feat: updated engine version to 4.4-rc1
This commit is contained in:
parent
ee00efde1f
commit
21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions
|
|
@ -224,7 +224,7 @@
|
|||
<param index="0" name="item" type="RID" />
|
||||
<param index="1" name="ignore" type="bool" />
|
||||
<description>
|
||||
If [param ignore] is [code]true[/code], ignore clipping on items drawn with this canvas item until this is called again with [param ignore] set to false.
|
||||
If [param ignore] is [code]true[/code], ignore clipping on items drawn with this canvas item until this is called again with [param ignore] set to [code]false[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_item_add_lcd_texture_rect_region">
|
||||
|
|
@ -329,6 +329,7 @@
|
|||
<param index="4" name="texture" type="RID" default="RID()" />
|
||||
<description>
|
||||
Draws a 2D polygon on the [CanvasItem] pointed to by the [param item] [RID]. If you need more flexibility (such as being able to use bones), use [method canvas_item_add_triangle_array] instead. See also [method CanvasItem.draw_polygon].
|
||||
[b]Note:[/b] If you frequently redraw the same polygon with a large number of vertices, consider pre-calculating the triangulation with [method Geometry2D.triangulate_polygon] and using [method CanvasItem.draw_mesh], [method CanvasItem.draw_multimesh], or [method canvas_item_add_triangle_array].
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_item_add_polyline">
|
||||
|
|
@ -412,6 +413,14 @@
|
|||
[b]Note:[/b] [param count] is unused and can be left unspecified.
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_item_attach_skeleton">
|
||||
<return type="void" />
|
||||
<param index="0" name="item" type="RID" />
|
||||
<param index="1" name="skeleton" type="RID" />
|
||||
<description>
|
||||
Attaches a skeleton to the [CanvasItem]. Removes the previous skeleton.
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_item_clear">
|
||||
<return type="void" />
|
||||
<param index="0" name="item" type="RID" />
|
||||
|
|
@ -427,6 +436,30 @@
|
|||
[b]Note:[/b] The equivalent node is [CanvasItem].
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_item_get_instance_shader_parameter" qualifiers="const">
|
||||
<return type="Variant" />
|
||||
<param index="0" name="instance" type="RID" />
|
||||
<param index="1" name="parameter" type="StringName" />
|
||||
<description>
|
||||
Returns the value of the per-instance shader uniform from the specified canvas item instance. Equivalent to [method CanvasItem.get_instance_shader_parameter].
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_item_get_instance_shader_parameter_default_value" qualifiers="const">
|
||||
<return type="Variant" />
|
||||
<param index="0" name="instance" type="RID" />
|
||||
<param index="1" name="parameter" type="StringName" />
|
||||
<description>
|
||||
Returns the default value of the per-instance shader uniform from the specified canvas item instance. Equivalent to [method CanvasItem.get_instance_shader_parameter].
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_item_get_instance_shader_parameter_list" qualifiers="const">
|
||||
<return type="Dictionary[]" />
|
||||
<param index="0" name="instance" type="RID" />
|
||||
<description>
|
||||
Returns a dictionary of per-instance shader uniform names of the per-instance shader uniform from the specified canvas item instance.
|
||||
The returned dictionary is in PropertyInfo format, with the keys [code]name[/code], [code]class_name[/code], [code]type[/code], [code]hint[/code], [code]hint_string[/code], and [code]usage[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_item_reset_physics_interpolation">
|
||||
<return type="void" />
|
||||
<param index="0" name="item" type="RID" />
|
||||
|
|
@ -515,6 +548,15 @@
|
|||
Sets the index for the [CanvasItem].
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_item_set_instance_shader_parameter">
|
||||
<return type="void" />
|
||||
<param index="0" name="instance" type="RID" />
|
||||
<param index="1" name="parameter" type="StringName" />
|
||||
<param index="2" name="value" type="Variant" />
|
||||
<description>
|
||||
Sets the per-instance shader uniform on the specified canvas item instance. Equivalent to [method CanvasItem.set_instance_shader_parameter].
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_item_set_interpolated">
|
||||
<return type="void" />
|
||||
<param index="0" name="item" type="RID" />
|
||||
|
|
@ -904,7 +946,7 @@
|
|||
<param index="1" name="transform" type="Transform2D" />
|
||||
<description>
|
||||
Transforms both the current and previous stored transform for a canvas light.
|
||||
This allows transforming a light without creating a "glitch" in the interpolation, which is is particularly useful for large worlds utilizing a shifting origin.
|
||||
This allows transforming a light without creating a "glitch" in the interpolation, which is particularly useful for large worlds utilizing a shifting origin.
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_occluder_polygon_create">
|
||||
|
|
@ -944,7 +986,8 @@
|
|||
<param index="1" name="item" type="RID" />
|
||||
<param index="2" name="mirroring" type="Vector2" />
|
||||
<description>
|
||||
A copy of the canvas item will be drawn with a local offset of the mirroring [Vector2].
|
||||
A copy of the canvas item will be drawn with a local offset of the [param mirroring].
|
||||
[b]Note:[/b] This is equivalent to calling [method canvas_set_item_repeat] like [code]canvas_set_item_repeat(item, mirroring, 1)[/code], with an additional check ensuring [param canvas] is a parent of [param item].
|
||||
</description>
|
||||
</method>
|
||||
<method name="canvas_set_item_repeat">
|
||||
|
|
@ -1065,7 +1108,7 @@
|
|||
<return type="RenderingDevice" />
|
||||
<description>
|
||||
Creates a RenderingDevice that can be used to do draw and compute operations on a separate thread. Cannot draw to the screen nor share data with the global RenderingDevice.
|
||||
[b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code].
|
||||
[b]Note:[/b] When using the OpenGL rendering driver or when running in headless mode, this function always returns [code]null[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="debug_canvas_item_get_rect">
|
||||
|
|
@ -1237,7 +1280,7 @@
|
|||
<param index="1" name="color" type="Color" />
|
||||
<param index="2" name="ambient" type="int" enum="RenderingServer.EnvironmentAmbientSource" default="0" />
|
||||
<param index="3" name="energy" type="float" default="1.0" />
|
||||
<param index="4" name="sky_contibution" type="float" default="0.0" />
|
||||
<param index="4" name="sky_contribution" type="float" default="0.0" />
|
||||
<param index="5" name="reflection_source" type="int" enum="RenderingServer.EnvironmentReflectionSource" default="0" />
|
||||
<description>
|
||||
Sets the values to be used for ambient light rendering. See [Environment] for more details.
