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/**************************************************************************/
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/* rendering_server_default.h */
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/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 RENDERING_SERVER_DEFAULT_H
# define RENDERING_SERVER_DEFAULT_H
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# include "core/object/worker_thread_pool.h"
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# include "core/os/thread.h"
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# include "core/templates/command_queue_mt.h"
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# include "core/templates/hash_map.h"
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# include "renderer_canvas_cull.h"
# include "renderer_scene_cull.h"
# include "renderer_viewport.h"
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# include "rendering_server_globals.h"
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# include "servers/rendering/renderer_compositor.h"
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# include "servers/rendering_server.h"
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# include "servers/server_wrap_mt_common.h"
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class RenderingServerDefault : public RenderingServer {
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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 ,
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MAX_LIGHT_SAMPLERS = 256 ,
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INSTANCE_ROOMLESS_MASK = ( 1 < < 20 )
} ;
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static int changes ;
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RID test_cube ;
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List < Callable > frame_drawn_callbacks ;
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static void _changes_changed ( ) { }
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uint64_t frame_profile_frame ;
Vector < FrameProfileArea > frame_profile ;
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double frame_setup_time = 0 ;
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//for printing
bool print_gpu_profile = false ;
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HashMap < String , float > print_gpu_profile_task_time ;
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uint64_t print_frame_profile_ticks_from = 0 ;
uint32_t print_frame_profile_frame_count = 0 ;
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mutable CommandQueueMT command_queue ;
void _thread_loop ( ) ;
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Thread : : ID server_thread = Thread : : UNASSIGNED_ID ;
WorkerThreadPool : : TaskID server_task_id = WorkerThreadPool : : INVALID_TASK_ID ;
bool exit = false ;
bool create_thread = false ;
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void _thread_draw ( bool p_swap_buffers , double frame_step ) ;
void _thread_exit ( ) ;
void _draw ( bool p_swap_buffers , double frame_step ) ;
void _init ( ) ;
void _finish ( ) ;
void _free ( RID p_rid ) ;
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void _call_on_render_thread ( const Callable & p_callable ) ;
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public :
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//if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
//#define DEBUG_CHANGES
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# ifdef DEBUG_CHANGES
_FORCE_INLINE_ static void redraw_request ( ) {
changes + + ;
_changes_changed ( ) ;
}
# else
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_FORCE_INLINE_ static void redraw_request ( ) {
changes + + ;
}
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# endif
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# define WRITE_ACTION redraw_request();
# ifdef DEBUG_SYNC
# define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
# else
# define SYNC_DEBUG
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# endif
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# ifdef DEBUG_ENABLED
# define MAIN_THREAD_SYNC_WARN WARN_PRINT("Call to " + String(__FUNCTION__) + " causing RenderingServer synchronizations on every frame. This significantly affects performance.");
# endif
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# include "servers/server_wrap_mt_common.h"
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/* TEXTURE API */
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# define ServerName RendererTextureStorage
# define server_name RSG::texture_storage
# define FUNCRIDTEX0(m_type) \
virtual RID m_type # # _create ( ) override { \
RID ret = RSG : : texture_storage - > texture_allocate ( ) ; \
if ( Thread : : get_caller_id ( ) = = server_thread | | RSG : : texture_storage - > can_create_resources_async ( ) ) { \
RSG : : texture_storage - > m_type # # _initialize ( ret ) ; \
} else { \
command_queue . push ( RSG : : texture_storage , & RendererTextureStorage : : m_type # # _initialize , ret ) ; \
} \
return ret ; \
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}
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# define FUNCRIDTEX1(m_type, m_type1) \
virtual RID m_type # # _create ( m_type1 p1 ) override { \
RID ret = RSG : : texture_storage - > texture_allocate ( ) ; \
if ( Thread : : get_caller_id ( ) = = server_thread | | RSG : : texture_storage - > can_create_resources_async ( ) ) { \
RSG : : texture_storage - > m_type # # _initialize ( ret , p1 ) ; \
} else { \
command_queue . push ( RSG : : texture_storage , & RendererTextureStorage : : m_type # # _initialize , ret , p1 ) ; \
} \
return ret ; \
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}
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# define FUNCRIDTEX2(m_type, m_type1, m_type2) \
virtual RID m_type # # _create ( m_type1 p1 , m_type2 p2 ) override { \
RID ret = RSG : : texture_storage - > texture_allocate ( ) ; \
if ( Thread : : get_caller_id ( ) = = server_thread | | RSG : : texture_storage - > can_create_resources_async ( ) ) { \
RSG : : texture_storage - > m_type # # _initialize ( ret , p1 , p2 ) ; \
} else { \
command_queue . push ( RSG : : texture_storage , & RendererTextureStorage : : m_type # # _initialize , ret , p1 , p2 ) ; \
