godot/servers/visual/visual_server_raster.h

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/*************************************************************************/
/* visual_server_raster.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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#ifndef VISUAL_SERVER_RASTER_H
#define VISUAL_SERVER_RASTER_H
#include "core/math/octree.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual_server.h"
#include "visual_server_canvas.h"
#include "visual_server_globals.h"
#include "visual_server_scene.h"
#include "visual_server_viewport.h"
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class VisualServerRaster : public VisualServer {
enum {
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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)
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};
static int changes;
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();
static void _changes_changed() {}
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public:
//if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
//#define DEBUG_CHANGES
#ifdef DEBUG_CHANGES
_FORCE_INLINE_ static void redraw_request() {
changes++;
_changes_changed();
}
#define DISPLAY_CHANGED \
changes++; \
_changes_changed();
#else
_FORCE_INLINE_ static void redraw_request() { changes++; }
#define DISPLAY_CHANGED \
changes++;
#endif
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#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); }
#define BIND14(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, m_type14) \
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, m_type14 arg14) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14); }
#define BIND15(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, m_type14, m_type15) \
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, m_type14 arg14, m_type15 arg15) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15); }
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//from now on, calls forwarded to this singleton
#define BINDBASE VSG::storage
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/* TEXTURE API */
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//these go pass-through, as they can be called from any thread
BIND1R(RID, texture_2d_create, const Ref<Image> &)
BIND2R(RID, texture_2d_layered_create, const Vector<Ref<Image> > &, TextureLayeredType)
BIND1R(RID, texture_3d_create, const Vector<Ref<Image> > &)
BIND1R(RID, texture_proxy_create, RID)
//goes pass-through
BIND3(texture_2d_update_immediate, RID, const Ref<Image> &, int)
//these go through command queue if they are in another thread
BIND3(texture_2d_update, RID, const Ref<Image> &, int)
BIND4(texture_3d_update, RID, const Ref<Image> &, int, int)
BIND2(texture_proxy_update, RID, RID)
//these also go pass-through
BIND0R(RID, texture_2d_placeholder_create)
BIND0R(RID, texture_2d_layered_placeholder_create)
BIND0R(RID, texture_3d_placeholder_create)
BIND1RC(Ref<Image>, texture_2d_get, RID)
BIND2RC(Ref<Image>, texture_2d_layer_get, RID, int)
BIND3RC(Ref<Image>, texture_3d_slice_get, RID, int, int)
BIND2(texture_replace, RID, RID)
BIND3(texture_set_size_override, RID, int, int)
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
BIND2(texture_bind, RID, uint32_t)
#endif
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BIND3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
BIND3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
BIND3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *)
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BIND2(texture_set_path, RID, const String &)
BIND1RC(String, texture_get_path, RID)
BIND1(texture_debug_usage, List<TextureInfo> *)
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BIND2(texture_set_force_redraw_if_visible, RID, bool)
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/* SHADER API */
BIND0R(RID, shader_create)
BIND2(shader_set_code, RID, const String &)
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)
BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
BIND2RC(Variant, shader_get_param_default, RID, const StringName &)
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/* COMMON MATERIAL API */
BIND0R(RID, material_create)
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BIND2(material_set_shader, RID, RID)
BIND3(material_set_param, RID, const StringName &, const Variant &)
BIND2RC(Variant, material_get_param, RID, const StringName &)
BIND2(material_set_render_priority, RID, int)
BIND2(material_set_next_pass, RID, RID)
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/* MESH API */
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virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) {
RID mesh = mesh_create();
for (int i = 0; i < p_surfaces.size(); i++) {
mesh_add_surface(mesh, p_surfaces[i]);
}
return mesh;
}
BIND0R(RID, mesh_create)
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BIND2(mesh_add_surface, RID, const SurfaceData &)
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BIND1RC(int, mesh_get_blend_shape_count, RID)
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BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
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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(SurfaceData, mesh_get_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 &)
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)
BIND1RC(int, multimesh_get_instance_count, RID)
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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 &)
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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)
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> &)
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BIND2(multimesh_set_visible_instances, RID, int)
BIND1RC(int, multimesh_get_visible_instances, RID)
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/* IMMEDIATE API */
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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)
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/* SKELETON API */
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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)
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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)