|
||||
|
|
@ -1268,6 +1311,14 @@
|
|||
Sets the intensity of the background color.
|
||||
</description>
|
||||
</method>
|
||||
<method name="environment_set_camera_id">
|
||||
<return type="void" />
|
||||
<param index="0" name="env" type="RID" />
|
||||
<param index="1" name="id" type="int" />
|
||||
<description>
|
||||
Sets the camera ID to be used as environment background.
|
||||
</description>
|
||||
</method>
|
||||
<method name="environment_set_canvas_max_layer">
|
||||
<return type="void" />
|
||||
<param index="0" name="env" type="RID" />
|
||||
|
|
@ -1530,6 +1581,20 @@
|
|||
Tries to free an object in the RenderingServer. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RenderingServer directly.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_current_rendering_driver_name" qualifiers="const">
|
||||
<return type="String" />
|
||||
<description>
|
||||
Returns the name of the current rendering driver. This can be [code]vulkan[/code], [code]d3d12[/code], [code]metal[/code], [code]opengl3[/code], [code]opengl3_es[/code], or [code]opengl3_angle[/code]. See also [method get_current_rendering_method].
|
||||
The rendering driver is determined by [member ProjectSettings.rendering/rendering_device/driver], the [code]--rendering-driver[/code] command line argument that overrides this project setting, or an automatic fallback that is applied depending on the hardware.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_current_rendering_method" qualifiers="const">
|
||||
<return type="String" />
|
||||
<description>
|
||||
Returns the name of the current rendering method. This can be [code]forward_plus[/code], [code]mobile[/code], or [code]gl_compatibility[/code]. See also [method get_current_rendering_driver_name].
|
||||
The rendering method is determined by [member ProjectSettings.rendering/renderer/rendering_method], the [code]--rendering-method[/code] command line argument that overrides this project setting, or an automatic fallback that is applied depending on the hardware.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_default_clear_color">
|
||||
<return type="Color" />
|
||||
<description>
|
||||
|
|
@ -1546,7 +1611,7 @@
|
|||
<return type="RenderingDevice" />
|
||||
<description>
|
||||
Returns the global RenderingDevice.
|
||||
[b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code].
|
||||
[b]Note:[/b] When using the OpenGL rendering driver or when running in headless mode, this function always returns [code]null[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_rendering_info">
|
||||
|
|
@ -1582,7 +1647,7 @@
|
|||
<return type="RID" />
|
||||
<description>
|
||||
Returns the RID of a 256×256 texture with a testing pattern on it (in [constant Image.FORMAT_RGB8] format). This texture will be created and returned on the first call to [method get_test_texture], then it will be cached for subsequent calls. See also [method get_white_texture].
|
||||
Example of getting the test texture and applying it to a [Sprite2D] node:
|
||||
[b]Example:[/b] Get the test texture and apply it to a [Sprite2D] node:
|
||||
[codeblock]
|
||||
var texture_rid = RenderingServer.get_test_texture()
|
||||
var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid))
|
||||
|
|
@ -1609,7 +1674,7 @@
|
|||
<return type="int" enum="RenderingDevice.DeviceType" />
|
||||
<description>
|
||||
Returns the type of the video adapter. Since dedicated graphics cards from a given generation will [i]usually[/i] be significantly faster than integrated graphics made in the same generation, the device type can be used as a basis for automatic graphics settings adjustment. However, this is not always true, so make sure to provide users with a way to manually override graphics settings.
|
||||
[b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [constant RenderingDevice.DEVICE_TYPE_OTHER].
|
||||
[b]Note:[/b] When using the OpenGL rendering driver or when running in headless mode, this function always returns [constant RenderingDevice.DEVICE_TYPE_OTHER].
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_video_adapter_vendor" qualifiers="const">
|
||||
|
|
@ -1623,7 +1688,7 @@
|
|||
<return type="RID" />
|
||||
<description>
|
||||
Returns the ID of a 4×4 white texture (in [constant Image.FORMAT_RGB8] format). This texture will be created and returned on the first call to [method get_white_texture], then it will be cached for subsequent calls. See also [method get_test_texture].
|
||||
Example of getting the white texture and applying it to a [Sprite2D] node:
|
||||
[b]Example:[/b] Get the white texture and apply it to a [Sprite2D] node:
|
||||
[codeblock]
|
||||
var texture_rid = RenderingServer.get_white_texture()
|
||||
var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid))
|
||||
|
|
@ -1855,6 +1920,14 @@
|
|||
Sets the visibility range values for the given geometry instance. Equivalent to [member GeometryInstance3D.visibility_range_begin] and related properties.
|
||||
</description>
|
||||
</method>
|
||||
<method name="instance_reset_physics_interpolation">
|
||||
<return type="void" />
|
||||
<param index="0" name="instance" type="RID" />
|
||||
<description>
|
||||
Prevents physics interpolation for the current physics tick.
|
||||
This is useful when moving an instance to a new location, to give an instantaneous change rather than interpolation from the previous location.
|
||||
</description>
|
||||
</method>
|
||||
<method name="instance_set_base">
|
||||
<return type="void" />
|
||||
<param index="0" name="instance" type="RID" />
|
||||
|
|
@ -1896,6 +1969,14 @@
|
|||
If [code]true[/code], ignores both frustum and occlusion culling on the specified 3D geometry instance. This is not the same as [member GeometryInstance3D.ignore_occlusion_culling], which only ignores occlusion culling and leaves frustum culling intact.
|
||||
</description>
|
||||
</method>
|
||||
<method name="instance_set_interpolated">
|
||||
<return type="void" />
|
||||
<param index="0" name="instance" type="RID" />
|
||||
<param index="1" name="interpolated" type="bool" />
|
||||
<description>
|
||||
Turns on and off physics interpolation for the instance.
|
||||
</description>
|
||||
</method>
|
||||
<method name="instance_set_layer_mask">
|
||||
<return type="void" />
|
||||
<param index="0" name="instance" type="RID" />
|
||||
|
|
@ -2111,6 +2192,14 @@
|
|||
If [code]true[/code], light will cast shadows. Equivalent to [member Light3D.shadow_enabled].
|
||||
</description>
|
||||
</method>
|
||||
<method name="light_set_shadow_caster_mask">
|
||||
<return type="void" />
|
||||
<param index="0" name="light" type="RID" />
|
||||
<param index="1" name="mask" type="int" />
|
||||
<description>
|
||||
Sets the shadow caster mask for this 3D light. Shadows will only be cast using objects in the selected layers. Equivalent to [member Light3D.shadow_caster_mask].