} \
return ret ; \
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}
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# define FUNCRIDTEX6(m_type, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
virtual RID m_type # # _create ( m_type1 p1 , m_type2 p2 , m_type3 p3 , m_type4 p4 , m_type5 p5 , m_type6 p6 ) override { \
RID ret = RSG : : texture_storage - > texture_allocate ( ) ; \
if ( Thread : : get_caller_id ( ) = = server_thread | | RSG : : texture_storage - > can_create_resources_async ( ) ) { \
RSG : : texture_storage - > m_type # # _initialize ( ret , p1 , p2 , p3 , p4 , p5 , p6 ) ; \
} else { \
command_queue . push ( RSG : : texture_storage , & RendererTextureStorage : : m_type # # _initialize , ret , p1 , p2 , p3 , p4 , p5 , p6 ) ; \
} \
return ret ; \
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}
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//these go pass-through, as they can be called from any thread
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FUNCRIDTEX1 ( texture_2d , const Ref < Image > & )
FUNCRIDTEX2 ( texture_2d_layered , const Vector < Ref < Image > > & , TextureLayeredType )
FUNCRIDTEX6 ( texture_3d , Image : : Format , int , int , int , bool , const Vector < Ref < Image > > & )
FUNCRIDTEX1 ( texture_proxy , RID )
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//these go through command queue if they are in another thread
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FUNC3 ( texture_2d_update , RID , const Ref < Image > & , int )
FUNC2 ( texture_3d_update , RID , const Vector < Ref < Image > > & )
FUNC2 ( texture_proxy_update , RID , RID )
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//these also go pass-through
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FUNCRIDTEX0 ( texture_2d_placeholder )
FUNCRIDTEX1 ( texture_2d_layered_placeholder , TextureLayeredType )
FUNCRIDTEX0 ( texture_3d_placeholder )
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FUNC1RC ( Ref < Image > , texture_2d_get , RID )
FUNC2RC ( Ref < Image > , texture_2d_layer_get , RID , int )
FUNC1RC ( Vector < Ref < Image > > , texture_3d_get , RID )
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FUNC2 ( texture_replace , RID , RID )
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FUNC3 ( texture_set_size_override , RID , int , int )
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// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
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FUNC2 ( texture_bind , RID , uint32_t )
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# endif
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FUNC3 ( texture_set_detect_3d_callback , RID , TextureDetectCallback , void * )
FUNC3 ( texture_set_detect_normal_callback , RID , TextureDetectCallback , void * )
FUNC3 ( texture_set_detect_roughness_callback , RID , TextureDetectRoughnessCallback , void * )
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FUNC2 ( texture_set_path , RID , const String & )
FUNC1RC ( String , texture_get_path , RID )
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FUNC1RC ( Image : : Format , texture_get_format , RID )
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FUNC1 ( texture_debug_usage , List < TextureInfo > * )
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FUNC2 ( texture_set_force_redraw_if_visible , RID , bool )
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FUNCRIDTEX2 ( texture_rd , const RID & , const RS : : TextureLayeredType )
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FUNC2RC ( RID , texture_get_rd_texture , RID , bool )
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FUNC2RC ( uint64_t , texture_get_native_handle , RID , bool )
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/* SHADER API */
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# undef ServerName
# undef server_name
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# define ServerName RendererMaterialStorage
# define server_name RSG::material_storage
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FUNCRIDSPLIT ( shader )
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FUNC2 ( shader_set_code , RID , const String & )
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FUNC2 ( shader_set_path_hint , RID , const String & )
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FUNC1RC ( String , shader_get_code , RID )
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FUNC2SC ( get_shader_parameter_list , RID , List < PropertyInfo > * )
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FUNC4 ( shader_set_default_texture_parameter , RID , const StringName & , RID , int )
FUNC3RC ( RID , shader_get_default_texture_parameter , RID , const StringName & , int )
FUNC2RC ( Variant , shader_get_parameter_default , RID , const StringName & )
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FUNC1RC ( ShaderNativeSourceCode , shader_get_native_source_code , RID )
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/* COMMON MATERIAL API */
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FUNCRIDSPLIT ( material )
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FUNC2 ( material_set_shader , RID , RID )
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FUNC3 ( material_set_param , RID , const StringName & , const Variant & )
FUNC2RC ( Variant , material_get_param , RID , const StringName & )
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FUNC2 ( material_set_render_priority , RID , int )
FUNC2 ( material_set_next_pass , RID , RID )
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/* MESH API */
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//from now on, calls forwarded to this singleton
# undef ServerName
# undef server_name
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# define ServerName RendererMeshStorage
# define server_name RSG::mesh_storage
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virtual RID mesh_create_from_surfaces ( const Vector < SurfaceData > & p_surfaces , int p_blend_shape_count = 0 ) override {
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RID mesh = RSG : : mesh_storage - > mesh_allocate ( ) ;
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// TODO once we have RSG::mesh_storage, add can_create_resources_async and call here instead of texture_storage!!
