Path: blob/master/servers/rendering/rendering_method.h
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/**************************************************************************/1/* rendering_method.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "servers/rendering/storage/render_scene_buffers.h"33#include "servers/rendering_server.h"3435#ifdef XR_DISABLED36// RendererSceneCull::render_camera is empty when 3D is disabled, but37// it and RenderingMethod::render_camera have a parameter for XRInterface.38#define XRInterface RefCounted39#else40#include "servers/xr/xr_interface.h"41#endif // XR_DISABLED4243class RenderingMethod {44public:45virtual RID camera_allocate() = 0;46virtual void camera_initialize(RID p_rid) = 0;4748virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) = 0;49virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) = 0;50virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) = 0;51virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform) = 0;52virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers) = 0;53virtual void camera_set_environment(RID p_camera, RID p_env) = 0;54virtual void camera_set_camera_attributes(RID p_camera, RID p_attributes) = 0;55virtual void camera_set_compositor(RID p_camera, RID p_compositor) = 0;56virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable) = 0;57virtual bool is_camera(RID p_camera) const = 0;5859virtual RID occluder_allocate() = 0;60virtual void occluder_initialize(RID p_occluder) = 0;61virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) = 0;6263virtual RID scenario_allocate() = 0;64virtual void scenario_initialize(RID p_rid) = 0;6566virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;67virtual void scenario_set_camera_attributes(RID p_scenario, RID p_attributes) = 0;68virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;69virtual void scenario_set_compositor(RID p_scenario, RID p_compositor) = 0;70virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) = 0;71virtual bool is_scenario(RID p_scenario) const = 0;72virtual RID scenario_get_environment(RID p_scenario) = 0;73virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;74virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;7576virtual RID instance_allocate() = 0;77virtual void instance_initialize(RID p_rid) = 0;7879virtual void instance_set_base(RID p_instance, RID p_base) = 0;80virtual void instance_set_scenario(RID p_instance, RID p_scenario) = 0;81virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask) = 0;82virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) = 0;83virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform) = 0;84virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id) = 0;85virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0;86virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0;87virtual void instance_set_visible(RID p_instance, bool p_visible) = 0;88virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0;8990virtual void instance_teleport(RID p_instance) = 0;9192virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0;9394virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;9596virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;97virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;9899virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled) = 0;100101// don't use these in a game!102virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;103virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;104virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;105106virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) = 0;107virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0;108virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;109virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0;110111virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) = 0;112virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;113virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;114virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;115virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;116virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;117virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0;118119/* PIPELINES */120121virtual void mesh_generate_pipelines(RID p_mesh, bool p_background_compilation) = 0;122virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source) = 0;123124/* SKY API */125126virtual RID sky_allocate() = 0;127virtual void sky_initialize(RID p_rid) = 0;128129virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;130virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;131virtual void sky_set_material(RID p_sky, RID p_material) = 0;132virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;133134/* COMPOSITOR EFFECT API */135136virtual RID compositor_effect_allocate() = 0;137virtual void compositor_effect_initialize(RID p_rid) = 0;138139virtual bool is_compositor_effect(RID p_compositor) const = 0;140141virtual void compositor_effect_set_enabled(RID p_compositor, bool p_enabled) = 0;142143virtual void compositor_effect_set_callback(RID p_compositor, RS::CompositorEffectCallbackType p_callback_type, const Callable &p_callback) = 0;144virtual void compositor_effect_set_flag(RID p_compositor, RS::CompositorEffectFlags p_flag, bool p_set) = 0;145146/* COMPOSITOR API */147148virtual RID compositor_allocate() = 