|
||||
</description>
|
||||
</method>
|
||||
<method name="lightmap_create">
|
||||
<return type="RID" />
|
||||
<description>
|
||||
|
|
@ -2190,6 +2279,13 @@
|
|||
Set the textures on the given [param lightmap] GI instance to the texture array pointed to by the [param light] RID. If the lightmap texture was baked with [member LightmapGI.directional] set to [code]true[/code], then [param uses_sh] must also be [code]true[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="lightmaps_set_bicubic_filter">
|
||||
<return type="void" />
|
||||
<param index="0" name="enable" type="bool" />
|
||||
<description>
|
||||
Toggles whether a bicubic filter should be used when lightmaps are sampled. This smoothens their appearance at a performance cost.
|
||||
</description>
|
||||
</method>
|
||||
<method name="make_sphere_mesh">
|
||||
<return type="RID" />
|
||||
<param index="0" name="latitudes" type="int" />
|
||||
|
|
@ -2412,6 +2508,14 @@
|
|||
Returns a mesh's surface's material.
|
||||
</description>
|
||||
</method>
|
||||
<method name="mesh_surface_remove">
|
||||
<return type="void" />
|
||||
<param index="0" name="mesh" type="RID" />
|
||||
<param index="1" name="surface" type="int" />
|
||||
<description>
|
||||
Removes the surface at the given index from the Mesh, shifting surfaces with higher index down by one.
|
||||
</description>
|
||||
</method>
|
||||
<method name="mesh_surface_set_material">
|
||||
<return type="void" />
|
||||
<param index="0" name="mesh" type="RID" />
|
||||
|
|
@ -2455,6 +2559,7 @@
|
|||
<param index="2" name="transform_format" type="int" enum="RenderingServer.MultimeshTransformFormat" />
|
||||
<param index="3" name="color_format" type="bool" default="false" />
|
||||
<param index="4" name="custom_data_format" type="bool" default="false" />
|
||||
<param index="5" name="use_indirect" type="bool" default="false" />
|
||||
<description>
|
||||
</description>
|
||||
</method>
|
||||
|
|
@ -2482,6 +2587,36 @@
|
|||
[b]Note:[/b] If the buffer is in the engine's internal cache, it will have to be fetched from GPU memory and possibly decompressed. This means [method multimesh_get_buffer] is potentially a slow operation and should be avoided whenever possible.
|
||||
</description>
|
||||
</method>
|
||||
<method name="multimesh_get_buffer_rd_rid" qualifiers="const">
|
||||
<return type="RID" />
|
||||
<param index="0" name="multimesh" type="RID" />
|
||||
<description>
|
||||
Returns the [RenderingDevice] [RID] handle of the [MultiMesh], which can be used as any other buffer on the Rendering Device.
|
||||
</description>
|
||||
</method>
|
||||
<method name="multimesh_get_command_buffer_rd_rid" qualifiers="const">
|
||||
<return type="RID" />
|
||||
<param index="0" name="multimesh" type="RID" />
|
||||
<description>
|
||||
Returns the [RenderingDevice] [RID] handle of the [MultiMesh] command buffer. This [RID] is only valid if [code]use_indirect[/code] is set to [code]true[/code] when allocating data through [method multimesh_allocate_data]. It can be used to directly modify the instance count via buffer.
|
||||
The data structure is dependent on both how many surfaces the mesh contains and whether it is indexed or not, the buffer has 5 integers in it, with the last unused if the mesh is not indexed.
|
||||
Each of the values in the buffer correspond to these options:
|
||||
[codeblock lang=text]
|
||||
Indexed:
|
||||
0 - indexCount;
|
||||
1 - instanceCount;
|
||||
2 - firstIndex;
|
||||
3 - vertexOffset;
|
||||
4 - firstInstance;
|
||||
Non Indexed:
|
||||
0 - vertexCount;
|
||||
1 - instanceCount;
|
||||
2 - firstVertex;
|
||||
3 - firstInstance;
|
||||
4 - unused;
|
||||
[/codeblock]
|
||||
</description>
|
||||
</method>
|
||||
<method name="multimesh_get_custom_aabb" qualifiers="const">
|
||||
<return type="AABB" />
|
||||
<param index="0" name="multimesh" type="RID" />
|
||||
|
|
@ -2542,6 +2677,15 @@
|
|||
Returns the [Transform2D] of the specified instance. For use when the multimesh is set to use 2D transforms.
|
||||
</description>
|
||||
</method>
|
||||
<method name="multimesh_instance_reset_physics_interpolation">
|
||||
<return type="void" />
|
||||
<param index="0" name="multimesh" type="RID" />
|
||||
<param index="1" name="index" type="int" />
|
||||
<description>
|
||||
Prevents physics interpolation for the specified instance during the current physics tick.
|
||||
This is useful when moving an instance to a new location, to give an instantaneous change rather than interpolation from the previous location.
|
||||
</description>
|
||||
</method>
|
||||
<method name="multimesh_instance_set_color">
|
||||
<return type="void" />
|
||||
<param index="0" name="multimesh" type="RID" />
|
||||
|
|
@ -2597,6 +2741,19 @@
|
|||
- Position + Custom data: 16 floats (12 floats for Transform3D, 4 floats of custom data)
|
||||
- Position + Vertex color + Custom data: 20 floats (12 floats for Transform3D, 4 floats for Color, 4 floats of custom data)
|
||||
[/codeblock]
|
||||
Instance transforms are in row-major order. Specifically:
|
||||
- For [Transform2D] the float-order is: [code](x.x, y.x, padding_float, origin.x, x.y, y.y, padding_float, origin.y)[/code].
|
||||
- For [Transform3D] the float-order is: [code](basis.x.x, basis.y.x, basis.z.x, origin.x, basis.x.y, basis.y.y, basis.z.y, origin.y, basis.x.z, basis.y.z, basis.z.z, origin.z)[/code].
|
||||
</description>
|
||||
</method>
|
||||
<method name="multimesh_set_buffer_interpolated">
|
||||
<return type="void" />
|
||||
<param index="0" name="multimesh" type="RID" />
|
||||
<param index="1" name="buffer" type="PackedFloat32Array" />
|
||||
<param index="2" name="buffer_previous" type="PackedFloat32Array" />
|
||||
<description>
|
||||
Alternative version of [method multimesh_set_buffer] for use with physics interpolation.