BIND0R(RID, omni_light_create)
BIND0R(RID, spot_light_create)
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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_set_use_gi, RID, bool)
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BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
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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)
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/* PROBE API */
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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)
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/* BAKED LIGHT API */
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BIND0R(RID, gi_probe_create)
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BIND2(gi_probe_set_bounds, RID, const AABB &)
BIND1RC(AABB, gi_probe_get_bounds, RID)
BIND2(gi_probe_set_cell_size, RID, float)
BIND1RC(float, gi_probe_get_cell_size, RID)
BIND2(gi_probe_set_to_cell_xform, RID, const Transform &)
BIND1RC(Transform, gi_probe_get_to_cell_xform, RID)
BIND2(gi_probe_set_dynamic_range, RID, int)
BIND1RC(int, gi_probe_get_dynamic_range, RID)
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BIND2(gi_probe_set_energy, RID, float)
BIND1RC(float, gi_probe_get_energy, RID)
BIND2(gi_probe_set_bias, RID, float)
BIND1RC(float, gi_probe_get_bias, RID)
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BIND2(gi_probe_set_normal_bias, RID, float)
BIND1RC(float, gi_probe_get_normal_bias, RID)
BIND2(gi_probe_set_propagation, RID, float)
BIND1RC(float, gi_probe_get_propagation, RID)
BIND2(gi_probe_set_interior, RID, bool)
BIND1RC(bool, gi_probe_is_interior, RID)
BIND2(gi_probe_set_compress, RID, bool)
BIND1RC(bool, gi_probe_is_compressed, RID)
BIND2(gi_probe_set_dynamic_data, RID, const PoolVector<int> &)
BIND1RC(PoolVector<int>, gi_probe_get_dynamic_data, RID)
/* LIGHTMAP CAPTURE */
BIND0R(RID, lightmap_capture_create)
BIND2(lightmap_capture_set_bounds, RID, const AABB &)
BIND1RC(AABB, lightmap_capture_get_bounds, RID)
BIND2(lightmap_capture_set_octree, RID, const PoolVector<uint8_t> &)
BIND1RC(PoolVector<uint8_t>, lightmap_capture_get_octree, RID)
BIND2(lightmap_capture_set_octree_cell_transform, RID, const Transform &)
BIND1RC(Transform, lightmap_capture_get_octree_cell_transform, RID)
BIND2(lightmap_capture_set_octree_cell_subdiv, RID, int)
BIND1RC(int, lightmap_capture_get_octree_cell_subdiv, RID)
BIND2(lightmap_capture_set_energy, RID, float)
BIND1RC(float, lightmap_capture_get_energy, RID)
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/* PARTICLES */
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BIND0R(RID, particles_create)
BIND2(particles_set_emitting, RID, bool)
BIND1R(bool, particles_get_emitting, RID)
BIND2(particles_set_amount, RID, int)
BIND2(particles_set_lifetime, RID, float)
BIND2(particles_set_one_shot, RID, bool)
BIND2(particles_set_pre_process_time, RID, float)
BIND2(particles_set_explosiveness_ratio, RID, float)
BIND2(particles_set_randomness_ratio, RID, float)
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BIND2(particles_set_custom_aabb, RID, const AABB &)
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BIND2(particles_set_speed_scale, RID, float)
BIND2(particles_set_use_local_coordinates, RID, bool)
BIND2(particles_set_process_material, RID, RID)
BIND2(particles_set_fixed_fps, RID, int)
BIND2(particles_set_fractional_delta, RID, bool)
BIND1R(bool, particles_is_inactive, RID)
BIND1(particles_request_process, RID)
BIND1(particles_restart, RID)
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BIND2(particles_set_draw_order, RID, VS::ParticlesDrawOrder)
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BIND2(particles_set_draw_passes, RID, int)
BIND3(particles_set_draw_pass_mesh, RID, int, RID)
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BIND1R(AABB, particles_get_current_aabb, RID)
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BIND2(particles_set_emission_transform, RID, const Transform &)
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#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::scene
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2016-12-20 11:21:07 +08:00
/* CAMERA API */
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BIND0R(RID, camera_create)
BIND4(camera_set_perspective, RID, float, float, float)
BIND4(camera_set_orthogonal, RID, float, float, float)
BIND5(camera_set_frustum, RID, float, Vector2, float, float)
BIND2(camera_set_transform, RID, const Transform &)
BIND2(camera_set_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
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/* VIEWPORT TARGET API */
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BIND0R(RID, viewport_create)
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BIND2(viewport_set_use_arvr, RID, bool)
BIND3(viewport_set_size, RID, int, int)
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BIND2(viewport_set_active, RID, bool)
BIND2(viewport_set_parent_viewport, RID, RID)
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BIND2(viewport_set_clear_mode, RID, ViewportClearMode)
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BIND3(viewport_attach_to_screen, RID, const Rect2 &, int)
BIND2(viewport_set_render_direct_to_screen, RID, bool)
BIND1(viewport_detach, RID)
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BIND2(viewport_set_update_mode, RID, ViewportUpdateMode)
BIND2(viewport_set_vflip, RID, bool)
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BIND1RC(RID, viewport_get_texture, RID)
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BIND2(viewport_set_hide_scenario, RID, bool)
BIND2(viewport_set_hide_canvas, RID, bool)
BIND2(viewport_set_disable_environment, RID, bool)
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BIND2(viewport_attach_camera, RID, RID)
BIND2(viewport_set_scenario, RID, RID)
BIND2(viewport_attach_canvas, RID, RID)
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BIND2(viewport_remove_canvas, RID, RID)
BIND3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
BIND2(viewport_set_transparent_background, RID, bool)
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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)
