pandemonium_engine/servers/rendering/rendering_server_raster.h
Relintai 64f5bd2339 Ported: Bind Physics Interpolation functions in VisualServer
To allow maximum flexibility in the initial rollout, VisualServer functions were not bound in order to prevent compatibility issues if the API changed.

These functions are now bound to allow direct use from the VisualServer.
- lawnjelly
96a1b86717
2022-09-17 10:22:26 +02:00

722 lines
30 KiB
C++

#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 "servers/rendering/rasterizer.h"
#include "servers/rendering_server.h"
#include "rendering_server_canvas.h"
#include "rendering_server_globals.h"
#include "rendering_server_scene.h"
#include "rendering_server_viewport.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<FrameDrawnCallbacks> 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 BIND1(m_name, m_type1) \
void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
#define BIND2(m_name, m_type1, m_type2) \
void m_name(m_type1 arg1, m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2); }
#define BIND2C(m_name, m_type1, m_type2) \
void m_name(m_type1 arg1, m_type2 arg2) const { BINDBASE->m_name(arg1, arg2); }
#define BIND3(m_name, m_type1, m_type2, m_type3) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3); }
#define BIND4(m_name, m_type1, m_type2, m_type3, m_type4) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4); }
#define BIND5(m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
#define BIND6(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
#define BIND7(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7); }
#define BIND8(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8) \
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8); }
#define 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<Image> &, int)
BIND10(texture_set_data_partial, RID, const Ref<Image> &, int, int, int, int, int, int, int, int)
BIND2RC(Ref<Image>, 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<TextureInfo> *)
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<PropertyInfo> *)
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<String> *)
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<uint8_t> &, int, const PoolVector<uint8_t> &, int, const AABB &, const Vector<PoolVector<uint8_t>> &, const Vector<AABB> &)
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<uint8_t> &)
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<uint8_t>, mesh_surface_get_array, RID, int)
BIND2RC(PoolVector<uint8_t>, 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<PoolVector<uint8_t>>, mesh_surface_get_blend_shapes, RID, int)
BIND2RC(Vector<AABB>, 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<float> &)
BIND3(multimesh_set_as_bulk_array_interpolated, RID, const PoolVector<float> &, const PoolVector<float> &)
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)
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 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)
/* SCENARIO API */
#undef BINDBASE
#define BINDBASE RSG::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, RenderingServerCallbacks *)
// 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 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_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);
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<Image> &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