|
||||
Takes both an array of current data and an array of data for the previous physics tick.
|
||||
</description>
|
||||
</method>
|
||||
<method name="multimesh_set_custom_aabb">
|
||||
|
|
@ -2615,6 +2772,23 @@
|
|||
Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh.mesh].
|
||||
</description>
|
||||
</method>
|
||||
<method name="multimesh_set_physics_interpolated">
|
||||
<return type="void" />
|
||||
<param index="0" name="multimesh" type="RID" />
|
||||
<param index="1" name="interpolated" type="bool" />
|
||||
<description>
|
||||
Turns on and off physics interpolation for this MultiMesh resource.
|
||||
</description>
|
||||
</method>
|
||||
<method name="multimesh_set_physics_interpolation_quality">
|
||||
<return type="void" />
|
||||
<param index="0" name="multimesh" type="RID" />
|
||||
<param index="1" name="quality" type="int" enum="RenderingServer.MultimeshPhysicsInterpolationQuality" />
|
||||
<description>
|
||||
Sets the physics interpolation quality for the [MultiMesh].
|
||||
A value of [constant MULTIMESH_INTERP_QUALITY_FAST] gives fast but low quality interpolation, a value of [constant MULTIMESH_INTERP_QUALITY_HIGH] gives slower but higher quality interpolation.
|
||||
</description>
|
||||
</method>
|
||||
<method name="multimesh_set_visible_instances">
|
||||
<return type="void" />
|
||||
<param index="0" name="multimesh" type="RID" />
|
||||
|
|
@ -2719,6 +2893,14 @@
|
|||
Sets the signed distance field [param texture] for the 3D GPU particles collision specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionSDF3D.texture] or [member GPUParticlesAttractorVectorField3D.texture] depending on the [param particles_collision] type.
|
||||
</description>
|
||||
</method>
|
||||
<method name="particles_collision_set_height_field_mask">
|
||||
<return type="void" />
|
||||
<param index="0" name="particles_collision" type="RID" />
|
||||
<param index="1" name="mask" type="int" />
|
||||
<description>
|
||||
Sets the heightfield [param mask] for the 3D GPU particles heightfield collision specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionHeightField3D.heightfield_mask].
|
||||
</description>
|
||||
</method>
|
||||
<method name="particles_collision_set_height_field_resolution">
|
||||
<return type="void" />
|
||||
<param index="0" name="particles_collision" type="RID" />
|
||||
|
|
@ -2785,6 +2967,14 @@
|
|||
Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to [method instances_cull_aabb], [method instances_cull_convex], or [method instances_cull_ray].
|
||||
</description>
|
||||
</method>
|
||||
<method name="particles_request_process_time">
|
||||
<return type="void" />
|
||||
<param index="0" name="particles" type="RID" />
|
||||
<param index="1" name="time" type="float" />
|
||||
<description>
|
||||
Requests particles to process for extra process time during a single frame.
|
||||
</description>
|
||||
</method>
|
||||
<method name="particles_restart">
|
||||
<return type="void" />
|
||||
<param index="0" name="particles" type="RID" />
|
||||
|
|
@ -2869,7 +3059,7 @@
|
|||
<param index="0" name="particles" type="RID" />
|
||||
<param index="1" name="emitting" type="bool" />
|
||||
<description>
|
||||
If [code]true[/code], particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to [member GPUParticles3D.emitting].
|
||||
If [code]true[/code], particles will emit over time. Setting to [code]false[/code] does not reset the particles, but only stops their emission. Equivalent to [member GPUParticles3D.emitting].
|
||||
</description>
|
||||
</method>
|
||||
<method name="particles_set_explosiveness_ratio">
|
||||
|
|
@ -3054,6 +3244,14 @@
|
|||
If [code]true[/code], reflections will ignore sky contribution. Equivalent to [member ReflectionProbe.interior].
|
||||
</description>
|
||||
</method>
|
||||
<method name="reflection_probe_set_blend_distance">
|
||||
<return type="void" />
|
||||
<param index="0" name="probe" type="RID" />
|
||||
<param index="1" name="blend_distance" type="float" />
|
||||
<description>
|
||||
Sets the distance in meters over which a probe blends into the scene.
|
||||
</description>
|
||||
</method>
|
||||
<method name="reflection_probe_set_cull_mask">
|
||||
<return type="void" />
|
||||
<param index="0" name="probe" type="RID" />
|
||||
|
|
@ -3212,7 +3410,8 @@
|
|||
<return type="void" />
|
||||
<param index="0" name="generate" type="bool" />
|
||||
<description>
|
||||
This method is currently unimplemented and does nothing if called with [param generate] set to [code]true[/code].
|
||||
If [param generate] is [code]true[/code], generates debug wireframes for all meshes that are loaded when using the Compatibility renderer. By default, the engine does not generate debug wireframes at runtime, since they slow down loading of assets and take up VRAM.
|
||||
[b]Note:[/b] You must call this method before loading any meshes when using the Compatibility renderer, otherwise wireframes will not be used.
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_default_clear_color">
|
||||
|
|
@ -3426,7 +3625,7 @@
|
|||
<param index="0" name="texture" type="RID" />
|
||||
<description>
|
||||
Returns an [Image] instance from the given [param texture] [RID].
|
||||
Example of getting the test texture from [method get_test_texture] and applying it to a [Sprite2D] node:
|
||||
[b]Example:[/b] Get the test texture from [method get_test_texture] and apply it to a [Sprite2D] node:
|
||||
[codeblock]
|
||||
var texture_rid = RenderingServer.get_test_texture()
|
||||
var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid))
|
||||
|
|
@ -3463,7 +3662,7 @@
|
|||
<method name="texture_2d_placeholder_create">
|
||||
<return type="RID" />
|
||||
<description>
|
||||
Creates a placeholder for a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_2d_layered_*[/code] RenderingServer functions, although it does nothing when used. See also [method texture_2d_layered_placeholder_create]
|
||||
Creates a placeholder for a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_2d_layered_*[/code] RenderingServer functions, although it does nothing when used. See also [method texture_2d_layered_placeholder_create].
|
||||
Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
|
||||
[b]Note:[/b] The equivalent resource is [PlaceholderTexture2D].
|
||||
</description>
|
||||
|
|
@ -3514,6 +3713,21 @@
|
|||
[b]Note:[/b] The [param texture] must have the same width, height, depth and format as the current texture data. Otherwise, an error will be printed and the original texture won't be modified. If you need to use different width, height, depth or format, use [method texture_replace] instead.
