/*************************************************************************/ /* visual_server_raster.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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_RASTER_H #define VISUAL_SERVER_RASTER_H #include "servers/visual_server.h" #include "servers/visual/rasterizer.h" #include "allocators.h" #include "octree.h" #include "visual_server_global.h" #include "visual_server_viewport.h" #include "visual_server_canvas.h" /** @author Juan Linietsky */ class VisualServerRaster : public VisualServer { enum { MAX_INSTANCE_CULL=8192, MAX_INSTANCE_LIGHTS=4, LIGHT_CACHE_DIRTY=-1, MAX_LIGHTS_CULLED=256, MAX_ROOM_CULL=32, MAX_EXTERIOR_PORTALS=128, MAX_LIGHT_SAMPLERS=256, INSTANCE_ROOMLESS_MASK=(1<<20) }; int changes; bool draw_extra_frame; RID test_cube; #if 0 struct Room { bool occlude_exterior; BSP_Tree bounds; Room() { occlude_exterior=true; } }; BalloonAllocator<> octree_allocator; struct OctreeAllocator { static BalloonAllocator<> *allocator; _FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); } _FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); } }; struct Portal { bool enabled; float disable_distance; Color disable_color; float connect_range; Vector shape; Rect2 bounds; Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; } }; struct BakedLight { Rasterizer::BakedLightData data; DVector sampler; AABB octree_aabb; Size2i octree_tex_size; Size2i light_tex_size; }; struct BakedLightSampler { float params[BAKED_LIGHT_SAMPLER_MAX]; int resolution; Vector dp_cache; BakedLightSampler() { params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0; params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0; params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0; params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1; resolution=16; } }; void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp); struct Camera { enum Type { PERSPECTIVE, ORTHOGONAL }; Type type; float fov; float znear,zfar; float size; uint32_t visible_layers; bool vaspect; RID env; Transform transform; Camera() { visible_layers=0xFFFFFFFF; fov=60; type=PERSPECTIVE; znear=0.1; zfar=100; size=1.0; vaspect=false; } }; struct Instance; typedef Set,OctreeAllocator> InstanceSet; struct Scenario; struct Instance { enum { MAX_LIGHTS=4 }; RID self; OctreeElementID octree_id; Scenario *scenario; bool update; bool update_aabb; bool update_materials; Instance *update_next; InstanceType base_type; RID base_rid; AABB aabb; AABB transformed_aabb; uint32_t object_ID; bool visible; bool visible_in_all_rooms; uint32_t layer_mask; float draw_range_begin; float draw_range_end; float extra_margin; Rasterizer::InstanceData data; Set auto_rooms; Set valid_auto_rooms; Instance *room; List::Element *RE; Instance *baked_light; List::Element *BLE; Instance *sampled_light; bool exterior; uint64_t last_render_pass; uint64_t last_frame_pass; uint64_t version; // changes to this, and changes to base increase version InstanceSet lights; bool light_cache_dirty; struct RoomInfo { Transform affine_inverse; Room *room; List owned_geometry_instances; List owned_portal_instances; List owned_room_instances; List owned_light_instances; //not used, but just for the sake of it Set disconnected_child_portals; Set owned_autoroom_geometry; uint64_t last_visited_pass; RoomInfo() { last_visited_pass=0; } }; struct PortalInfo { Portal *portal; Set candidate_set; Instance *connected; uint64_t last_visited_pass; Plane plane_cache; Vector transformed_point_cache; PortalInfo() { connected=NULL; last_visited_pass=0;} }; struct LightInfo { RID instance; int light_set_index; uint64_t last_version; uint64_t last_add_pass; List::Element *D; // directional light in scenario InstanceSet affected; bool enabled; float dtc; //distance to camera, used for sorting