0;149virtual void compositor_initialize(RID p_rid) = 0;150151virtual bool is_compositor(RID p_compositor) const = 0;152153virtual void compositor_set_compositor_effects(RID p_env, const TypedArray<RID> &p_effects) = 0;154155/* ENVIRONMENT API */156157virtual RID environment_allocate() = 0;158virtual void environment_initialize(RID p_rid) = 0;159160// Background161virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) = 0;162virtual void environment_set_sky(RID p_env, RID p_sky) = 0;163virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;164virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;165virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;166virtual void environment_set_bg_energy(RID p_env, float p_multiplier, float p_exposure_value) = 0;167virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;168virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) = 0;169virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;170171virtual RS::EnvironmentBG environment_get_background(RID p_Env) const = 0;172virtual RID environment_get_sky(RID p_env) const = 0;173virtual float environment_get_sky_custom_fov(RID p_env) const = 0;174virtual Basis environment_get_sky_orientation(RID p_env) const = 0;175virtual Color environment_get_bg_color(RID p_env) const = 0;176virtual float environment_get_bg_energy_multiplier(RID p_env) const = 0;177virtual float environment_get_bg_intensity(RID p_env) const = 0;178virtual int environment_get_canvas_max_layer(RID p_env) const = 0;179virtual RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const = 0;180virtual Color environment_get_ambient_light(RID p_env) const = 0;181virtual float environment_get_ambient_light_energy(RID p_env) const = 0;182virtual float environment_get_ambient_sky_contribution(RID p_env) const = 0;183virtual RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const = 0;184185// Tonemap186virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) = 0;187188virtual RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const = 0;189virtual float environment_get_exposure(RID p_env) const = 0;190virtual float environment_get_white(RID p_env) const = 0;191192// Fog193virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode = RS::EnvironmentFogMode::ENV_FOG_MODE_EXPONENTIAL) = 0;194195virtual bool environment_get_fog_enabled(RID p_env) const = 0;196virtual RS::EnvironmentFogMode environment_get_fog_mode(RID p_env) const = 0;197virtual Color environment_get_fog_light_color(RID p_env) const = 0;198virtual float environment_get_fog_light_energy(RID p_env) const = 0;199virtual float environment_get_fog_sun_scatter(RID p_env) const = 0;200virtual float environment_get_fog_density(RID p_env) const = 0;201virtual float environment_get_fog_height(RID p_env) const = 0;202virtual float environment_get_fog_height_density(RID p_env) const = 0;203virtual float environment_get_fog_aerial_perspective(RID p_env) const = 0;204virtual float environment_get_fog_sky_affect(RID p_env) const = 0;205206// Depth Fog207virtual void environment_set_fog_depth(RID p_env, float p_curve, float p_begin, float p_end) = 0;208209virtual float environment_get_fog_depth_curve(RID p_env) const = 0;210virtual float environment_get_fog_depth_begin(RID p_env) const = 0;211virtual float environment_get_fog_depth_end(RID p_env) const = 0;212213// Volumetric Fog214virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject, float p_sky_affect) = 0;215216virtual bool environment_get_volumetric_fog_enabled(RID p_env) const = 0;217virtual float environment_get_volumetric_fog_density(RID p_env) const = 0;218virtual Color environment_get_volumetric_fog_scattering(RID p_env) const = 0;219virtual Color environment_get_volumetric_fog_emission(RID p_env) const = 0;220virtual float environment_get_volumetric_fog_emission_energy(RID p_env) const = 0;221virtual float environment_get_volumetric_fog_anisotropy(RID p_env) const = 0;222virtual float environment_get_volumetric_fog_length(RID p_env) const = 0;223virtual float environment_get_volumetric_fog_detail_spread(RID p_env) const = 0;224virtual float environment_get_volumetric_fog_gi_inject(RID p_env) const = 0;225virtual float environment_get_volumetric_fog_sky_affect(RID p_env) const = 0;226virtual bool environment_get_volumetric_fog_temporal_reprojection(RID p_env) const = 0;227virtual float environment_get_volumetric_fog_temporal_reprojection_amount(RID p_env) const = 0;228virtual float environment_get_volumetric_fog_ambient_inject(RID p_env) const = 0;229230virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;231virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;232233// Glow234235virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) = 0;236237virtual bool environment_get_glow_enabled(RID p_env) const = 0;238virtual Vector<float> environment_get_glow_levels(RID p_env) const = 0;239virtual float environment_get_glow_intensity(RID p_env) const = 0;240virtual float environment_get_glow_strength(RID p_env) const = 0;241virtual float environment_get_glow_bloom(RID p_env) const = 0;242virtual float environment_get_glow_mix(RID p_env) const = 0;243virtual RS::EnvironmentGlowBlendMode environment_get_glow_blend_mode(RID p_env) const = 0;244virtual float environment_get_glow_hdr_bleed_threshold(RID p_env) const = 0;245virtual float environment_get_glow_hdr_luminance_cap(RID p_env) const = 0;246virtual float