|
||||
</description>
|
||||
</method>
|
||||
<method name="texture_create_from_native_handle">
|
||||
<return type="RID" />
|
||||
<param index="0" name="type" type="int" enum="RenderingServer.TextureType" />
|
||||
<param index="1" name="format" type="int" enum="Image.Format" />
|
||||
<param index="2" name="native_handle" type="int" />
|
||||
<param index="3" name="width" type="int" />
|
||||
<param index="4" name="height" type="int" />
|
||||
<param index="5" name="depth" type="int" />
|
||||
<param index="6" name="layers" type="int" default="1" />
|
||||
<param index="7" name="layered_type" type="int" enum="RenderingServer.TextureLayeredType" default="0" />
|
||||
<description>
|
||||
Creates a texture based on a native handle that was created outside of Godot's renderer.
|
||||
[b]Note:[/b] If using the rendering device renderer, using [method RenderingDevice.texture_create_from_extension] rather than this method is recommended. It will give you much more control over the texture's format and usage.
|
||||
</description>
|
||||
</method>
|
||||
<method name="texture_get_format" qualifiers="const">
|
||||
<return type="int" enum="Image.Format" />
|
||||
<param index="0" name="texture" type="RID" />
|
||||
|
|
@ -3621,12 +3835,11 @@
|
|||
<description>
|
||||
Copies the viewport to a region of the screen specified by [param rect]. If [method viewport_set_render_direct_to_screen] is [code]true[/code], then the viewport does not use a framebuffer and the contents of the viewport are rendered directly to screen. However, note that the root viewport is drawn last, therefore it will draw over the screen. Accordingly, you must set the root viewport to an area that does not cover the area that you have attached this viewport to.
|
||||
For example, you can set the root viewport to not render at all with the following code:
|
||||
FIXME: The method seems to be non-existent.
|
||||
[codeblocks]
|
||||
[gdscript]
|
||||
func _ready():
|
||||
get_viewport().set_attach_to_screen_rect(Rect2())
|
||||
$Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))
|
||||
RenderingServer.viewport_attach_to_screen(get_viewport().get_viewport_rid(), Rect2())
|
||||
RenderingServer.viewport_attach_to_screen($Viewport.get_viewport_rid(), Rect2(0, 0, 600, 600))
|
||||
[/gdscript]
|
||||
[/codeblocks]
|
||||
Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For further optimization, see [method viewport_set_render_direct_to_screen].
|
||||
|
|
@ -3652,7 +3865,7 @@
|
|||
<return type="float" />
|
||||
<param index="0" name="viewport" type="RID" />
|
||||
<description>
|
||||
Returns the GPU time taken to render the last frame in milliseconds. To get a complete readout of GPU time spent to render the scene, sum the render times of all viewports that are drawn every frame. Unlike [method Engine.get_frames_per_second], this method accurately reflects GPU utilization even if framerate is capped via V-Sync or [member Engine.max_fps]. See also [method viewport_get_measured_render_time_gpu].
|
||||
Returns the GPU time taken to render the last frame in milliseconds. To get a complete readout of GPU time spent to render the scene, sum the render times of all viewports that are drawn every frame. Unlike [method Engine.get_frames_per_second], this method accurately reflects GPU utilization even if framerate is capped via V-Sync or [member Engine.max_fps]. See also [method viewport_get_measured_render_time_cpu].
|
||||
[b]Note:[/b] Requires measurements to be enabled on the specified [param viewport] using [method viewport_set_measure_render_time]. Otherwise, this method returns [code]0.0[/code].
|
||||
[b]Note:[/b] When GPU utilization is low enough during a certain period of time, GPUs will decrease their power state (which in turn decreases core and memory clock speeds). This can cause the reported GPU time to increase if GPU utilization is kept low enough by a framerate cap (compared to what it would be at the GPU's highest power state). Keep this in mind when benchmarking using [method viewport_get_measured_render_time_gpu]. This behavior can be overridden in the graphics driver settings at the cost of higher power usage.
|
||||
</description>
|
||||
|
|
@ -3717,6 +3930,17 @@
|
|||
If [code]true[/code], sets the viewport active, else sets it inactive.
|
||||
</description>
|
||||
</method>
|
||||
<method name="viewport_set_anisotropic_filtering_level">
|
||||
<return type="void" />
|
||||
<param index="0" name="viewport" type="RID" />
|
||||
<param index="1" name="anisotropic_filtering_level" type="int" enum="RenderingServer.ViewportAnisotropicFiltering" />
|
||||
<description>
|
||||
Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled.
|
||||
The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See [member ProjectSettings.rendering/textures/decals/filter] and [member ProjectSettings.rendering/textures/light_projectors/filter].
|
||||
[b]Note:[/b] In 3D, for this setting to have an effect, set [member BaseMaterial3D.texture_filter] to [constant BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on materials.
|
||||
[b]Note:[/b] In 2D, for this setting to have an effect, set [member CanvasItem.texture_filter] to [constant CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC] or [constant CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC] on the [CanvasItem] node displaying the texture (or in [CanvasTexture]). However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.
|
||||
</description>
|
||||
</method>
|
||||
<method name="viewport_set_canvas_cull_mask">
|
||||
<return type="void" />
|
||||
<param index="0" name="viewport" type="RID" />
|
||||
|
|
@ -3830,7 +4054,7 @@
|
|||
<param index="0" name="viewport" type="RID" />
|
||||
<param index="1" name="msaa" type="int" enum="RenderingServer.ViewportMSAA" />
|
||||
<description>
|
||||
Sets the multisample anti-aliasing mode for 2D/Canvas on the specified [param viewport] RID. See [enum ViewportMSAA] for options.
|
||||
Sets the multisample antialiasing mode for 2D/Canvas on the specified [param viewport] RID. See [enum ViewportMSAA] for options. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/msaa_2d] or [member Viewport.msaa_2d].
|
||||
</description>
|
||||
</method>
|
||||
<method name="viewport_set_msaa_3d">
|
||||
|
|
@ -3838,7 +4062,7 @@
|
|||
<param index="0" name="viewport" type="RID" />
|
||||
<param index="1" name="msaa" type="int" enum="RenderingServer.ViewportMSAA" />
|
||||
<description>
|
||||
Sets the multisample anti-aliasing mode for 3D on the specified [param viewport] RID. See [enum ViewportMSAA] for options.