if ( Thread : : get_caller_id ( ) = = server_thread | | RSG : : texture_storage - > can_create_resources_async ( ) ) {
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if ( Thread : : get_caller_id ( ) = = server_thread ) {
command_queue . flush_if_pending ( ) ;
}
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RSG : : mesh_storage - > mesh_initialize ( mesh ) ;
RSG : : mesh_storage - > mesh_set_blend_shape_count ( mesh , p_blend_shape_count ) ;
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for ( int i = 0 ; i < p_surfaces . size ( ) ; i + + ) {
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RSG : : mesh_storage - > mesh_add_surface ( mesh , p_surfaces [ i ] ) ;
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}
} else {
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command_queue . push ( RSG : : mesh_storage , & RendererMeshStorage : : mesh_initialize , mesh ) ;
command_queue . push ( RSG : : mesh_storage , & RendererMeshStorage : : mesh_set_blend_shape_count , mesh , p_blend_shape_count ) ;
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for ( int i = 0 ; i < p_surfaces . size ( ) ; i + + ) {
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command_queue . push ( RSG : : mesh_storage , & RendererMeshStorage : : mesh_add_surface , mesh , p_surfaces [ i ] ) ;
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}
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}
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return mesh ;
}
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FUNC2 ( mesh_set_blend_shape_count , RID , int )
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FUNCRIDSPLIT ( mesh )
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FUNC2 ( mesh_add_surface , RID , const SurfaceData & )
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FUNC1RC ( int , mesh_get_blend_shape_count , RID )
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FUNC2 ( mesh_set_blend_shape_mode , RID , BlendShapeMode )
FUNC1RC ( BlendShapeMode , mesh_get_blend_shape_mode , RID )
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FUNC4 ( mesh_surface_update_vertex_region , RID , int , int , const Vector < uint8_t > & )
FUNC4 ( mesh_surface_update_attribute_region , RID , int , int , const Vector < uint8_t > & )
FUNC4 ( mesh_surface_update_skin_region , RID , int , int , const Vector < uint8_t > & )
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FUNC3 ( mesh_surface_set_material , RID , int , RID )
FUNC2RC ( RID , mesh_surface_get_material , RID , int )
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FUNC2RC ( SurfaceData , mesh_get_surface , RID , int )
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FUNC1RC ( int , mesh_get_surface_count , RID )
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FUNC2 ( mesh_set_custom_aabb , RID , const AABB & )
FUNC1RC ( AABB , mesh_get_custom_aabb , RID )
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FUNC2 ( mesh_set_path , RID , const String & )
FUNC1RC ( String , mesh_get_path , RID )
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FUNC2 ( mesh_set_shadow_mesh , RID , RID )
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FUNC1 ( mesh_clear , RID )
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/* MULTIMESH API */
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FUNCRIDSPLIT ( multimesh )
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FUNC5 ( multimesh_allocate_data , RID , int , MultimeshTransformFormat , bool , bool )
FUNC1RC ( int , multimesh_get_instance_count , RID )
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FUNC2 ( multimesh_set_mesh , RID , RID )
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FUNC3 ( multimesh_instance_set_transform , RID , int , const Transform3D & )
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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 & )
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FUNC2 ( multimesh_set_custom_aabb , RID , const AABB & )
FUNC1RC ( AABB , multimesh_get_custom_aabb , RID )
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FUNC1RC ( RID , multimesh_get_mesh , RID )
FUNC1RC ( AABB , multimesh_get_aabb , RID )
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FUNC2RC ( Transform3D , multimesh_instance_get_transform , RID , int )
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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 )
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FUNC2 ( multimesh_set_buffer , RID , const Vector < float > & )
FUNC1RC ( Vector < float > , multimesh_get_buffer , RID )
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FUNC2 ( multimesh_set_visible_instances , RID , int )
FUNC1RC ( int , multimesh_get_visible_instances , RID )
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/* SKELETON API */
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FUNCRIDSPLIT ( skeleton )
FUNC3 ( skeleton_allocate_data , RID , int , bool )
FUNC1RC ( int , skeleton_get_bone_count , RID )
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FUNC3 ( skeleton_bone_set_transform , RID , int , const Transform3D & )