LightInfo() { D=NULL; light_set_index=-1; last_add_pass=0; enabled=true; } }; struct BakedLightInfo { BakedLight *baked_light; Transform affine_inverse; List owned_instances; }; struct BakedLightSamplerInfo { Set baked_lights; Set owned_instances; BakedLightSampler *sampler; int resolution; Vector light_bufer; RID sampled_light; uint64_t last_pass; Transform xform; // viewspace normal to lightspace, might not use one. BakedLightSamplerInfo() { sampler=NULL; last_pass=0; resolution=0; } }; struct ParticlesInfo { RID instance; }; RoomInfo *room_info; LightInfo *light_info; ParticlesInfo *particles_info; PortalInfo * portal_info; BakedLightInfo * baked_light_info; BakedLightSamplerInfo * baked_light_sampler_info; Instance() { octree_id=0; update_next=0; object_ID=0; last_render_pass=0; last_frame_pass=0; light_info=0; particles_info=0; update_next=NULL; update=false; visible=true; data.cast_shadows=SHADOW_CASTING_SETTING_ON; data.receive_shadows=true; data.depth_scale=false; data.billboard=false; data.billboard_y=false; data.baked_light=NULL; data.baked_light_octree_xform=NULL; data.baked_lightmap_id=-1; version=1; room_info=NULL; room=NULL; RE=NULL; portal_info=NULL; exterior=false; layer_mask=1; draw_range_begin=0; draw_range_end=0; extra_margin=0; visible_in_all_rooms=false; update_aabb=false; update_materials=false; baked_light=NULL; baked_light_info=NULL; baked_light_sampler_info=NULL; sampled_light=NULL; BLE=NULL; light_cache_dirty=true; } ~Instance() { if (light_info) memdelete(light_info); if (particles_info) memdelete(particles_info); if (room_info) memdelete(room_info); if (portal_info) memdelete(portal_info); if (baked_light_info) memdelete(baked_light_info); }; }; struct _InstanceLightsort { bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; } }; struct Scenario { ScenarioDebugMode debug; RID self; // well wtf, balloon allocator is slower? typedef ::Octree Octree; Octree octree; List directional_lights; RID environment; RID fallback_environment; Instance *dirty_instances; Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; } }; mutable RID_Owner canvas_item_material_owner; struct Viewport { RID self; RID parent; VisualServer::ViewportRect rect; RID camera; RID scenario; RID viewport_data; RenderTargetUpdateMode render_target_update_mode; RID render_target; RID render_target_texture; Rect2 rt_to_screen_rect; bool hide_scenario; bool hide_canvas; bool transparent_bg; bool queue_capture; bool render_target_vflip; bool render_target_clear_on_new_frame; bool render_target_clear; bool disable_environment; Image capture; bool rendered_in_prev_frame; struct CanvasKey { int layer; RID canvas; bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer canvas_map; SelfList update_list; Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false; render_target_vflip=false; render_target_clear_on_new_frame=true; render_target_clear=true; disable_environment=false; } }; SelfList::List viewport_update_list; Map screen_viewports; struct CullRange { Plane nearp; float min,max; float z_near,z_far; void add_aabb(const AABB& p_aabb) { } }; struct Cursor { Point2 pos; float rot; RID texture; Point2 center; bool visible; Rect2 region; Cursor() { rot = 0; visible = false; region = Rect2(); }; }; Rect2 canvas_clip; Color clear_color; Cursor cursors[MAX_CURSORS]; RID default_cursor_texture; static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int); static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*); Instance *instance_cull_result[MAX_INSTANCE_CULL]; Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps Instance *light_cull_result[MAX_LIGHTS_CULLED]; int light_cull_count; Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS]; int exterior_portal_cull_count; bool exterior_visited; Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS]; int light_samplers_culled; Instance *room_cull_result[MAX_ROOM_CULL]; int room_cull_count; bool room_cull_enabled; bool light_discard_enabled; bool shadows_enabled; int black_margin[4]; RID black_image[4]; Vector aabb_random_points; Vector transformed_aabb_random_points; void _instance_validate_autorooms(Instance *p_geometry); void _portal_disconnect(Instance *p_portal,bool p_cleanup=false); void _portal_attempt_connect(Instance *p_portal); void _dependency_queue_update(RID p_rid, bool p_update_aabb=false, bool p_update_materials=false); _FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false,bool p_update_materials=false); void _update_instances(); void _update_instance_aabb(Instance *p_instance); void _update_instance(Instance *p_instance); void _free_attached_instances(RID p_rid,bool p_free_scenario=false); void _clean_up_owner(RID_OwnerBase *p_owner,String p_type); Instance *instance_update_list; //RID default_scenario; //RID default_viewport; RID test_cube; mutable RID_Owner room_owner; mutable RID_Owner portal_owner; mutable RID_Owner baked_light_owner; mutable RID_Owner baked_light_sampler_owner; mutable RID_Owner camera_owner; mutable RID_Owner viewport_owner; mutable RID_Owner scenario_owner; mutable RID_Owner instance_owner; mutable RID_Owner canvas_owner; mutable RID_Owner canvas_item_owner; Map< RID, Set > instance_dependency_map; Map< RID, Set > skeleton_dependency_map; ViewportRect viewport_rect; _FORCE_INLINE_ void _instance_draw(Instance *p_instance); bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to); void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal); void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL); void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace); void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario); void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario); static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect); void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights); void _render_canvas_item(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner); void _render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights); void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights); Vector _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max); Vector _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max); void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range); uint64_t render_pass; int changes; bool draw_extra_frame; void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera); void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h); void _draw_viewports(); void _draw_cursors_and_margins(); Rasterizer *rasterizer; #endif public: #define DISPLAY_CHANGED changes++; #define BIND0R(m_r,m_name) m_r m_name() { return BINDBASE->m_name(); } #define BIND1R(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); } #define BIND1RC(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); } #define BIND2RC(m_r,m_name,m_type1,m_type2) m_r m_name(m_type1 arg1,m_type2 arg2) const { return BINDBASE->m_name(arg1,arg2); } #define BIND3RC(m_r,m_name,m_type1,m_type2,m_type3) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3) const { return BINDBASE->m_name(arg1,arg2,arg3); } #define BIND4RC(m_r,m_name,m_type1,m_type2,m_type3,m_type4) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4) const { return BINDBASE->m_name(arg1,arg2,arg3,arg4); } #define BIND1(m_name,m_type1) void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); } #define BIND2(m_name,m_type1,m_type2) void m_name(m_type1 arg1,m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2); } #define BIND2C(m_name,m_type1,m_type2) void m_name(m_type1 arg1,m_type2 arg2) const { BINDBASE->m_name(arg1,arg2); } #define BIND3(m_name,m_type1,m_type2,m_type3) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3); } #define