|
||||
Sets the multisample antialiasing mode for 3D on the specified [param viewport] RID. See [enum ViewportMSAA] for options. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/msaa_3d] or [member Viewport.msaa_3d].
|
||||
</description>
|
||||
</method>
|
||||
<method name="viewport_set_occlusion_culling_build_quality">
|
||||
|
|
@ -3920,7 +4144,7 @@
|
|||
<param index="0" name="viewport" type="RID" />
|
||||
<param index="1" name="mode" type="int" enum="RenderingServer.ViewportScreenSpaceAA" />
|
||||
<description>
|
||||
Sets the viewport's screen-space antialiasing mode.
|
||||
Sets the viewport's screen-space antialiasing mode. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/screen_space_aa] or [member Viewport.screen_space_aa].
|
||||
</description>
|
||||
</method>
|
||||
<method name="viewport_set_sdf_oversize_and_scale">
|
||||
|
|
@ -3987,7 +4211,7 @@
|
|||
<param index="0" name="viewport" type="RID" />
|
||||
<param index="1" name="enable" type="bool" />
|
||||
<description>
|
||||
If [code]true[/code], enables debanding on the specified viewport. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding].
|
||||
If [code]true[/code], enables debanding on the specified viewport. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding] or [member Viewport.use_debanding].
|
||||
</description>
|
||||
</method>
|
||||
<method name="viewport_set_use_hdr_2d">
|
||||
|
|
@ -3996,7 +4220,7 @@
|
|||
<param index="1" name="enabled" type="bool" />
|
||||
<description>
|
||||
If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as [member Viewport.use_hdr_2d].
|
||||
[b]Note:[/b] This setting will have no effect when using the GL Compatibility renderer as the GL Compatibility renderer always renders in low dynamic range for performance reasons.
|
||||
[b]Note:[/b] This setting will have no effect when using the Compatibility renderer, which always renders in low dynamic range for performance reasons.
|
||||
</description>
|
||||
</method>
|
||||
<method name="viewport_set_use_occlusion_culling">
|
||||
|
|
@ -4012,7 +4236,7 @@
|
|||
<param index="0" name="viewport" type="RID" />
|
||||
<param index="1" name="enable" type="bool" />
|
||||
<description>
|
||||
If [code]true[/code], use Temporal Anti-Aliasing. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_taa].
|
||||
If [code]true[/code], use temporal antialiasing. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_taa] or [member Viewport.use_taa].
|
||||
</description>
|
||||
</method>
|
||||
<method name="viewport_set_use_xr">
|
||||
|
|
@ -4053,7 +4277,7 @@
|
|||
<description>
|
||||
Creates a new 3D visibility notifier object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]visibility_notifier_*[/code] RenderingServer functions.
|
||||
Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.
|
||||
To place in a scene, attach this mesh to an instance using [method instance_set_base] using the returned RID.
|
||||
To place in a scene, attach this notifier to an instance using [method instance_set_base] using the returned RID.
|
||||
[b]Note:[/b] The equivalent node is [VisibleOnScreenNotifier3D].
|
||||
</description>
|
||||
</method>
|
||||
|
|
@ -4242,6 +4466,15 @@
|
|||
<constant name="MAX_MESH_SURFACES" value="256">
|
||||
The maximum number of surfaces a mesh can have.
|
||||
</constant>
|
||||
<constant name="TEXTURE_TYPE_2D" value="0" enum="TextureType">
|
||||
2D texture.
|
||||
</constant>
|
||||
<constant name="TEXTURE_TYPE_LAYERED" value="1" enum="TextureType">
|
||||
Layered texture.
|
||||
</constant>
|
||||
<constant name="TEXTURE_TYPE_3D" value="2" enum="TextureType">
|
||||
3D texture.
|
||||
</constant>
|
||||
<constant name="TEXTURE_LAYERED_2D_ARRAY" value="0" enum="TextureLayeredType">
|
||||
Array of 2-dimensional textures (see [Texture2DArray]).
|
||||
</constant>
|
||||
|
|
@ -4405,27 +4638,37 @@
|
|||
Flag used to mark an index array.
|
||||
</constant>
|
||||
<constant name="ARRAY_FORMAT_BLEND_SHAPE_MASK" value="7" enum="ArrayFormat" is_bitfield="true">
|
||||
Mask of mesh channels permitted in blend shapes.
|
||||
</constant>
|
||||
<constant name="ARRAY_FORMAT_CUSTOM_BASE" value="13" enum="ArrayFormat" is_bitfield="true">
|
||||
Shift of first custom channel.
|
||||
</constant>
|
||||
<constant name="ARRAY_FORMAT_CUSTOM_BITS" value="3" enum="ArrayFormat" is_bitfield="true">
|
||||
Number of format bits per custom channel. See [enum ArrayCustomFormat].
|
||||
</constant>
|
||||
<constant name="ARRAY_FORMAT_CUSTOM0_SHIFT" value="13" enum="ArrayFormat" is_bitfield="true">
|
||||
Amount to shift [enum ArrayCustomFormat] for custom channel index 0.
|
||||
</constant>
|
||||
<constant name="ARRAY_FORMAT_CUSTOM1_SHIFT" value="16" enum="ArrayFormat" is_bitfield="true">
|
||||
Amount to shift [enum ArrayCustomFormat] for custom channel index 1.
|
||||
</constant>
|
||||
<constant name="ARRAY_FORMAT_CUSTOM2_SHIFT" value="19" enum="ArrayFormat" is_bitfield="true">
|
||||
Amount to shift [enum ArrayCustomFormat] for custom channel index 2.
|
||||
</constant>
|
||||
<constant name="ARRAY_FORMAT_CUSTOM3_SHIFT" value="22" enum="ArrayFormat" is_bitfield="true">
|
||||
Amount to shift [enum ArrayCustomFormat] for custom channel index 3.
|
||||
</constant>
|
||||
<constant name="ARRAY_FORMAT_CUSTOM_MASK" value="7" enum="ArrayFormat" is_bitfield="true">
|
||||
Mask of custom format bits per custom channel. Must be shifted by one of the SHIFT constants. See [enum ArrayCustomFormat].
|
||||
</constant>
|
||||
<constant name="ARRAY_COMPRESS_FLAGS_BASE" value="25" enum="ArrayFormat" is_bitfield="true">
|
||||
Shift of first compress flag. Compress flags should be passed to [method ArrayMesh.add_surface_from_arrays] and [method SurfaceTool.commit].