BIND2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
BIND2(viewport_set_debug_draw, RID, ViewportDebugDraw)
/* ENVIRONMENT API */
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#undef BINDBASE
//from now on, calls forwarded to this singleton
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#define BINDBASE VSG::scene_render
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BIND1(directional_shadow_atlas_set_size, int)
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/* SKY API */
BIND0R(RID, sky_create)
BIND2(sky_set_radiance_size, RID, int)
BIND2(sky_set_mode, RID, SkyMode)
BIND2(sky_set_texture, RID, RID)
BIND0R(RID, environment_create)
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BIND2(environment_set_background, RID, EnvironmentBG)
BIND2(environment_set_sky, RID, RID)
BIND2(environment_set_sky_custom_fov, RID, float)
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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)
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BIND6(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource)
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
BIND2(environment_set_camera_feed_id, RID, int)
#endif
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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)
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BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
BIND11(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
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BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
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BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
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BIND5(environment_set_fog, RID, bool, const Color &, const Color &, float)
BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
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BIND5(environment_set_fog_height, RID, bool, float, float, float)
/* SCENARIO API */
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#undef BINDBASE
#define BINDBASE VSG::scene
BIND0R(RID, scenario_create)
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BIND2(scenario_set_debug, RID, ScenarioDebugMode)
BIND2(scenario_set_environment, RID, RID)
BIND2(scenario_set_fallback_environment, RID, RID)
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/* INSTANCING API */
BIND0R(RID, instance_create)
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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_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)
BIND3(instance_set_use_lightmap, RID, RID, RID)
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BIND2(instance_set_custom_aabb, RID, AABB)
BIND2(instance_attach_skeleton, RID, RID)
BIND2(instance_set_exterior, RID, bool)
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BIND2(instance_set_extra_visibility_margin, RID, real_t)
// don't use these in a game!
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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)
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
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/* CANVAS (2D) */
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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)
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BIND2(canvas_item_set_update_when_visible, RID, bool)
BIND2(canvas_item_set_transform, RID, const Transform2D &)
BIND2(canvas_item_set_clip, RID, bool)
BIND2(canvas_item_set_distance_field_mode, RID, bool)
BIND3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
BIND2(canvas_item_set_modulate, RID, const Color &)
BIND2(canvas_item_set_self_modulate, RID, const Color &)
BIND2(canvas_item_set_draw_behind_parent, RID, bool)
BIND2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
BIND2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
BIND5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float)
BIND4(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float)
BIND4(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float)
BIND3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
BIND4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
BIND11(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
BIND12(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, RID, const Color &, bool, CanvasItemTextureFilter, CanvasItemTextureRepeat)
BIND15(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
BIND11(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
BIND10(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
BIND14(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, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
BIND10(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
BIND8(canvas_item_add_multimesh, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
BIND8(canvas_item_add_particles, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
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 &)
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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_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)
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/* 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);
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/* FREE */
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virtual void free(RID p_rid); ///< free RIDs associated with the visual server
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/* 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() const;
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virtual void init();
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virtual void finish();
/* STATUS INFORMATION */
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virtual int get_render_info(RenderInfo p_info);
virtual String get_video_adapter_name() const;
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);
virtual void set_default_clear_color(const Color &p_color);
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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;
VisualServerRaster();
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~VisualServerRaster();
#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
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};
#endif