#ifndef RENDERING_SERVER_RASTER_H #define RENDERING_SERVER_RASTER_H /*************************************************************************/ /* rendering_server_raster.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "core/math/octree.h" #include "rendering_server_canvas.h" #include "rendering_server_globals.h" #include "rendering_server_scene.h" #include "rendering_server_viewport.h" #include "servers/rendering/rasterizer.h" #include "servers/rendering_server.h" class RenderingServerRaster : public RenderingServer { 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) }; // low and high priority static int changes[2]; RID test_cube; int black_margin[4]; RID black_image[4]; struct FrameDrawnCallbacks { ObjectID object; StringName method; Variant param; }; List frame_drawn_callbacks; void _draw_margins(); // This function is NOT dead code. // It is specifically for debugging redraws to help identify problems with // undesired constant editor updating. // The function will be called in DEV builds (and thus does not require a recompile), // allowing you to place a breakpoint either at the first line or the semicolon. // You can then look at the callstack to find the cause of the redraw. static void _changes_changed(int p_priority) { if (p_priority) { ; } } public: // if editor is redrawing when it shouldn't, use a DEV build and put a breakpoint in _changes_changed() _FORCE_INLINE_ static void redraw_request(bool p_high_priority = true) { int priority = p_high_priority ? 1 : 0; changes[priority] += 1; #ifdef DEV_ENABLED _changes_changed(priority); #endif } #ifdef DEV_ENABLED #define DISPLAY_CHANGED \ changes[1] += 1; \ _changes_changed(1); #else #define DISPLAY_CHANGED \ changes[1] += 1; #endif #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 BIND2R(m_r, m_name, m_type1, m_type2) \ m_r m_name(m_type1 arg1, m_type2 arg2) { return BINDBASE->m_name(arg1, arg2); } #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 BIND0N(m_name) \ void m_name() { BINDBASE->m_name(); } #define BIND1(m_name, m_type1) \ void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); } #define BIND1N(m_name, m_type1) \ void m_name(m_type1 arg1) { 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 BIND9(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9) \ 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) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9); } #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); } #define BIND11(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11) \ 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, m_type11 arg11) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11); } #define BIND12(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12) \ 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, m_type11 arg11, m_type12 arg12) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); } #define BIND13(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12, m_type13) \ 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, m_type11 arg11, m_type12 arg12, m_type13 arg13) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13); } //from now on, calls forwarded to this singleton #define BINDBASE RSG::storage /* TEXTURE API */ BIND0R(RID, texture_create) BIND7(texture_allocate, RID, int, int, int, Image::Format, TextureType, uint32_t) BIND3(texture_set_data, RID, const Ref &, int) BIND10(texture_set_data_partial, RID, const Ref &, int, int, int, int, int, int, int, int) BIND2RC(Ref, texture_get_data, RID, int) BIND2(texture_set_flags, RID, uint32_t) BIND1RC(uint32_t, texture_get_flags, RID) BIND1RC(Image::Format, texture_get_format, RID) BIND1RC(TextureType, texture_get_type, RID) BIND1RC(uint32_t, texture_get_texid, RID) BIND1RC(uint32_t, texture_get_width, RID) BIND1RC(uint32_t, texture_get_height, RID) BIND1RC(uint32_t, texture_get_depth, RID) BIND4(texture_set_size_override, RID, int, int, int) BIND2(texture_bind, RID, uint32_t) BIND3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *) BIND3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *) BIND3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *) 