|
||||
</constant>
|
||||
<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="33554432" enum="ArrayFormat" is_bitfield="true">
|
||||
Flag used to mark that the array contains 2D vertices.
|
||||
</constant>
|
||||
<constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="67108864" enum="ArrayFormat" is_bitfield="true">
|
||||
Flag indices that the mesh data will use [code]GL_DYNAMIC_DRAW[/code] on GLES. Unused on Vulkan.
|
||||
</constant>
|
||||
<constant name="ARRAY_FLAG_USE_8_BONE_WEIGHTS" value="134217728" enum="ArrayFormat" is_bitfield="true">
|
||||
Flag used to mark that the array uses 8 bone weights instead of 4.
|
||||
|
|
@ -4484,6 +4727,12 @@
|
|||
<constant name="MULTIMESH_TRANSFORM_3D" value="1" enum="MultimeshTransformFormat">
|
||||
Use [Transform3D] to store MultiMesh transform.
|
||||
</constant>
|
||||
<constant name="MULTIMESH_INTERP_QUALITY_FAST" value="0" enum="MultimeshPhysicsInterpolationQuality">
|
||||
MultiMesh physics interpolation favors speed over quality.
|
||||
</constant>
|
||||
<constant name="MULTIMESH_INTERP_QUALITY_HIGH" value="1" enum="MultimeshPhysicsInterpolationQuality">
|
||||
MultiMesh physics interpolation favors quality over speed.
|
||||
</constant>
|
||||
<constant name="LIGHT_PROJECTOR_FILTER_NEAREST" value="0" enum="LightProjectorFilter">
|
||||
Nearest-neighbor filter for light projectors (use for pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.
|
||||
</constant>
|
||||
|
|
@ -4777,7 +5026,15 @@
|
|||
<constant name="VIEWPORT_SCALING_3D_MODE_FSR2" value="2" enum="ViewportScaling3DMode">
|
||||
Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR2. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use FSR2 at native resolution as a TAA solution.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_SCALING_3D_MODE_MAX" value="3" enum="ViewportScaling3DMode">
|
||||
<constant name="VIEWPORT_SCALING_3D_MODE_METALFX_SPATIAL" value="3" enum="ViewportScaling3DMode">
|
||||
Use MetalFX spatial upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using MetalFX. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.
|
||||
[b]Note:[/b] Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_SCALING_3D_MODE_METALFX_TEMPORAL" value="4" enum="ViewportScaling3DMode">
|
||||
Use MetalFX temporal upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using MetalFX. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use MetalFX at native resolution as a TAA solution.
|
||||
[b]Note:[/b] Only supported when the Metal rendering driver is in use, which limits this scaling mode to macOS and iOS.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_SCALING_3D_MODE_MAX" value="5" enum="ViewportScaling3DMode">
|
||||
Represents the size of the [enum ViewportScaling3DMode] enum.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_UPDATE_DISABLED" value="0" enum="ViewportUpdateMode">
|
||||
|
|
@ -4858,6 +5115,24 @@
|
|||
<constant name="VIEWPORT_MSAA_MAX" value="4" enum="ViewportMSAA">
|
||||
Represents the size of the [enum ViewportMSAA] enum.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_ANISOTROPY_DISABLED" value="0" enum="ViewportAnisotropicFiltering">
|
||||
Anisotropic filtering is disabled.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_ANISOTROPY_2X" value="1" enum="ViewportAnisotropicFiltering">
|
||||
Use 2× anisotropic filtering.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_ANISOTROPY_4X" value="2" enum="ViewportAnisotropicFiltering">
|
||||
Use 4× anisotropic filtering. This is the default value.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_ANISOTROPY_8X" value="3" enum="ViewportAnisotropicFiltering">
|
||||
Use 8× anisotropic filtering.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_ANISOTROPY_16X" value="4" enum="ViewportAnisotropicFiltering">
|
||||
Use 16× anisotropic filtering.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_ANISOTROPY_MAX" value="5" enum="ViewportAnisotropicFiltering">
|
||||
Represents the size of the [enum ViewportAnisotropicFiltering] enum.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_SCREEN_SPACE_AA_DISABLED" value="0" enum="ViewportScreenSpaceAA">
|
||||
Do not perform any antialiasing in the full screen post-process.
|
||||
</constant>
|
||||
|
|
@ -4915,6 +5190,7 @@
|
|||
</constant>
|
||||
<constant name="VIEWPORT_DEBUG_DRAW_WIREFRAME" value="4" enum="ViewportDebugDraw">
|
||||
Debug draw draws objects in wireframe.
|
||||
[b]Note:[/b] [method set_debug_generate_wireframes] must be called before loading any meshes for wireframes to be visible when using the Compatibility renderer.
|
||||
</constant>
|
||||
<constant name="VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER" value="5" enum="ViewportDebugDraw">
|
||||
Normal buffer is drawn instead of regular scene so you can see the per-pixel normals that will be used by post-processing effects.
|
||||
|
|
@ -5049,7 +5325,7 @@
|
|||
The callback is called before our transparent rendering pass, but after our sky is rendered and we've created our back buffers.
|
||||
</constant>
|
||||
<constant name="COMPOSITOR_EFFECT_CALLBACK_TYPE_POST_TRANSPARENT" value="4" enum="CompositorEffectCallbackType">
|
||||
The callback is called after our transparent rendering pass, but before any build in post effects and output to our render target.
|
||||
The callback is called after our transparent rendering pass, but before any built-in post-processing effects and output to our render target.
|
||||
</constant>
|
||||
<constant name="COMPOSITOR_EFFECT_CALLBACK_TYPE_ANY" value="-1" enum="CompositorEffectCallbackType">
|
||||
</constant>
|
||||
|
|
@ -5117,18 +5393,23 @@
|
|||
Use a simple fog model defined by start and end positions and a custom curve. While not physically accurate, this model can be useful when you need more artistic control.
|
||||
</constant>
|
||||
<constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper">
|
||||
Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
|
||||
Does not modify color data, resulting in a linear tonemapping curve which unnaturally clips bright values, causing bright lighting to look blown out. The simplest and fastest tonemapper.
|
||||
</constant>
|
||||
<constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper">
|
||||
Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
|
||||
A simple tonemapping curve that rolls off bright values to prevent clipping. This results in an image that can appear dull and low contrast. Slower than [constant ENV_TONE_MAPPER_LINEAR].
|
||||
[b]Note:[/b] When [member Environment.tonemap_white] is left at the default value of [code]1.0[/code], [constant ENV_TONE_MAPPER_REINHARD] produces an identical image to [constant ENV_TONE_MAPPER_LINEAR].
