mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-22 08:57:34 +01:00
725 lines
30 KiB
C++
725 lines
30 KiB
C++
/*************************************************************************/
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/* visual_server_raster.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUAL_SERVER_RASTER_H
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#define VISUAL_SERVER_RASTER_H
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#include "core/math/octree.h"
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#include "servers/visual/rasterizer.h"
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#include "servers/visual_server.h"
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#include "visual_server_canvas.h"
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#include "visual_server_globals.h"
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#include "visual_server_scene.h"
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#include "visual_server_viewport.h"
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class VisualServerRaster : public VisualServer {
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enum {
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MAX_INSTANCE_CULL = 8192,
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MAX_INSTANCE_LIGHTS = 4,
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LIGHT_CACHE_DIRTY = -1,
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MAX_LIGHTS_CULLED = 256,
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MAX_ROOM_CULL = 32,
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MAX_EXTERIOR_PORTALS = 128,
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MAX_LIGHT_SAMPLERS = 256,
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INSTANCE_ROOMLESS_MASK = (1 << 20)
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};
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// low and high priority
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static int changes[2];
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RID test_cube;
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int black_margin[4];
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RID black_image[4];
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struct FrameDrawnCallbacks {
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ObjectID object;
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StringName method;
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Variant param;
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};
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List<FrameDrawnCallbacks> frame_drawn_callbacks;
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void _draw_margins();
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// This function is NOT dead code.
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// It is specifically for debugging redraws to help identify problems with
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// undesired constant editor updating.
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// The function will be called in DEV builds (and thus does not require a recompile),
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// allowing you to place a breakpoint either at the first line or the semicolon.
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// You can then look at the callstack to find the cause of the redraw.
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static void _changes_changed(int p_priority) {
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if (p_priority) {
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;
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}
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}
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public:
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// if editor is redrawing when it shouldn't, use a DEV build and put a breakpoint in _changes_changed()
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_FORCE_INLINE_ static void redraw_request(bool p_high_priority = true) {
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int priority = p_high_priority ? 1 : 0;
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changes[priority] += 1;
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#ifdef DEV_ENABLED
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_changes_changed(priority);
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#endif
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}
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#ifdef DEV_ENABLED
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#define DISPLAY_CHANGED \
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changes[1] += 1; \
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_changes_changed(1);
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#else
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#define DISPLAY_CHANGED \
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changes[1] += 1;
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#endif
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#define BIND0R(m_r, m_name) \
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m_r m_name() { return BINDBASE->m_name(); }
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#define BIND1R(m_r, m_name, m_type1) \
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m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
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#define BIND1RC(m_r, m_name, m_type1) \
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m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
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#define BIND2R(m_r, m_name, m_type1, m_type2) \
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m_r m_name(m_type1 arg1, m_type2 arg2) { return BINDBASE->m_name(arg1, arg2); }
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#define BIND2RC(m_r, m_name, m_type1, m_type2) \
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m_r m_name(m_type1 arg1, m_type2 arg2) const { return BINDBASE->m_name(arg1, arg2); }
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#define BIND3RC(m_r, m_name, m_type1, m_type2, m_type3) \
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m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) const { return BINDBASE->m_name(arg1, arg2, arg3); }
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#define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
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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); }
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#define BIND1(m_name, m_type1) \
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void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
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#define BIND2(m_name, m_type1, m_type2) \
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void m_name(m_type1 arg1, m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2); }
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#define BIND2C(m_name, m_type1, m_type2) \
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void m_name(m_type1 arg1, m_type2 arg2) const { BINDBASE->m_name(arg1, arg2); }