environment_get_glow_hdr_bleed_scale(RID p_env) const = 0;247virtual float environment_get_glow_map_strength(RID p_env) const = 0;248virtual RID environment_get_glow_map(RID p_env) const = 0;249250virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;251252// SSR253254virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;255256virtual bool environment_get_ssr_enabled(RID p_env) const = 0;257virtual int environment_get_ssr_max_steps(RID p_env) const = 0;258virtual float environment_get_ssr_fade_in(RID p_env) const = 0;259virtual float environment_get_ssr_fade_out(RID p_env) const = 0;260virtual float environment_get_ssr_depth_tolerance(RID p_env) const = 0;261262virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;263264// SSAO265virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;266267virtual bool environment_get_ssao_enabled(RID p_env) const = 0;268virtual float environment_get_ssao_radius(RID p_env) const = 0;269virtual float environment_get_ssao_intensity(RID p_env) const = 0;270virtual float environment_get_ssao_power(RID p_env) const = 0;271virtual float environment_get_ssao_detail(RID p_env) const = 0;272virtual float environment_get_ssao_horizon(RID p_env) const = 0;273virtual float environment_get_ssao_sharpness(RID p_env) const = 0;274virtual float environment_get_ssao_direct_light_affect(RID p_env) const = 0;275virtual float environment_get_ssao_ao_channel_affect(RID p_env) const = 0;276277virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;278279// SSIL280281virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0;282283virtual bool environment_get_ssil_enabled(RID p_env) const = 0;284virtual float environment_get_ssil_radius(RID p_env) const = 0;285virtual float environment_get_ssil_intensity(RID p_env) const = 0;286virtual float environment_get_ssil_sharpness(RID p_env) const = 0;287virtual float environment_get_ssil_normal_rejection(RID p_env) const = 0;288289virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;290291// SDFGI292virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;293294virtual bool environment_get_sdfgi_enabled(RID p_env) const = 0;295virtual int environment_get_sdfgi_cascades(RID p_env) const = 0;296virtual float environment_get_sdfgi_min_cell_size(RID p_env) const = 0;297virtual bool environment_get_sdfgi_use_occlusion(RID p_env) const = 0;298virtual float environment_get_sdfgi_bounce_feedback(RID p_env) const = 0;299virtual bool environment_get_sdfgi_read_sky_light(RID p_env) const = 0;300virtual float environment_get_sdfgi_energy(RID p_env) const = 0;301virtual float environment_get_sdfgi_normal_bias(RID p_env) const = 0;302virtual float environment_get_sdfgi_probe_bias(RID p_env) const = 0;303virtual RS::EnvironmentSDFGIYScale environment_get_sdfgi_y_scale(RID p_env) const = 0;304305virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;306virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;307virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;308309virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;310311virtual bool environment_get_adjustments_enabled(RID p_env) const = 0;312virtual float environment_get_adjustments_brightness(RID p_env) const = 0;313virtual float environment_get_adjustments_contrast(RID p_env) const = 0;314virtual float environment_get_adjustments_saturation(RID p_env) const = 0;315virtual bool environment_get_use_1d_color_correction(RID p_env) const = 0;316virtual RID environment_get_color_correction(RID p_env) const = 0;317318virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;319320virtual bool is_environment(RID p_environment) const = 0;321322virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;323virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;324virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;325326virtual void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;327virtual void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) = 0;328329/* Render Buffers */330331virtual Ref<RenderSceneBuffers> render_buffers_create() = 0;332333virtual void gi_set_use_half_resolution(bool p_enable) = 0;334335virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;336337virtual TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) = 0;338virtual void voxel_gi_set_quality(RS::VoxelGIQuality) = 0;339340virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;341342virtual void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas) = 0;343344struct RenderInfo {345int info[RS::VIEWPORT_RENDER_INFO_TYPE_MAX][RS::VIEWPORT_RENDER_INFO_MAX] = {};346};347348virtual void render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, uint32_t p_jitter_phase_count, float p_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0;349350virtual void update() = 0;351virtual void render_probes() = 0;352virtual void update_visibility_notifiers() = 0;353354virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;355virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;356virtual void lightmaps_set_bicubic_filter(bool p_enable) = 0;357358virtual bool free(RID p_rid) = 0;359360/* Physics interpolation */361362virtual void update_interpolation_tick(bool p_process = true) = 0;363virtual void set_physics_interpolation_enabled(bool p_enabled) = 0;364365/* Event queueing */366367virtual void tick() = 0;368virtual void pre_draw(bool p_will_draw) = 0;369370RenderingMethod();371virtual ~RenderingMethod();372};373374375