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, bool p_antialiased = false) = 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, RID p_normal_map = RID()) = 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, RID p_normal_map = RID(), bool p_clip_uv = false) = 0; virtual void canvas_item_add_texture_multirect_region(RID p_item, const Vector &p_rects, RID p_texture, const Vector &p_src_rects, const Color &p_modulate = Color(1, 1, 1), uint32_t p_canvas_rect_flags = 0, RID p_normal_map = RID()) = 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), RID p_normal_map = RID()) = 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, RID p_normal_map = RID()) = 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(), RID p_normal_map = RID(), bool p_antialiased = false) = 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, RID p_normal_map = RID(), bool p_antialiased = false, bool p_antialiasing_use_indices = false) = 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(), RID p_normal_map = RID()) = 0; virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID()) = 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_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 RID canvas_light_create() = 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_scale(RID p_light, float p_scale) = 0; virtual void canvas_light_set_transform(RID p_light, const Transform2D &p_transform) = 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; 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; enum CanvasLightMode { CANVAS_LIGHT_MODE_ADD, CANVAS_LIGHT_MODE_SUB, CANVAS_LIGHT_MODE_MIX, CANVAS_LIGHT_MODE_MASK, }; virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode) = 0; enum CanvasLightShadowFilter { CANVAS_LIGHT_FILTER_NONE, CANVAS_LIGHT_FILTER_PCF3, CANVAS_LIGHT_FILTER_PCF5, CANVAS_LIGHT_FILTER_PCF7, CANVAS_LIGHT_FILTER_PCF9, CANVAS_LIGHT_FILTER_PCF13, }; virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) = 0; virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size) = 0; virtual void canvas_light_set_shadow_gradient_length(RID p_light, float p_length) = 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; 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_transform(RID p_occluder, const Transform2D &p_xform) = 0; virtual void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask) = 0; virtual RID canvas_occluder_polygon_create() = 0; virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const PoolVector &p_shape, bool p_closed) = 0; virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const PoolVector &p_shape) = 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; /* 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 virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) = 0; /* EVENT QUEUING */ enum ChangedPriority { CHANGED_PRIORITY_ANY = 0, CHANGED_PRIORITY_LOW, CHANGED_PRIORITY_HIGH, }; virtual void draw(bool p_swap_buffers = true, double frame_step = 0.0) = 0; virtual void sync() = 0; virtual bool has_changed(ChangedPriority p_priority = CHANGED_PRIORITY_ANY) const = 0; virtual void init() = 0; virtual void finish() = 0; virtual void scenario_tick(RID p_scenario) = 0; virtual void scenario_pre_draw(RID p_scenario, bool p_will_draw) = 0; /* STATUS INFORMATION */ enum RenderInfo { INFO_OBJECTS_IN_FRAME, INFO_VERTICES_IN_FRAME, INFO_MATERIAL_CHANGES_IN_FRAME, INFO_SHADER_CHANGES_IN_FRAME, INFO_SHADER_COMPILES_IN_FRAME, INFO_SURFACE_CHANGES_IN_FRAME, INFO_DRAW_CALLS_IN_FRAME, INFO_2D_ITEMS_IN_FRAME, INFO_2D_DRAW_CALLS_IN_FRAME, INFO_USAGE_VIDEO_MEM_TOTAL, INFO_VIDEO_MEM_USED, INFO_TEXTURE_MEM_USED, INFO_VERTEX_MEM_USED, }; virtual uint64_t get_render_info(RenderInfo p_info) = 0; virtual String get_video_adapter_name() const = 0; virtual String get_video_adapter_vendor() const = 0; /* Materials for 2D on 3D */ /* 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 PoolVector &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; virtual void set_shader_time_scale(float p_scale) = 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_use_vsync(bool p_enable) = 0; virtual bool is_low_end() const = 0; bool is_render_loop_enabled() const; void set_render_loop_enabled(bool p_enabled); #ifdef DEBUG_ENABLED bool is_force_shader_fallbacks_enabled() const; void set_force_shader_fallbacks_enabled(bool p_enabled); #endif RenderingServer(); virtual ~RenderingServer(); }; // make variant understand the enums VARIANT_ENUM_CAST(RenderingServer::CubeMapSide); VARIANT_ENUM_CAST(RenderingServer::TextureFlags); VARIANT_ENUM_CAST(RenderingServer::ShaderMode); VARIANT_ENUM_CAST(RenderingServer::ArrayType); VARIANT_ENUM_CAST(RenderingServer::ArrayFormat); VARIANT_ENUM_CAST(RenderingServer::PrimitiveType); VARIANT_ENUM_CAST(RenderingServer::BlendShapeMode); VARIANT_ENUM_CAST(RenderingServer::LightType); VARIANT_ENUM_CAST(RenderingServer::LightParam); VARIANT_ENUM_CAST(RenderingServer::ViewportUpdateMode); VARIANT_ENUM_CAST(RenderingServer::ViewportClearMode); VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA); VARIANT_ENUM_CAST(RenderingServer::ViewportUsage); VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfo); VARIANT_ENUM_CAST(RenderingServer::ViewportDebugDraw); VARIANT_ENUM_CAST(RenderingServer::ScenarioDebugMode); VARIANT_ENUM_CAST(RenderingServer::InstanceType); VARIANT_ENUM_CAST(RenderingServer::InstancePortalMode); VARIANT_ENUM_CAST(RenderingServer::NinePatchAxisMode); VARIANT_ENUM_CAST(RenderingServer::CanvasLightMode); VARIANT_ENUM_CAST(RenderingServer::CanvasLightShadowFilter); VARIANT_ENUM_CAST(RenderingServer::CanvasOccluderPolygonCullMode); VARIANT_ENUM_CAST(RenderingServer::RenderInfo); VARIANT_ENUM_CAST(RenderingServer::Features); VARIANT_ENUM_CAST(RenderingServer::MultimeshTransformFormat); VARIANT_ENUM_CAST(RenderingServer::MultimeshColorFormat); VARIANT_ENUM_CAST(RenderingServer::MultimeshCustomDataFormat); VARIANT_ENUM_CAST(RenderingServer::MultimeshPhysicsInterpolationQuality); VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode); VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowDetail); VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode); VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowDepthRangeMode); VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode); VARIANT_ENUM_CAST(RenderingServer::Environment3DBG); VARIANT_ENUM_CAST(RenderingServer::Environment3DDOFBlurQuality); VARIANT_ENUM_CAST(RenderingServer::Environment3DGlowBlendMode); VARIANT_ENUM_CAST(RenderingServer::Environment3DToneMapper); VARIANT_ENUM_CAST(RenderingServer::Environment3DSSAOQuality); VARIANT_ENUM_CAST(RenderingServer::Environment3DSSAOBlur); VARIANT_ENUM_CAST(RenderingServer::InstanceFlags); VARIANT_ENUM_CAST(RenderingServer::ShadowCastingSetting); VARIANT_ENUM_CAST(RenderingServer::TextureType); VARIANT_ENUM_CAST(RenderingServer::ChangedPriority); //typedef RenderingServer RS; // makes it easier to use #define RS RenderingServer #endif