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#define BIND3(m_name, m_type1, m_type2, m_type3) \
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void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3); }
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#define BIND4(m_name, m_type1, m_type2, m_type3, m_type4) \
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void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4); }
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#define BIND5(m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
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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); }
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#define BIND6(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
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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); }
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#define BIND7(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7) \
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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); }
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#define BIND8(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8) \
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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); }
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#define BIND9(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9) \
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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); }
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#define BIND10(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10) \
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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); }
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#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) \
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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); }
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#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) \
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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); }
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#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) \
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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); }
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//from now on, calls forwarded to this singleton
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#define BINDBASE VSG::storage
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/* TEXTURE API */
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BIND0R(RID, texture_create)
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BIND7(texture_allocate, RID, int, int, int, Image::Format, TextureType, uint32_t)
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BIND3(texture_set_data, RID, const Ref<Image> &, int)
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BIND10(texture_set_data_partial, RID, const Ref<Image> &, int, int, int, int, int, int, int, int)
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BIND2RC(Ref<Image>, texture_get_data, RID, int)
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BIND2(texture_set_flags, RID, uint32_t)
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BIND1RC(uint32_t, texture_get_flags, RID)
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BIND1RC(Image::Format, texture_get_format, RID)
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BIND1RC(TextureType, texture_get_type, RID)
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BIND1RC(uint32_t, texture_get_texid, RID)
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BIND1RC(uint32_t, texture_get_width, RID)
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BIND1RC(uint32_t, texture_get_height, RID)
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BIND1RC(uint32_t, texture_get_depth, RID)
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BIND4(texture_set_size_override, RID, int, int, int)
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BIND2(texture_bind, RID, uint32_t)
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BIND3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
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BIND3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)
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BIND3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
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BIND2(texture_set_path, RID, const String &)
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BIND1RC(String, texture_get_path, RID)
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BIND1(texture_set_shrink_all_x2_on_set_data, bool)
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BIND1(texture_debug_usage, List<TextureInfo> *)
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BIND1(textures_keep_original, bool)
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BIND2(texture_set_proxy, RID, RID)
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BIND2(texture_set_force_redraw_if_visible, RID, bool)
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/* SKY API */
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BIND0R(RID, sky_create)
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BIND3(sky_set_texture, RID, RID, int)
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/* SHADER API */
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BIND0R(RID, shader_create)
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BIND2(shader_set_code, RID, const String &)
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BIND1RC(String, shader_get_code, RID)
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BIND2C(shader_get_param_list, RID, List<PropertyInfo> *)
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BIND3(shader_set_default_texture_param, RID, const StringName &, RID)
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BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
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BIND2(shader_add_custom_define, RID, const String &)
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BIND2C(shader_get_custom_defines, RID, Vector<String> *)
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BIND2(shader_remove_custom_define, RID, const String &)
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BIND1(set_shader_async_hidden_forbidden, bool)
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/* COMMON MATERIAL API */
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BIND0R(RID, material_create)
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BIND2(material_set_shader, RID, RID)
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BIND1RC(RID, material_get_shader, RID)
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BIND3(material_set_param, RID, const StringName &, const Variant &)
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BIND2RC(Variant, material_get_param, RID, const StringName &)
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BIND2RC(Variant, material_get_param_default, RID, const StringName &)
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BIND2(material_set_render_priority, RID, int)
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BIND2(material_set_line_width, RID, float)
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BIND2(material_set_next_pass, RID, RID)
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/* MESH API */
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BIND0R(RID, mesh_create)
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BIND10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const AABB &, const Vector<PoolVector<uint8_t>> &, const Vector<AABB> &)
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BIND2(mesh_set_blend_shape_count, RID, int)
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BIND1RC(int, mesh_get_blend_shape_count, RID)
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BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
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BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
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BIND4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
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BIND3(mesh_surface_set_material, RID, int, RID)
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BIND2RC(RID, mesh_surface_get_material, RID, int)
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BIND2RC(int, mesh_surface_get_array_len, RID, int)
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BIND2RC(int, mesh_surface_get_array_index_len, RID, int)
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BIND2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)
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BIND2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)
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BIND2RC(uint32_t, mesh_surface_get_format, RID, int)
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BIND2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)
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BIND2RC(AABB, mesh_surface_get_aabb, RID, int)
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BIND2RC(Vector<PoolVector<uint8_t>>, mesh_surface_get_blend_shapes, RID, int)
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BIND2RC(Vector<AABB>, mesh_surface_get_skeleton_aabb, RID, int)
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BIND2(mesh_remove_surface, RID, int)
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BIND1RC(int, mesh_get_surface_count, RID)
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BIND2(mesh_set_custom_aabb, RID, const AABB &)
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BIND1RC(AABB, mesh_get_custom_aabb, RID)
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BIND1(mesh_clear, RID)
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/* MULTIMESH API */
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BIND0R(RID, multimesh_create)
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BIND5(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat, MultimeshCustomDataFormat)
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BIND1RC(int, multimesh_get_instance_count, RID)
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BIND2(multimesh_set_mesh, RID, RID)
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BIND3(multimesh_instance_set_transform, RID, int, const Transform &)
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BIND3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
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BIND3(multimesh_instance_set_color, RID, int, const Color &)
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BIND3(multimesh_instance_set_custom_data, RID, int, const Color &)
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BIND1RC(RID, multimesh_get_mesh, RID)
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BIND1RC(AABB, multimesh_get_aabb, RID)
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BIND2RC(Transform, multimesh_instance_get_transform, RID, int)
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BIND2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
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BIND2RC(Color, multimesh_instance_get_color, RID, int)
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BIND2RC(Color, multimesh_instance_get_custom_data, RID, int)
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BIND2(multimesh_set_as_bulk_array, RID, const PoolVector<float> &)
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BIND3(multimesh_set_as_bulk_array_interpolated, RID, const PoolVector<float> &, const PoolVector<float> &)
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BIND2(multimesh_set_physics_interpolated, RID, bool)
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BIND2(multimesh_set_physics_interpolation_quality, RID, int)
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BIND2(multimesh_instance_reset_physics_interpolation, RID, int)
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BIND2(multimesh_set_visible_instances, RID, int)
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BIND1RC(int, multimesh_get_visible_instances, RID)
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/* IMMEDIATE API */
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BIND0R(RID, immediate_create)
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BIND3(immediate_begin, RID, PrimitiveType, RID)
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BIND2(immediate_vertex, RID, const Vector3 &)
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BIND2(immediate_normal, RID, const Vector3 &)
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BIND2(immediate_tangent, RID, const Plane &)
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BIND2(immediate_color, RID, const Color &)
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BIND2(immediate_uv, RID, const Vector2 &)
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BIND2(immediate_uv2, RID, const Vector2 &)
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BIND1(immediate_end, RID)
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BIND1(immediate_clear, RID)
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BIND2(immediate_set_material, RID, RID)
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BIND1RC(RID, immediate_get_material, RID)
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/* SKELETON API */
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BIND0R(RID, skeleton_create)
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BIND3(skeleton_allocate, RID, int, bool)
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BIND1RC(int, skeleton_get_bone_count, RID)
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BIND3(skeleton_bone_set_transform, RID, int, const Transform &)
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BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
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BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
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BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
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BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