|
||||
</constant>
|
||||
<constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper">
|
||||
Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD].
|
||||
Uses a film-like tonemapping curve to prevent clipping of bright values and provide better contrast than [constant ENV_TONE_MAPPER_REINHARD]. Slightly slower than [constant ENV_TONE_MAPPER_REINHARD].
|
||||
</constant>
|
||||
<constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper">
|
||||
Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].
|
||||
Uses a high-contrast film-like tonemapping curve and desaturates bright values for a more realistic appearance. Slightly slower than [constant ENV_TONE_MAPPER_FILMIC].
|
||||
[b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
|
||||
</constant>
|
||||
<constant name="ENV_TONE_MAPPER_AGX" value="4" enum="EnvironmentToneMapper">
|
||||
Uses a film-like tonemapping curve and desaturates bright values for a more realistic appearance. Better than other tonemappers at maintaining the hue of colors as they become brighter. The slowest tonemapping option.
|
||||
[b]Note:[/b] [member Environment.tonemap_white] is fixed at a value of [code]16.29[/code], which makes [constant ENV_TONE_MAPPER_AGX] unsuitable for use with the Mobile rendering method.
|
||||
</constant>
|
||||
<constant name="ENV_SSR_ROUGHNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality">
|
||||
Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.
|
||||
</constant>
|
||||
|
|
@ -5561,7 +5842,10 @@
|
|||
<constant name="GLOBAL_VAR_TYPE_SAMPLERCUBE" value="27" enum="GlobalShaderParameterType">
|
||||
Cubemap sampler global shader parameter ([code]global uniform samplerCube ...[/code]). Exposed as a [Cubemap] in the editor UI.
|
||||
</constant>
|
||||
<constant name="GLOBAL_VAR_TYPE_MAX" value="28" enum="GlobalShaderParameterType">
|
||||
<constant name="GLOBAL_VAR_TYPE_SAMPLEREXT" value="28" enum="GlobalShaderParameterType">
|
||||
External sampler global shader parameter ([code]global uniform samplerExternalOES ...[/code]). Exposed as a [ExternalTexture] in the editor UI.
|
||||
</constant>
|
||||
<constant name="GLOBAL_VAR_TYPE_MAX" value="29" enum="GlobalShaderParameterType">
|
||||
Represents the size of the [enum GlobalShaderParameterType] enum.
|
||||
</constant>
|
||||
<constant name="RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME" value="0" enum="RenderingInfo">
|
||||
|
|
@ -5580,7 +5864,40 @@
|
|||
Buffer memory used (in bytes). This includes vertex data, uniform buffers, and many miscellaneous buffer types used internally.
|
||||
</constant>
|
||||
<constant name="RENDERING_INFO_VIDEO_MEM_USED" value="5" enum="RenderingInfo">
|
||||
Video memory used (in bytes). When using the Forward+ or mobile rendering backends, this is always greater than the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant RENDERING_INFO_BUFFER_MEM_USED], since there is miscellaneous data not accounted for by those two metrics. When using the GL Compatibility backend, this is equal to the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant RENDERING_INFO_BUFFER_MEM_USED].
|
||||
Video memory used (in bytes). When using the Forward+ or Mobile renderers, this is always greater than the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant RENDERING_INFO_BUFFER_MEM_USED], since there is miscellaneous data not accounted for by those two metrics. When using the Compatibility renderer, this is equal to the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant RENDERING_INFO_BUFFER_MEM_USED].
|
||||
</constant>
|
||||
<constant name="RENDERING_INFO_PIPELINE_COMPILATIONS_CANVAS" value="6" enum="RenderingInfo">
|
||||
Number of pipeline compilations that were triggered by the 2D canvas renderer.
|
||||
</constant>
|
||||
<constant name="RENDERING_INFO_PIPELINE_COMPILATIONS_MESH" value="7" enum="RenderingInfo">
|
||||
Number of pipeline compilations that were triggered by loading meshes. These compilations will show up as longer loading times the first time a user runs the game and the pipeline is required.
|
||||
</constant>
|
||||
<constant name="RENDERING_INFO_PIPELINE_COMPILATIONS_SURFACE" value="8" enum="RenderingInfo">
|
||||
Number of pipeline compilations that were triggered by building the surface cache before rendering the scene. These compilations will show up as a stutter when loading an scene the first time a user runs the game and the pipeline is required.
|
||||
</constant>
|
||||
<constant name="RENDERING_INFO_PIPELINE_COMPILATIONS_DRAW" value="9" enum="RenderingInfo">
|
||||
Number of pipeline compilations that were triggered while drawing the scene. These compilations will show up as stutters during gameplay the first time a user runs the game and the pipeline is required.
|
||||
</constant>
|
||||
<constant name="RENDERING_INFO_PIPELINE_COMPILATIONS_SPECIALIZATION" value="10" enum="RenderingInfo">
|
||||
Number of pipeline compilations that were triggered to optimize the current scene. These compilations are done in the background and should not cause any stutters whatsoever.
|
||||
</constant>
|
||||
<constant name="PIPELINE_SOURCE_CANVAS" value="0" enum="PipelineSource">
|
||||
Pipeline compilation that was triggered by the 2D canvas renderer.
|
||||
</constant>
|
||||
<constant name="PIPELINE_SOURCE_MESH" value="1" enum="PipelineSource">
|
||||
Pipeline compilation that was triggered by loading a mesh.
|
||||
</constant>
|
||||
<constant name="PIPELINE_SOURCE_SURFACE" value="2" enum="PipelineSource">
|
||||
Pipeline compilation that was triggered by building the surface cache before rendering the scene.
|
||||
</constant>
|
||||
<constant name="PIPELINE_SOURCE_DRAW" value="3" enum="PipelineSource">
|
||||
Pipeline compilation that was triggered while drawing the scene.
|
||||
</constant>
|
||||
<constant name="PIPELINE_SOURCE_SPECIALIZATION" value="4" enum="PipelineSource">
|
||||
Pipeline compilation that was triggered to optimize the current scene.
|
||||
</constant>
|
||||
<constant name="PIPELINE_SOURCE_MAX" value="5" enum="PipelineSource">
|
||||
Represents the size of the [enum PipelineSource] enum.
|
||||
</constant>
|
||||
<constant name="FEATURE_SHADERS" value="0" enum="Features" deprecated="This constant has not been used since Godot 3.0.">
|
||||
</constant>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue