pandemonium_engine/servers/rendering/rendering_server_wrap_mt.h
Relintai f4a4956b7a Ported: Fix Polygon2D skinned bounds (for culling)
The bound Rect2 was previously incorrect because bone transforms need to be applied to verts in bone space, rather than local space. This was previously resulting in skinned Polygon2Ds being incorrectly culled.
- lawnjelly
dd6c213dac
2023-05-01 13:34:35 +02:00

644 lines
25 KiB
C++

#ifndef RENDERING_SERVER_WRAP_MT_H
#define RENDERING_SERVER_WRAP_MT_H
/*************************************************************************/
/* rendering_server_wrap_mt.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/containers/command_queue_mt.h"
#include "core/os/safe_refcount.h"
#include "core/os/thread.h"
#include "servers/rendering_server.h"
class RenderingServerWrapMT : public RenderingServer {
// the real visual server
mutable RenderingServer *rendering_server;
mutable CommandQueueMT command_queue;
static void _thread_callback(void *_instance);
void thread_loop();
Thread::ID server_thread;
SafeFlag exit;
Thread thread;
SafeFlag draw_thread_up;
bool create_thread;
SafeNumeric<uint64_t> draw_pending;
void thread_draw(bool p_swap_buffers, double frame_step);
void thread_flush();
void thread_scenario_tick(RID p_scenario);
void thread_scenario_pre_draw(RID p_scenario, bool p_will_draw);
void thread_exit();
Mutex alloc_mutex;
int pool_max_size;
//#define DEBUG_SYNC
static RenderingServerWrapMT *singleton_mt;
#ifdef DEBUG_SYNC
#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
#else
#define SYNC_DEBUG
#endif
public:
#define ServerName RenderingServer
#define ServerNameWrapMT RenderingServerWrapMT
#define server_name rendering_server
#include "servers/server_wrap_mt_common.h"
/* EVENT QUEUING */
FUNCRID(texture)
FUNC7(texture_allocate, RID, int, int, int, Image::Format, TextureType, uint32_t)
FUNC3(texture_set_data, RID, const Ref<Image> &, int)
FUNC10(texture_set_data_partial, RID, const Ref<Image> &, int, int, int, int, int, int, int, int)
FUNC2RC(Ref<Image>, texture_get_data, RID, int)
FUNC2(texture_set_flags, RID, uint32_t)
FUNC1RC(uint32_t, texture_get_flags, RID)
FUNC1RC(Image::Format, texture_get_format, RID)
FUNC1RC(TextureType, texture_get_type, RID)
FUNC1RC(uint32_t, texture_get_texid, RID)
FUNC1RC(uint32_t, texture_get_width, RID)
FUNC1RC(uint32_t, texture_get_height, RID)
FUNC1RC(uint32_t, texture_get_depth, RID)
FUNC4(texture_set_size_override, RID, int, int, int)
FUNC2(texture_bind, RID, uint32_t)
FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
FUNC3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)
FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
FUNC2(texture_set_path, RID, const String &)
FUNC1RC(String, texture_get_path, RID)
FUNC1(texture_set_shrink_all_x2_on_set_data, bool)
FUNC1S(texture_debug_usage, List<TextureInfo> *)
FUNC1(textures_keep_original, bool)
FUNC2(texture_set_proxy, RID, RID)
FUNC2(texture_set_force_redraw_if_visible, RID, bool)
/* SKY API */
FUNCRID(sky)
FUNC3(sky_set_texture, RID, RID, int)
/* SHADER API */
FUNCRID(shader)
FUNC2(shader_set_code, RID, const String &)
FUNC1RC(String, shader_get_code, RID)
FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)
FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
FUNC2(shader_add_custom_define, RID, const String &)
FUNC2SC(shader_get_custom_defines, RID, Vector<String> *)
FUNC2(shader_remove_custom_define, RID, const String &)
FUNC1(set_shader_async_hidden_forbidden, bool)
/* COMMON MATERIAL API */
FUNCRID(material)
FUNC2(material_set_shader, RID, RID)
FUNC1RC(RID, material_get_shader, RID)
FUNC3(material_set_param, RID, const StringName &, const Variant &)
FUNC2RC(Variant, material_get_param, RID, const StringName &)
FUNC2RC(Variant, material_get_param_default, RID, const StringName &)
FUNC2(material_set_render_priority, RID, int)
FUNC2(material_set_line_width, RID, float)
FUNC2(material_set_next_pass, RID, RID)
/* MESH API */
FUNCRID(mesh)
FUNC10(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> &)
FUNC2(mesh_set_blend_shape_count, RID, int)
FUNC1RC(int, mesh_get_blend_shape_count, RID)
FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
FUNC4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
FUNC3(mesh_surface_set_material, RID, int, RID)
FUNC2RC(RID, mesh_surface_get_material, RID, int)
FUNC2RC(int, mesh_surface_get_array_len, RID, int)
FUNC2RC(int, mesh_surface_get_array_index_len, RID, int)
FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)
FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)
FUNC2RC(uint32_t, mesh_surface_get_format, RID, int)
FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)
FUNC2RC(AABB, mesh_surface_get_aabb, RID, int)
FUNC2RC(Vector<PoolVector<uint8_t>>, mesh_surface_get_blend_shapes, RID, int)
FUNC2RC(Vector<AABB>, mesh_surface_get_skeleton_aabb, RID, int)
FUNC2(mesh_remove_surface, RID, int)
FUNC1RC(int, mesh_get_surface_count, RID)
FUNC2(mesh_set_custom_aabb, RID, const AABB &)
FUNC1RC(AABB, mesh_get_custom_aabb, RID)
FUNC1(mesh_clear, RID)
/* MULTIMESH API */
FUNCRID(multimesh)
FUNC5(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat, MultimeshCustomDataFormat)
FUNC1RC(int, multimesh_get_instance_count, RID)
FUNC2(multimesh_set_mesh, RID, RID)
FUNC3(multimesh_instance_set_transform, RID, int, const Transform &)
FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
FUNC3(multimesh_instance_set_color, RID, int, const Color &)
FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)
FUNC1RC(RID, multimesh_get_mesh, RID)
FUNC1RC(AABB, multimesh_get_aabb, RID)
FUNC2RC(Transform, multimesh_instance_get_transform, RID, int)
FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
FUNC2RC(Color, multimesh_instance_get_color, RID, int)
FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
FUNC2(multimesh_set_as_bulk_array, RID, const PoolVector<float> &)
FUNC3(multimesh_set_as_bulk_array_interpolated, RID, const PoolVector<float> &, const PoolVector<float> &)
FUNC2(multimesh_set_physics_interpolated, RID, bool)
FUNC2(multimesh_set_physics_interpolation_quality, RID, MultimeshPhysicsInterpolationQuality)
FUNC2(multimesh_instance_reset_physics_interpolation, RID, int)
FUNC2(multimesh_set_visible_instances, RID, int)
FUNC1RC(int, multimesh_get_visible_instances, RID)
/* IMMEDIATE API */
FUNCRID(immediate)
FUNC3(immediate_begin, RID, PrimitiveType, RID)
FUNC2(immediate_vertex, RID, const Vector3 &)
FUNC2(immediate_normal, RID, const Vector3 &)
FUNC2(immediate_tangent, RID, const Plane &)
FUNC2(immediate_color, RID, const Color &)
FUNC2(immediate_uv, RID, const Vector2 &)
FUNC2(immediate_uv2, RID, const Vector2 &)
FUNC1(immediate_end, RID)
FUNC1(immediate_clear, RID)
FUNC2(immediate_set_material, RID, RID)
FUNC1RC(RID, immediate_get_material, RID)
/* SKELETON API */
FUNCRID(skeleton)
FUNC3(skeleton_allocate, RID, int, bool)
FUNC1RC(int, skeleton_get_bone_count, RID)
FUNC3(skeleton_bone_set_transform, RID, int, const Transform &)
FUNC2RC(Transform, skeleton_bone_get_transform, RID, int)
FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
/* Light API */
FUNCRID(directional_light)
FUNCRID(omni_light)
FUNCRID(spot_light)
FUNC2(light_set_color, RID, const Color &)
FUNC3(light_set_param, RID, LightParam, float)
FUNC2(light_set_shadow, RID, bool)
FUNC2(light_set_shadow_color, RID, const Color &)
FUNC2(light_set_projector, RID, RID)
FUNC2(light_set_negative, RID, bool)
FUNC2(light_set_cull_mask, RID, uint32_t)
FUNC2(light_set_reverse_cull_face_mode, RID, bool)
FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
FUNC2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)
FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
FUNC2(light_directional_set_blend_splits, RID, bool)
FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
/* PROBE API */
FUNCRID(reflection_probe)
FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
FUNC2(reflection_probe_set_intensity, RID, float)
FUNC2(reflection_probe_set_interior_ambient, RID, const Color &)
FUNC2(reflection_probe_set_interior_ambient_energy, RID, float)
FUNC2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)
FUNC2(reflection_probe_set_max_distance, RID, float)
FUNC2(reflection_probe_set_extents, RID, const Vector3 &)
FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
FUNC2(reflection_probe_set_as_interior, RID, bool)
FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
FUNC2(reflection_probe_set_enable_shadows, RID, bool)
FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
FUNC2(reflection_probe_set_resolution, RID, int)
/* CAMERA API */
FUNCRID(camera)
FUNC2(camera_set_scenario, RID, RID)
FUNC4(camera_set_perspective, RID, float, float, float)
FUNC4(camera_set_orthogonal, RID, float, float, float)
FUNC5(camera_set_frustum, RID, float, Vector2, float, float)
FUNC2(camera_set_transform, RID, const Transform &)
FUNC2(camera_set_interpolated, RID, bool)
FUNC1(camera_reset_physics_interpolation, RID)
FUNC2(camera_set_cull_mask, RID, uint32_t)
FUNC2(camera_set_environment, RID, RID)
FUNC2(camera_set_use_vertical_aspect, RID, bool)
/* VIEWPORT TARGET API */
FUNCRID(viewport)
FUNC3(viewport_set_size, RID, int, int)
FUNC2(viewport_set_active, RID, bool)
FUNC2(viewport_set_parent_viewport, RID, RID)
FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)
FUNC2(viewport_set_render_direct_to_screen, RID, bool)
FUNC1(viewport_detach, RID)
FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
FUNC2(viewport_set_vflip, RID, bool)
FUNC1RC(RID, viewport_get_texture, RID)
FUNC2(viewport_set_hide_scenario, RID, bool)
FUNC2(viewport_set_hide_canvas, RID, bool)
FUNC2(viewport_set_disable_environment, RID, bool)
FUNC2(viewport_set_disable_3d, RID, bool)
FUNC2(viewport_set_keep_3d_linear, RID, bool)
FUNC2(viewport_attach_camera, RID, RID)
FUNC2(viewport_set_scenario, RID, RID)
FUNC2(viewport_attach_canvas, RID, RID)
FUNC2(viewport_remove_canvas, RID, RID)
FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
FUNC2(viewport_set_transparent_background, RID, bool)
FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
FUNC2(viewport_set_shadow_atlas_size, RID, int)
FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
FUNC2(viewport_set_msaa, RID, ViewportMSAA)
FUNC2(viewport_set_use_fxaa, RID, bool)
FUNC2(viewport_set_use_debanding, RID, bool)
FUNC2(viewport_set_sharpen_intensity, RID, float)
FUNC2(viewport_set_hdr, RID, bool)
FUNC2(viewport_set_use_32_bpc_depth, RID, bool)
FUNC2(viewport_set_usage, RID, ViewportUsage)
//this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport
virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {
return rendering_server->viewport_get_render_info(p_viewport, p_info);
}
FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
/* ENVIRONMENT API */
FUNCRID(environment)
FUNC2(environment_set_background, RID, Environment3DBG)
FUNC2(environment_set_sky, RID, RID)
FUNC2(environment_set_sky_custom_fov, RID, float)
FUNC2(environment_set_sky_orientation, RID, const Basis &)
FUNC2(environment_set_bg_color, RID, const Color &)
FUNC2(environment_set_bg_energy, RID, float)
FUNC2(environment_set_canvas_max_layer, RID, int)
FUNC4(environment_set_ambient_light, RID, const Color &, float, float)
FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool)
FUNC13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, Environment3DSSAOQuality, Environment3DSSAOBlur, float)
FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, Environment3DDOFBlurQuality)
FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, Environment3DDOFBlurQuality)
FUNC12(environment_set_glow, RID, bool, int, float, float, float, Environment3DGlowBlendMode, float, float, float, bool, bool)
FUNC9(environment_set_tonemap, RID, Environment3DToneMapper, float, float, bool, float, float, float, float)
FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
FUNC5(environment_set_fog, RID, bool, const Color &, const Color &, float)
FUNC7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
FUNC5(environment_set_fog_height, RID, bool, float, float, float)
FUNCRID(scenario)
FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
FUNC2(scenario_set_environment, RID, RID)
FUNC3(scenario_set_reflection_atlas_size, RID, int, int)
FUNC2(scenario_set_fallback_environment, RID, RID)
FUNC2(scenario_set_physics_interpolation_enabled, RID, bool)
/* INSTANCING API */
FUNCRID(instance)
FUNC2(instance_set_base, RID, RID)
FUNC2(instance_set_scenario, RID, RID)
FUNC2(instance_set_layer_mask, RID, uint32_t)
FUNC3(instance_set_pivot_data, RID, float, bool)
FUNC2(instance_set_transform, RID, const Transform &)
FUNC2(instance_set_interpolated, RID, bool)
FUNC1(instance_reset_physics_interpolation, RID)
FUNC2(instance_attach_object_instance_id, RID, ObjectID)
FUNC3(instance_set_blend_shape_weight, RID, int, float)
FUNC3(instance_set_surface_material, RID, int, RID)
FUNC2(instance_set_visible, RID, bool)
FUNC2(instance_set_custom_aabb, RID, AABB)
FUNC2(instance_attach_skeleton, RID, RID)
FUNC2(instance_set_exterior, RID, bool)
FUNC2(instance_set_extra_visibility_margin, RID, real_t)
// Portals
FUNC2(instance_set_portal_mode, RID, InstancePortalMode)
FUNCRID(ghost)
FUNC4(ghost_set_scenario, RID, RID, ObjectID, const AABB &)
FUNC2(ghost_update, RID, const AABB &)
FUNCRID(portal)
FUNC2(portal_set_scenario, RID, RID)
FUNC3(portal_set_geometry, RID, const Vector<Vector3> &, real_t)
FUNC4(portal_link, RID, RID, RID, bool)
FUNC2(portal_set_active, RID, bool)
// Roomgroups
FUNCRID(roomgroup)
FUNC2(roomgroup_prepare, RID, ObjectID)
FUNC2(roomgroup_set_scenario, RID, RID)
FUNC2(roomgroup_add_room, RID, RID)
// Occluders
FUNCRID(occluder_instance)
FUNC2(occluder_instance_set_scenario, RID, RID)
FUNC2(occluder_instance_link_resource, RID, RID)
FUNC2(occluder_instance_set_transform, RID, const Transform &)
FUNC2(occluder_instance_set_active, RID, bool)
FUNCRID(occluder_resource)
FUNC2(occluder_resource_prepare, RID, OccluderType)
FUNC2(occluder_resource_spheres_update, RID, const Vector<Plane> &)
FUNC2(occluder_resource_mesh_update, RID, const Geometry::OccluderMeshData &)
FUNC1(set_use_occlusion_culling, bool)
FUNC1RC(Geometry::MeshData, occlusion_debug_get_current_polys, RID)
// Rooms
FUNCRID(room)
FUNC2(room_set_scenario, RID, RID)
FUNC4(room_add_instance, RID, RID, const AABB &, const Vector<Vector3> &)
FUNC3(room_add_ghost, RID, ObjectID, const AABB &)
FUNC5(room_set_bound, RID, ObjectID, const Vector<Plane> &, const AABB &, const Vector<Vector3> &)
FUNC2(room_prepare, RID, int32_t)
FUNC1(rooms_and_portals_clear, RID)
FUNC2(rooms_unload, RID, String)
FUNC8(rooms_finalize, RID, bool, bool, bool, bool, String, bool, bool)
FUNC4(rooms_override_camera, RID, bool, const Vector3 &, const Vector<Plane> *)
FUNC2(rooms_set_active, RID, bool)
FUNC3(rooms_set_params, RID, int, real_t)
FUNC3(rooms_set_debug_feature, RID, RoomsDebugFeature, bool)
FUNC2(rooms_update_gameplay_monitor, RID, const Vector<Vector3> &)
// don't use this in a game
FUNC1RC(bool, rooms_is_loaded, RID)
// Callbacks
FUNC1(callbacks_register, RenderingServerCallbacks *)
// don't use these in a game!
FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
FUNC2(instance_geometry_set_material_override, RID, RID)
FUNC2(instance_geometry_set_material_overlay, RID, RID)
FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float)
FUNC2(instance_geometry_set_as_instance_lod, RID, RID)
/* CANVAS (2D) */
FUNCRID(canvas)
FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
FUNC2(canvas_set_modulate, RID, const Color &)
FUNC3(canvas_set_parent, RID, RID, float)
FUNC1(canvas_set_disable_scale, bool)
FUNCRID(canvas_item)
FUNC2(canvas_item_set_parent, RID, RID)
FUNC2(canvas_item_set_visible, RID, bool)
FUNC2(canvas_item_set_light_mask, RID, int)
FUNC2(canvas_item_set_update_when_visible, RID, bool)
FUNC2(canvas_item_set_transform, RID, const Transform2D &)
FUNC2(canvas_item_set_clip, RID, bool)
FUNC2(canvas_item_set_distance_field_mode, RID, bool)
FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
FUNC2(canvas_item_set_modulate, RID, const Color &)
FUNC2(canvas_item_set_self_modulate, RID, const Color &)
FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
FUNC5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
FUNC5(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
FUNC7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID)
FUNC8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool)
FUNC7(canvas_item_add_texture_multirect_region, RID, const Vector<Rect2> &, RID, const Vector<Rect2> &, const Color &, uint32_t, RID)
FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
FUNC7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
FUNC7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
FUNC12(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)
FUNC6(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID)
FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID)
FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
FUNC2(canvas_item_add_clip_ignore, RID, bool)
FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
FUNC2(canvas_item_set_z_index, RID, int)
FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
FUNC2(canvas_item_attach_skeleton, RID, RID)
FUNC2(canvas_item_set_skeleton_relative_xform, RID, Transform2D)
FUNC1R(Rect2, _debug_canvas_item_get_rect, RID)
FUNC1(canvas_item_clear, RID)
FUNC2(canvas_item_set_draw_index, RID, int)
FUNC2(canvas_item_set_material, RID, RID)
FUNC2(canvas_item_set_use_parent_material, RID, bool)
FUNC0R(RID, canvas_light_create)
FUNC2(canvas_light_attach_to_canvas, RID, RID)
FUNC2(canvas_light_set_enabled, RID, bool)
FUNC2(canvas_light_set_scale, RID, float)
FUNC2(canvas_light_set_transform, RID, const Transform2D &)
FUNC2(canvas_light_set_texture, RID, RID)
FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
FUNC2(canvas_light_set_color, RID, const Color &)
FUNC2(canvas_light_set_height, RID, float)
FUNC2(canvas_light_set_energy, RID, float)
FUNC3(canvas_light_set_z_range, RID, int, int)
FUNC3(canvas_light_set_layer_range, RID, int, int)
FUNC2(canvas_light_set_item_cull_mask, RID, int)
FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
FUNC2(canvas_light_set_shadow_enabled, RID, bool)
FUNC2(canvas_light_set_shadow_buffer_size, RID, int)
FUNC2(canvas_light_set_shadow_gradient_length, RID, float)
FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
FUNC2(canvas_light_set_shadow_color, RID, const Color &)
FUNC2(canvas_light_set_shadow_smooth, RID, float)
FUNCRID(canvas_light_occluder)
FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
FUNC2(canvas_light_occluder_set_enabled, RID, bool)
FUNC2(canvas_light_occluder_set_polygon, RID, RID)
FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
FUNC2(canvas_light_occluder_set_light_mask, RID, int)
FUNCRID(canvas_occluder_polygon)
FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)
FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
/* BLACK BARS */
FUNC4(black_bars_set_margins, int, int, int, int)
FUNC4(black_bars_set_images, RID, RID, RID, RID)
/* FREE */
FUNC1(free, RID)
/* EVENT QUEUING */
FUNC3(request_frame_drawn_callback, Object *, const StringName &, const Variant &)
virtual void init();
virtual void finish();
virtual void draw(bool p_swap_buffers, double frame_step);
virtual void sync();
virtual void scenario_tick(RID p_scenario);
virtual void scenario_pre_draw(RID p_scenario, bool p_will_draw);
FUNC1RC(bool, has_changed, ChangedPriority)
/* RENDER INFO */
//this passes directly to avoid stalling
virtual uint64_t get_render_info(RenderInfo p_info) {
return rendering_server->get_render_info(p_info);
}
virtual String get_video_adapter_name() const {
return rendering_server->get_video_adapter_name();
}
virtual String get_video_adapter_vendor() const {
return rendering_server->get_video_adapter_vendor();
}
FUNC4(set_boot_image, const Ref<Image> &, const Color &, bool, bool)
FUNC1(set_default_clear_color, const Color &)
FUNC1(set_shader_time_scale, float)
FUNC0R(RID, get_test_cube)
FUNC1(set_debug_generate_wireframes, bool)
virtual bool has_feature(Features p_feature) const {
return rendering_server->has_feature(p_feature);
}
virtual bool has_os_feature(const String &p_feature) const {
return rendering_server->has_os_feature(p_feature);
}
FUNC1(call_set_use_vsync, bool)
static void set_use_vsync_callback(bool p_enable);
virtual bool is_low_end() const {
return rendering_server->is_low_end();
}
RenderingServerWrapMT(RenderingServer *p_contained, bool p_create_thread);
~RenderingServerWrapMT();
#undef ServerName
#undef ServerNameWrapMT
#undef server_name
};
#ifdef DEBUG_SYNC
#undef DEBUG_SYNC
#endif
#undef SYNC_DEBUG
#endif