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/* Light API */
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BIND0R(RID, directional_light_create)
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BIND0R(RID, omni_light_create)
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BIND0R(RID, spot_light_create)
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BIND2(light_set_color, RID, const Color &)
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BIND3(light_set_param, RID, LightParam, float)
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BIND2(light_set_shadow, RID, bool)
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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 VSG::scene
|
|
|
|
/* CAMERA API */
|
|
|
|
BIND0R(RID, camera_create)
|
|
BIND2(camera_set_scenario, RID, RID)
|
|
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 VSG::viewport
|
|
|
|
/* VIEWPORT TARGET API */
|
|
|
|
BIND0R(RID, viewport_create)
|
|
|
|
BIND2(viewport_set_use_arvr, RID, bool)
|
|
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 VSG::scene_render
|
|
|
|
BIND0R(RID, environment_create)
|
|
|
|
BIND2(environment_set_background, RID, EnvironmentBG)
|
|
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)
|
|
BIND2(environment_set_camera_feed_id, RID, int)
|
|
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 &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
|
|
|
|
BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
|
|
BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
|
|
BIND12(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool, bool)
|
|
|
|
BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, 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)
|
|
|
|
/* SCENARIO API */
|
|
|
|
#undef BINDBASE
|
|
#define BINDBASE VSG::scene
|
|
|
|
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)
|
|
BIND2(scenario_set_physics_interpolation_enabled, RID, bool)
|
|
|
|
/* 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)
|
|
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<Vector3> &, 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<Plane> &)
|
|
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<Vector3> &)
|
|
BIND3(room_add_ghost, RID, ObjectID, const AABB &)
|
|
BIND5(room_set_bound, RID, ObjectID, const Vector<Plane> &, const AABB &, const Vector<Vector3> &)
|
|
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<Plane> *)
|
|
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<Vector3> &)
|
|
|
|
// don't use this in a game
|
|
BIND1RC(bool, rooms_is_loaded, RID)
|
|
|
|
// Callbacks
|
|
BIND1(callbacks_register, VisualServerCallbacks *)
|
|
|
|
// don't use these in a game!
|
|
BIND2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
|
|
BIND3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
|
|
BIND2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, 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 VSG::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_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)
|
|
|
|
BIND6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
|
|
BIND5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
|
|
BIND5(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, 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)
|
|
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<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
|
|
BIND7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
|
|
BIND12(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, 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 &)
|
|
BIND2(canvas_item_attach_skeleton, RID, RID)
|
|
|
|
BIND1(canvas_item_clear, RID)
|
|
BIND2(canvas_item_set_draw_index, RID, int)
|
|
|
|
BIND2(canvas_item_set_material, RID, RID)
|
|
|
|
BIND2(canvas_item_set_use_parent_material, RID, bool)
|
|
|
|
BIND0R(RID, canvas_light_create)
|
|
BIND2(canvas_light_attach_to_canvas, RID, RID)
|
|
BIND2(canvas_light_set_enabled, RID, bool)
|
|
BIND2(canvas_light_set_scale, RID, float)
|
|
BIND2(canvas_light_set_transform, RID, const 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)
|
|
|
|
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)
|
|
|
|
BIND0R(RID, canvas_occluder_polygon_create)
|
|
BIND3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
|
|
BIND2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)
|
|
|
|
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 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 scenario_tick(RID p_scenario);
|
|
virtual void scenario_pre_draw(RID p_scenario, bool p_will_draw);
|
|
|
|
/* STATUS INFORMATION */
|
|
|
|
virtual uint64_t get_render_info(RenderInfo p_info);
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virtual String get_video_adapter_name() const;
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virtual String get_video_adapter_vendor() const;
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virtual RID get_test_cube();
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/* TESTING */
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virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true);
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virtual void set_default_clear_color(const Color &p_color);
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virtual void set_shader_time_scale(float p_scale);
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virtual bool has_feature(Features p_feature) const;
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virtual bool has_os_feature(const String &p_feature) const;
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virtual void set_debug_generate_wireframes(bool p_generate);
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virtual void call_set_use_vsync(bool p_enable);
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virtual bool is_low_end() const;
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VisualServerRaster();
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~VisualServerRaster();
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#undef DISPLAY_CHANGED
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#undef BIND0R
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#undef BIND1RC
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#undef BIND2RC
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#undef BIND3RC
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#undef BIND4RC
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#undef BIND1
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#undef BIND2
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#undef BIND3
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#undef BIND4
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#undef BIND5
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#undef BIND6
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#undef BIND7
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#undef BIND8
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#undef BIND9
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#undef BIND10
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};
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#endif
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