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 *) BIND1(textures_keep_original, bool) BIND2(texture_set_proxy, RID, RID) BIND2(texture_set_force_redraw_if_visible, RID, bool) /* SKY API */ BIND0R(RID, sky_create) BIND3(sky_set_texture, RID, RID, int) /* SHADER API */ BIND0R(RID, shader_create) 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 &) BIND2(shader_add_custom_define, RID, const String &) BIND2C(shader_get_custom_defines, RID, Vector *) BIND2(shader_remove_custom_define, RID, const String &) BIND1(set_shader_async_hidden_forbidden, bool) /* 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 &) BIND2RC(Variant, material_get_param_default, RID, const StringName &) BIND2(material_set_render_priority, RID, int) BIND2(material_set_line_width, RID, float) BIND2(material_set_next_pass, RID, RID) /* MESH API */ BIND0R(RID, mesh_create) BIND10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector &, int, const PoolVector &, int, const AABB &, const Vector> &, const Vector &) BIND2(mesh_set_blend_shape_count, RID, int) BIND1RC(int, mesh_get_blend_shape_count, RID) BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode) BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID) BIND4(mesh_surface_update_region, RID, int, int, const PoolVector &) 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(PoolVector, mesh_surface_get_array, RID, int) BIND2RC(PoolVector, 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) BIND2RC(AABB, mesh_surface_get_aabb, RID, int) BIND2RC(Vector>, mesh_surface_get_blend_shapes, RID, int) BIND2RC(Vector, mesh_surface_get_skeleton_aabb, 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, MultimeshCustomDataFormat) BIND1RC(int, multimesh_get_instance_count, RID) BIND2(multimesh_set_mesh, RID, RID) BIND3(multimesh_instance_set_transform, RID, int, const Transform &) BIND3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &) BIND3(multimesh_instance_set_color, RID, int, const Color &) BIND3(multimesh_instance_set_custom_data, RID, int, const Color &) BIND1RC(RID, multimesh_get_mesh, RID) BIND1RC(AABB, multimesh_get_aabb, RID) BIND2RC(Transform, multimesh_instance_get_transform, RID, int) BIND2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int) BIND2RC(Color, multimesh_instance_get_color, RID, int) BIND2RC(Color, multimesh_instance_get_custom_data, RID, int) BIND2(multimesh_set_as_bulk_array, RID, const PoolVector &) BIND3(multimesh_set_as_bulk_array_interpolated, RID, const PoolVector &, const PoolVector &) BIND2(multimesh_set_physics_interpolated, RID, bool) BIND2(multimesh_set_physics_interpolation_quality, RID, MultimeshPhysicsInterpolationQuality) BIND2(multimesh_instance_reset_physics_interpolation, 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_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 Transform2D &) BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int) BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &) /* Light API */ BIND0R(RID, directional_light_create) BIND0R(RID, omni_light_create) BIND0R(RID, spot_light_create) BIND2(light_set_color, RID, const Color &) BIND3(light_set_param, RID, LightParam, float) BIND2(light_set_shadow, RID, bool) BIND2(light_set_shadow_color, RID, const Color &) BIND2(light_set_projector, RID, RID) BIND2(light_set_negative, RID, bool) BIND2(light_set_cull_mask, RID, uint32_t) BIND2(light_set_reverse_cull_face_mode, RID, bool) BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode) BIND2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail) BIND2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode) BIND2(light_directional_set_blend_splits, RID, bool) BIND2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode) /* PROBE API */ BIND0R(RID, reflection_probe_create) BIND2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode) BIND2(reflection_probe_set_intensity, RID, float) BIND2(reflection_probe_set_interior_ambient, RID, const Color &) BIND2(reflection_probe_set_interior_ambient_energy, RID, float) BIND2(reflection_probe_set_interior_ambient_probe_contribution, RID, float) BIND2(reflection_probe_set_max_distance, RID, float) BIND2(reflection_probe_set_extents, RID, const Vector3 &) BIND2(reflection_probe_set_origin_offset, RID, const Vector3 &) BIND2(reflection_probe_set_as_interior, RID, bool) BIND2(reflection_probe_set_enable_box_projection, RID, bool) BIND2(reflection_probe_set_enable_shadows, RID, bool) BIND2(reflection_probe_set_cull_mask, RID, uint32_t) BIND2(reflection_probe_set_resolution, RID, int) #undef BINDBASE //from now on, calls forwarded to this singleton #define BINDBASE RSG::scene /* CAMERA API */ BIND0R(RID, camera_create) BIND4(camera_set_perspective, RID, float, float, float) BIND4(camera_set_orthogonal, RID, float, float, float) BIND5(camera_set_frustum, RID, float, Vector2, float, float) BIND2(camera_set_transform, RID, const Transform &) BIND2(camera_set_interpolated, RID, bool) BIND1(camera_reset_physics_interpolation, RID) BIND2(camera_set_cull_mask, RID, uint32_t) BIND2(camera_set_environment, RID, RID) BIND2(camera_set_use_vertical_aspect, RID, bool) #undef BINDBASE //from now on, calls forwarded to this singleton #define BINDBASE RSG::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) BIND2(viewport_set_render_direct_to_screen, RID, bool) 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_set_keep_3d_linear, 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 Transform2D &) BIND2(viewport_set_transparent_background, RID, bool) BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &) BIND4(viewport_set_canvas_stacking, RID, RID, int, int) BIND2(viewport_set_shadow_atlas_size, RID, int) BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int) BIND2(viewport_set_msaa, RID, ViewportMSAA) BIND2(viewport_set_use_fxaa, RID, bool) BIND2(viewport_set_use_debanding, RID, bool) BIND2(viewport_set_sharpen_intensity, RID, float) BIND2(viewport_set_hdr, RID, bool) BIND2(viewport_set_use_32_bpc_depth, RID, bool) BIND2(viewport_set_usage, RID, ViewportUsage) BIND2R(int, viewport_get_render_info, RID, ViewportRenderInfo) BIND2(viewport_set_debug_draw, RID, ViewportDebugDraw) /* ENVIRONMENT API */ #undef BINDBASE //from now on, calls forwarded to this singleton #define BINDBASE RSG::scene_render BIND0R(RID, environment_create) BIND2(environment_set_background, RID, Environment3DBG) BIND2(environment_set_sky, RID, RID) BIND2(environment_set_sky_custom_fov, RID, float) BIND2(environment_set_sky_orientation, RID, const Basis &) BIND2(environment_set_bg_color, RID, const Color &) BIND2(environment_set_bg_energy, RID, float) BIND2(environment_set_canvas_max_layer, RID, int) BIND4(environment_set_ambient_light, RID, const Color &, float, float) BIND7(environment_set_ssr, RID, bool, int, float, float, float, bool) BIND13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, Environment3DSSAOQuality, Environment3DSSAOBlur, float) BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, Environment3DDOFBlurQuality) BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, Environment3DDOFBlurQuality) BIND12(environment_set_glow, RID, bool, int, float, float, float, Environment3DGlowBlendMode, float, float, float, bool, bool) BIND9(environment_set_tonemap, RID, Environment3DToneMapper, float, float, bool, float, float, float, float) BIND6(environment_set_adjustment, RID, bool, float, float, float, RID) BIND5(environment_set_fog, RID, bool, const Color &, const Color &, float) BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float) BIND5(environment_set_fog_height, RID, bool, float, float, float) #undef BINDBASE #define BINDBASE RSG::scene /* SCENARIO API */ BIND0R(RID, scenario_create) BIND2(scenario_set_debug, RID, ScenarioDebugMode) BIND2(scenario_set_environment, RID, RID) BIND3(scenario_set_reflection_atlas_size, RID, int, int) BIND2(scenario_set_fallback_environment, RID, RID) /* INSTANCING API */ BIND0R(RID, instance_create) BIND2(instance_set_base, RID, RID) BIND2(instance_set_scenario, RID, RID) BIND2(instance_set_layer_mask, RID, uint32_t) BIND3(instance_set_pivot_data, RID, float, bool) BIND2(instance_set_transform, RID, const Transform &) BIND2(instance_set_interpolated, RID, bool) BIND1(instance_reset_physics_interpolation, RID) BIND2(instance_attach_object_instance_id, RID, ObjectID) BIND3(instance_set_blend_shape_weight, RID, int, float) BIND3(instance_set_surface_material, RID, int, RID) BIND2(instance_set_visible, RID, bool) BIND2(instance_set_custom_aabb, RID, AABB) BIND2(instance_attach_skeleton, RID, RID) BIND2(instance_set_exterior, RID, bool) BIND2(instance_set_extra_visibility_margin, RID, real_t) /* PORTALS */ BIND2(instance_set_portal_mode, RID, InstancePortalMode) BIND0R(RID, ghost_create) BIND4(ghost_set_scenario, RID, RID, ObjectID, const AABB &) BIND2(ghost_update, RID, const AABB &) BIND0R(RID, portal_create) BIND2(portal_set_scenario, RID, RID) BIND3(portal_set_geometry, RID, const Vector &, real_t) BIND4(portal_link, RID, RID, RID, bool) BIND2(portal_set_active, RID, bool) /* ROOMGROUPS */ BIND0R(RID, roomgroup_create) BIND2(roomgroup_prepare, RID, ObjectID) BIND2(roomgroup_set_scenario, RID, RID) BIND2(roomgroup_add_room, RID, RID) /* OCCLUDERS */ BIND0R(RID, occluder_instance_create) BIND2(occluder_instance_set_scenario, RID, RID) BIND2(occluder_instance_link_resource, RID, RID) BIND2(occluder_instance_set_transform, RID, const Transform &) BIND2(occluder_instance_set_active, RID, bool) BIND0R(RID, occluder_resource_create) BIND2(occluder_resource_prepare, RID, OccluderType) BIND2(occluder_resource_spheres_update, RID, const Vector &) BIND2(occluder_resource_mesh_update, RID, const Geometry::OccluderMeshData &) BIND1(set_use_occlusion_culling, bool) BIND1RC(Geometry::MeshData, occlusion_debug_get_current_polys, RID) /* ROOMS */ BIND0R(RID, room_create) BIND2(room_set_scenario, RID, RID) BIND4(room_add_instance, RID, RID, const AABB &, const Vector &) BIND3(room_add_ghost, RID, ObjectID, const AABB &) BIND5(room_set_bound, RID, ObjectID, const Vector &, const AABB &, const Vector &) BIND2(room_prepare, RID, int32_t) BIND1(rooms_and_portals_clear, RID) BIND2(rooms_unload, RID, String) BIND8(rooms_finalize, RID, bool, bool, bool, bool, String, bool, bool) BIND4(rooms_override_camera, RID, bool, const Vector3 &, const Vector *) BIND2(rooms_set_active, RID, bool) BIND3(rooms_set_params, RID, int, real_t) BIND3(rooms_set_debug_feature, RID, RoomsDebugFeature, bool) BIND2(rooms_update_gameplay_monitor, RID, const Vector &) // don't use this in a game BIND1RC(bool, rooms_is_loaded, RID) // Callbacks BIND1(callbacks_register, RenderingServerCallbacks *) // don't use these in a game! BIND2RC(Vector, instances_cull_aabb, const AABB &, RID) BIND3RC(Vector, instances_cull_ray, const Vector3 &, const Vector3 &, RID) BIND2RC(Vector, instances_cull_convex, const Vector &, RID) BIND3(instance_geometry_set_flag, RID, InstanceFlags, bool) BIND2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting) BIND2(instance_geometry_set_material_override, RID, RID) BIND2(instance_geometry_set_material_overlay, RID, RID) BIND5(instance_geometry_set_draw_range, RID, float, float, float, float) BIND2(instance_geometry_set_as_instance_lod, RID, RID) #undef BINDBASE //from now on, calls forwarded to this singleton #define BINDBASE RSG::canvas /* CANVAS (2D) */ BIND0R(RID, canvas_create) BIND3(canvas_set_item_mirroring, RID, RID, const Point2 &) BIND2(canvas_set_modulate, RID, const Color &) BIND3(canvas_set_parent, RID, RID, float) BIND1(canvas_set_disable_scale, bool) BIND0R(RID, canvas_item_create) BIND2(canvas_item_set_parent, RID, RID) BIND2(canvas_item_set_name, RID, String) BIND2(canvas_item_set_visible, RID, bool) BIND2(canvas_item_set_light_mask, RID, int) BIND2(canvas_item_set_update_when_visible, RID, bool) BIND2(canvas_item_set_transform, RID, const Transform2D &) 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) BIND2(canvas_item_set_ignore_parent_transform, RID, bool) BIND6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool) BIND5(canvas_item_add_polyline, RID, const Vector &, const Vector &, float, bool) BIND5(canvas_item_add_multiline, RID, const Vector &, const Vector &, float, bool) BIND3(canvas_item_add_rect, RID, const Rect2 &, const Color &) BIND4(canvas_item_add_circle, RID, const Point2 &, float, const Color &) BIND7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID) BIND8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool) BIND7(canvas_item_add_texture_multirect_region, RID, const Vector &, RID, const Vector &, const Color &, uint32_t, RID) BIND11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID) BIND7(canvas_item_add_primitive, RID, const Vector &, const Vector &, const Vector &, RID, float, RID) BIND7(canvas_item_add_polygon, RID, const Vector &, const Vector &, const Vector &, RID, RID, bool) BIND12(canvas_item_add_triangle_array, RID, const Vector &, const Vector &, const Vector &, const Vector &, const Vector &, const Vector &, RID, int, RID, bool, bool) BIND6(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID) BIND4(canvas_item_add_multimesh, RID, RID, RID, RID) BIND2(canvas_item_add_set_transform, RID, const Transform2D &) BIND2(canvas_item_add_clip_ignore, RID, bool) BIND2(canvas_item_set_sort_children_by_y, RID, bool) BIND2(canvas_item_set_z_index, 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) BIND2(canvas_item_attach_skeleton, RID, RID) BIND2(canvas_item_set_skeleton_relative_xform, RID, Transform2D) BIND1R(Rect2, _debug_canvas_item_get_rect, RID) BIND1R(Rect2, _debug_canvas_item_get_local_bound, RID) BIND2(canvas_item_set_interpolated, RID, bool) BIND1(canvas_item_reset_physics_interpolation, RID) BIND2(canvas_item_transform_physics_interpolation, RID, Transform2D) 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 Transform2D &) 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 &) BIND2(canvas_light_set_shadow_smooth, RID, float) BIND2(canvas_light_set_interpolated, RID, bool) BIND1(canvas_light_reset_physics_interpolation, RID) BIND2(canvas_light_transform_physics_interpolation, RID, Transform2D) 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 Transform2D &) BIND2(canvas_light_occluder_set_light_mask, RID, int) BIND2(canvas_light_occluder_set_interpolated, RID, bool) BIND1(canvas_light_occluder_reset_physics_interpolation, RID) BIND2(canvas_light_occluder_transform_physics_interpolation, RID, Transform2D) BIND0R(RID, canvas_occluder_polygon_create) BIND3(canvas_occluder_polygon_set_shape, RID, const PoolVector &, bool) BIND2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector &) BIND2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode) /* 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 request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata); virtual void tick(); virtual void pre_draw(bool p_will_draw); virtual void draw(bool p_swap_buffers, double frame_step); virtual void sync(); virtual bool has_changed(ChangedPriority p_priority = CHANGED_PRIORITY_ANY) const; virtual void init(); virtual void finish(); virtual void set_physics_interpolation_enabled(bool p_enabled); /* STATUS INFORMATION */ virtual uint64_t get_render_info(RenderInfo p_info); virtual String get_video_adapter_name() const; virtual String get_video_adapter_vendor() const; virtual RID get_test_cube(); /* TESTING */ virtual void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true); virtual void set_default_clear_color(const Color &p_color); virtual void set_shader_time_scale(float p_scale); virtual bool has_feature(Features p_feature) const; virtual bool has_os_feature(const String &p_feature) const; virtual void set_debug_generate_wireframes(bool p_generate); virtual void call_set_use_vsync(bool p_enable); virtual bool is_low_end() const; RenderingServerRaster(); ~RenderingServerRaster(); #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 BIND9 #undef BIND10 }; #endif