BIND4(m_name,m_type1,m_type2,m_type3,m_type4) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4); } #define BIND5(m_name,m_type1,m_type2,m_type3,m_type4,m_type5) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5); } #define BIND6(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6); } #define BIND7(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7); } #define BIND8(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8); } #define BIND10(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8,m_type9,m_type10) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8,m_type9 arg9,m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9,arg10); } //from now on, calls forwarded to this singleton #define BINDBASE VSG::storage /* TEXTURE API */ BIND0R(RID,texture_create) BIND5(texture_allocate,RID,int,int,Image::Format,uint32_t) BIND3(texture_set_data,RID,const Image&,CubeMapSide) BIND2RC(Image,texture_get_data,RID,CubeMapSide) BIND2(texture_set_flags,RID,uint32_t) BIND1RC(uint32_t,texture_get_flags,RID) BIND1RC(Image::Format,texture_get_format,RID) BIND1RC(uint32_t,texture_get_width,RID) BIND1RC(uint32_t,texture_get_height,RID) BIND3(texture_set_size_override,RID,int,int) BIND2(texture_set_path,RID,const String&) BIND1RC(String,texture_get_path,RID) BIND1(texture_set_shrink_all_x2_on_set_data,bool) BIND1(texture_debug_usage,List*) /* SHADER API */ BIND1R(RID,shader_create,ShaderMode) BIND2(shader_set_mode,RID,ShaderMode) BIND1RC(ShaderMode,shader_get_mode,RID) BIND2(shader_set_code,RID,const String&) BIND1RC(String,shader_get_code,RID) BIND2C(shader_get_param_list,RID, List *) BIND3(shader_set_default_texture_param,RID,const StringName&,RID) BIND2RC(RID,shader_get_default_texture_param,RID,const StringName&) /* COMMON MATERIAL API */ BIND0R(RID,material_create) BIND2(material_set_shader,RID,RID) BIND1RC(RID,material_get_shader,RID) BIND3(material_set_param,RID, const StringName&, const Variant& ) BIND2RC(Variant,material_get_param,RID, const StringName& ) /* MESH API */ BIND0R(RID,mesh_create) BIND8(mesh_add_surface,RID,uint32_t,PrimitiveType,const DVector&,int ,const DVector& ,int ,const Vector >& ) BIND2(mesh_set_morph_target_count,RID,int) BIND1RC(int,mesh_get_morph_target_count,RID) BIND2(mesh_set_morph_target_mode,RID,MorphTargetMode) BIND1RC(MorphTargetMode, mesh_get_morph_target_mode,RID ) BIND3(mesh_surface_set_material,RID, int , RID ) BIND2RC(RID,mesh_surface_get_material,RID, int ) BIND2RC(int,mesh_surface_get_array_len,RID,int) BIND2RC(int,mesh_surface_get_array_index_len,RID,int) BIND2RC(DVector,mesh_surface_get_array,RID,int) BIND2RC(DVector,mesh_surface_get_index_array,RID, int) BIND2RC(uint32_t,mesh_surface_get_format,RID,int) BIND2RC(PrimitiveType,mesh_surface_get_primitive_type,RID,int) BIND2(mesh_remove_surface,RID,int) BIND1RC(int,mesh_get_surface_count,RID) BIND2(mesh_set_custom_aabb,RID,const AABB&) BIND1RC(AABB,mesh_get_custom_aabb,RID) BIND1(mesh_clear,RID) /* MULTIMESH API */ BIND0R(RID,multimesh_create) BIND5(multimesh_allocate,RID,int,MultimeshTransformFormat,MultimeshColorFormat,bool) BIND1RC(int,multimesh_get_instance_count,RID) BIND2(multimesh_set_mesh,RID,RID) BIND2(multimesh_set_custom_aabb,RID,const AABB&) BIND3(multimesh_instance_set_transform,RID,int,const Transform&) BIND3(multimesh_instance_set_transform_2d,RID,int,const Matrix32& ) BIND3(multimesh_instance_set_color,RID,int,const Color&) BIND1RC(RID,multimesh_get_mesh,RID) BIND1RC(AABB,multimesh_get_custom_aabb,RID) BIND2RC(Transform,multimesh_instance_get_transform,RID,int ) BIND2RC(Matrix32,multimesh_instance_get_transform_2d,RID,int) BIND2RC(Color,multimesh_instance_get_color,RID,int) BIND2(multimesh_set_visible_instances,RID,int) BIND1RC(int,multimesh_get_visible_instances,RID) /* IMMEDIATE API */ BIND0R(RID,immediate_create) BIND3(immediate_begin,RID,PrimitiveType,RID) BIND2(immediate_vertex,RID,const Vector3&) BIND2(immediate_vertex_2d,RID,const Vector3&) BIND2(immediate_normal,RID,const Vector3&) BIND2(immediate_tangent,RID,const Plane&) BIND2(immediate_color,RID,const Color&) BIND2(immediate_uv,RID,const Vector2& ) BIND2(immediate_uv2,RID,const Vector2&) BIND1(immediate_end,RID) BIND1(immediate_clear,RID) BIND2(immediate_set_material,RID ,RID ) BIND1RC(RID,immediate_get_material,RID) /* SKELETON API */ BIND0R(RID,skeleton_create) BIND3(skeleton_allocate,RID,int,bool) BIND1RC(int,skeleton_get_bone_count,RID) BIND3(skeleton_bone_set_transform,RID,int,const Transform&) BIND2RC(Transform,skeleton_bone_get_transform,RID,int) BIND3(skeleton_bone_set_transform_2d,RID,int, const Matrix32& ) BIND2RC(Matrix32,skeleton_bone_get_transform_2d,RID,int) /* Light API */ BIND1R(RID,light_create,LightType) BIND2(light_set_color,RID,const Color&) BIND3(light_set_param,RID ,LightParam ,float ) BIND2(light_set_shadow,RID ,bool ) BIND2(light_set_projector,RID,RID ) BIND2(light_set_attenuation_texure,RID,RID ) BIND2(light_set_negative,RID,bool ) BIND2(light_set_cull_mask,RID ,uint32_t ) BIND2(light_set_shader,RID ,RID ) BIND2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode) /* PROBE API */ BIND0R(RID,reflection_probe_create) BIND2(reflection_probe_set_intensity,RID, float ) BIND3(reflection_probe_set_clip,RID, float , float ) BIND2(reflection_probe_set_min_blend_distance,RID, float ) BIND2(reflection_probe_set_extents,RID, const Vector3& ) BIND2(reflection_probe_set_origin_offset,RID, const Vector3& ) BIND2(reflection_probe_set_enable_parallax_correction,RID, bool ) BIND2(reflection_probe_set_resolution,RID, int ) BIND2(reflection_probe_set_hide_skybox,RID, bool ) BIND2(reflection_probe_set_cull_mask,RID, uint32_t ) /* ROOM API */ BIND0R(RID,room_create) BIND4(room_add_bounds,RID, const DVector& ,float ,const Transform& ) BIND1(room_clear_bounds,RID) /* PORTAL API */ // portals are only (x/y) points, forming a convex shape, which its clockwise // order points outside. (z is 0); BIND0R(RID,portal_create) BIND2(portal_set_shape,RID , const Vector& ) BIND2(portal_set_enabled,RID , bool ) BIND2(portal_set_disable_distance,RID , float ) BIND2(portal_set_disabled_color,RID , const Color& ) /* CAMERA API */ virtual RID camera_create(); virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far); virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far); virtual void camera_set_transform(RID p_camera,const Transform& p_transform); virtual void camera_set_cull_mask(RID p_camera,uint32_t p_layers); virtual void camera_set_environment(RID p_camera,RID p_env); virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable); #undef BINDBASE //from now on, calls forwarded to this singleton #define BINDBASE VSG::viewport /* VIEWPORT TARGET API */ BIND0R(RID,viewport_create) BIND3(viewport_set_size,RID,int ,int ) BIND2(viewport_set_active,RID ,bool ) BIND2(viewport_set_parent_viewport,RID,RID) BIND2(viewport_set_clear_mode,RID,ViewportClearMode ) BIND3(viewport_attach_to_screen,RID ,const Rect2& ,int ) BIND1(viewport_detach,RID) BIND2(viewport_set_update_mode,RID,ViewportUpdateMode ) BIND2(viewport_set_vflip,RID,bool) BIND1RC(RID,viewport_get_texture,RID ) BIND2(viewport_set_hide_scenario,RID,bool ) BIND2(viewport_set_hide_canvas,RID,bool ) BIND2(viewport_set_disable_environment,RID,bool ) BIND2(viewport_set_disable_3d,RID,bool ) BIND2(viewport_attach_camera,RID,RID ) BIND2(viewport_set_scenario,RID,RID ) BIND2(viewport_attach_canvas,RID,RID ) BIND2(viewport_remove_canvas,RID,RID ) BIND3(viewport_set_canvas_transform,RID ,RID ,const Matrix32& ) BIND2(viewport_set_transparent_background,RID ,bool ) BIND2(viewport_set_global_canvas_transform,RID,const Matrix32& ) BIND3(viewport_set_canvas_layer,RID ,RID ,int ) /* ENVIRONMENT API */ virtual RID environment_create(); virtual void environment_set_background(RID p_env,EnvironmentBG p_bg); virtual void environment_set_skybox(RID p_env,RID p_skybox,float p_energy=1.0); virtual void environment_set_bg_color(RID p_env,const Color& p_color); virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer); virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0); virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode); virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture); virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,EnvironmentToneMapper p_tone_mapper); virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness); virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast); virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation); virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp); /* SCENARIO API */ virtual RID scenario_create(); virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode); virtual void scenario_set_environment(RID p_scenario, RID p_environment); virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const; virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment); /* INSTANCING API */ // from can be mesh, light, area and portal so far. virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far. virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far. virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far. virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask); virtual void instance_set_transform(RID p_instance, const Transform& p_transform); virtual void instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID); virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight); virtual void instance_set_surface_material(RID p_instance,int p_surface, RID p_material); virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton); virtual void instance_set_exterior( RID p_instance, bool p_enabled ); virtual void instance_set_room( RID p_instance, RID p_room ); virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ); // don't use these in a game! virtual Vector instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const; virtual Vector instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const; virtual Vector instances_cull_convex(const Vector& p_convex, RID p_scenario=RID()) const; virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled); virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting); virtual void instance_geometry_set_material_override(RID p_instance, RID p_material); virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin); virtual void instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance); #undef BINDBASE //from now on, calls forwarded to this singleton #define BINDBASE VSG::canvas /* CANVAS (2D) */ BIND0R(RID,canvas_create) BIND3(canvas_set_item_mirroring,RID ,RID ,const Point2& ) BIND2(canvas_set_modulate,RID,const Color&) BIND0R(RID,canvas_item_create) BIND2(canvas_item_set_parent,RID ,RID) BIND2(canvas_item_set_visible,RID,bool ) BIND2(canvas_item_set_light_mask,RID,int ) BIND2(canvas_item_set_transform,RID, const Matrix32& ) BIND2(canvas_item_set_clip,RID, bool ) BIND2(canvas_item_set_distance_field_mode,RID, bool ) BIND3(canvas_item_set_custom_rect,RID, bool ,const Rect2& ) BIND2(canvas_item_set_modulate,RID, const Color& ) BIND2(canvas_item_set_self_modulate,RID, const Color& ) BIND2(canvas_item_set_draw_behind_parent,RID, bool ) BIND6(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float ,bool ) BIND3(canvas_item_add_rect,RID, const Rect2& , const Color& ) BIND4(canvas_item_add_circle,RID, const Point2& , float ,const Color& ) BIND6(canvas_item_add_texture_rect,RID, const Rect2& , RID ,bool ,const Color& ,bool ) BIND6(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color& ,bool ) BIND10(canvas_item_add_nine_patch,RID, const Rect2& , const Rect2& , RID ,const Vector2& , const Vector2& ,NinePatchAxisMode , NinePatchAxisMode,bool ,const Color& ) BIND6(canvas_item_add_primitive,RID, const Vector& , const Vector& ,const Vector& , RID ,float ) BIND5(canvas_item_add_polygon,RID, const Vector& , const Vector& ,const Vector& , RID ) BIND7(canvas_item_add_triangle_array,RID, const Vector& , const Vector& , const Vector& ,const Vector& , RID , int) BIND3(canvas_item_add_mesh,RID, const RID& ,RID ) BIND3(canvas_item_add_multimesh,RID, RID ,RID ) BIND2(canvas_item_add_set_transform,RID,const Matrix32& ) BIND2(canvas_item_add_clip_ignore,RID, bool ) BIND2(canvas_item_set_sort_children_by_y,RID, bool ) BIND2(canvas_item_set_z,RID, int ) BIND2(canvas_item_set_z_as_relative_to_parent,RID, bool ) BIND3(canvas_item_set_copy_to_backbuffer,RID, bool ,const Rect2& ) BIND1(canvas_item_clear,RID ) BIND2(canvas_item_set_draw_index,RID,int) BIND2(canvas_item_set_material,RID, RID ) BIND2(canvas_item_set_use_parent_material,RID, bool ) BIND0R(RID,canvas_light_create) BIND2(canvas_light_attach_to_canvas,RID,RID ) BIND2(canvas_light_set_enabled,RID, bool ) BIND2(canvas_light_set_scale,RID, float ) BIND2(canvas_light_set_transform,RID, const Matrix32& ) BIND2(canvas_light_set_texture,RID, RID ) BIND2(canvas_light_set_texture_offset,RID, const Vector2& ) BIND2(canvas_light_set_color,RID, const Color& ) BIND2(canvas_light_set_height,RID, float ) BIND2(canvas_light_set_energy,RID, float ) BIND3(canvas_light_set_z_range,RID, int ,int ) BIND3(canvas_light_set_layer_range,RID, int ,int ) BIND2(canvas_light_set_item_cull_mask,RID, int ) BIND2(canvas_light_set_item_shadow_cull_mask,RID, int ) BIND2(canvas_light_set_mode,RID, CanvasLightMode ) BIND2(canvas_light_set_shadow_enabled,RID, bool ) BIND2(canvas_light_set_shadow_buffer_size,RID, int ) BIND2(canvas_light_set_shadow_gradient_length,RID, float ) BIND2(canvas_light_set_shadow_filter,RID, CanvasLightShadowFilter ) BIND2(canvas_light_set_shadow_color,RID, const Color& ) BIND0R(RID,canvas_light_occluder_create) BIND2(canvas_light_occluder_attach_to_canvas,RID,RID ) BIND2(canvas_light_occluder_set_enabled,RID,bool ) BIND2(canvas_light_occluder_set_polygon,RID,RID ) BIND2(canvas_light_occluder_set_transform,RID,const Matrix32& ) BIND2(canvas_light_occluder_set_light_mask,RID,int ) BIND0R(RID,canvas_occluder_polygon_create) BIND3(canvas_occluder_polygon_set_shape,RID,const DVector& ,bool) BIND2(canvas_occluder_polygon_set_shape_as_lines,RID ,const DVector&) BIND2(canvas_occluder_polygon_set_cull_mode,RID,CanvasOccluderPolygonCullMode) /* CURSOR */ virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor=0, const Rect2 &p_region=Rect2()); virtual void cursor_set_visible(bool p_visible, int p_cursor = 0); virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0); /* BLACK BARS */ virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom); virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom); /* FREE */ virtual void free( RID p_rid ); ///< free RIDs associated with the visual server /* EVENT QUEUING */ virtual void draw(); virtual void sync(); virtual bool has_changed() const; virtual void init(); virtual void finish(); /* STATUS INFORMATION */ virtual int get_render_info(RenderInfo p_info); virtual RID get_test_cube(); /* TESTING */ virtual void set_boot_image(const Image& p_image, const Color& p_color,bool p_scale); virtual void set_default_clear_color(const Color& p_color); virtual bool has_feature(Features p_feature) const; VisualServerRaster(); ~VisualServerRaster(); #undef DISPLAY_CHANGED #undef BIND0R #undef BIND1RC #undef BIND2RC #undef BIND3RC #undef BIND4RC #undef BIND1 #undef BIND2 #undef BIND3 #undef BIND4 #undef BIND5 #undef BIND6 #undef BIND7 #undef BIND8 #undef BIND10 }; #endif