FUNC2RC ( Transform3D , skeleton_bone_get_transform , RID , int )
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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 & )
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/* Light API */
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# undef ServerName
# undef server_name
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# define ServerName RendererLightStorage
# define server_name RSG::light_storage
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FUNCRIDSPLIT ( directional_light )
FUNCRIDSPLIT ( omni_light )
FUNCRIDSPLIT ( spot_light )
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FUNC2 ( light_set_color , RID , const Color & )
FUNC3 ( light_set_param , RID , LightParam , float )
FUNC2 ( light_set_shadow , RID , bool )
FUNC2 ( light_set_projector , RID , RID )
FUNC2 ( light_set_negative , RID , bool )
FUNC2 ( light_set_cull_mask , RID , uint32_t )
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FUNC5 ( light_set_distance_fade , RID , bool , float , float , float )
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FUNC2 ( light_set_reverse_cull_face_mode , RID , bool )
FUNC2 ( light_set_bake_mode , RID , LightBakeMode )
FUNC2 ( light_set_max_sdfgi_cascade , RID , uint32_t )
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FUNC2 ( light_omni_set_shadow_mode , RID , LightOmniShadowMode )
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FUNC2 ( light_directional_set_shadow_mode , RID , LightDirectionalShadowMode )
FUNC2 ( light_directional_set_blend_splits , RID , bool )
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FUNC2 ( light_directional_set_sky_mode , RID , LightDirectionalSkyMode )
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2016-10-03 21:33:42 +02:00
/* PROBE API */
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FUNCRIDSPLIT ( reflection_probe )
FUNC2 ( reflection_probe_set_update_mode , RID , ReflectionProbeUpdateMode )
FUNC2 ( reflection_probe_set_intensity , RID , float )
FUNC2 ( reflection_probe_set_ambient_color , RID , const Color & )
FUNC2 ( reflection_probe_set_ambient_energy , RID , float )
FUNC2 ( reflection_probe_set_ambient_mode , RID , ReflectionProbeAmbientMode )
FUNC2 ( reflection_probe_set_max_distance , RID , float )
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FUNC2 ( reflection_probe_set_size , RID , const Vector3 & )
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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 )
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FUNC2 ( reflection_probe_set_reflection_mask , RID , uint32_t )
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FUNC2 ( reflection_probe_set_resolution , RID , int )
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FUNC2 ( reflection_probe_set_mesh_lod_threshold , RID , float )
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/* LIGHTMAP */
FUNCRIDSPLIT ( lightmap )
FUNC3 ( lightmap_set_textures , RID , RID , bool )
FUNC2 ( lightmap_set_probe_bounds , RID , const AABB & )
FUNC2 ( lightmap_set_probe_interior , RID , bool )
FUNC5 ( lightmap_set_probe_capture_data , RID , const PackedVector3Array & , const PackedColorArray & , const PackedInt32Array & , const PackedInt32Array & )
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FUNC2 ( lightmap_set_baked_exposure_normalization , RID , float )
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FUNC1RC ( PackedVector3Array , lightmap_get_probe_capture_points , RID )
FUNC1RC ( PackedColorArray , lightmap_get_probe_capture_sh , RID )
FUNC1RC ( PackedInt32Array , lightmap_get_probe_capture_tetrahedra , RID )
FUNC1RC ( PackedInt32Array , lightmap_get_probe_capture_bsp_tree , RID )
FUNC1 ( lightmap_set_probe_capture_update_speed , float )
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/* Shadow Atlas */
FUNC0R ( RID , shadow_atlas_create )
FUNC3 ( shadow_atlas_set_size , RID , int , bool )
FUNC3 ( shadow_atlas_set_quadrant_subdivision , RID , int , int )
FUNC2 ( directional_shadow_atlas_set_size , int , bool )
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/* DECAL API */
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# undef ServerName
# undef server_name
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# define ServerName RendererTextureStorage
# define server_name RSG::texture_storage
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FUNCRIDSPLIT ( decal )
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FUNC2 ( decal_set_size , RID , const Vector3 & )
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FUNC3 ( decal_set_texture , RID , DecalTexture , RID )
FUNC2 ( decal_set_emission_energy , RID , float )
FUNC2 ( decal_set_albedo_mix , RID , float )
FUNC2 ( decal_set_modulate , RID , const Color & )
FUNC2 ( decal_set_cull_mask , RID , uint32_t )
FUNC4 ( decal_set_distance_fade , RID , bool , float , float )
FUNC3 ( decal_set_fade , RID , float , float )
FUNC2 ( decal_set_normal_fade , RID , float )
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/* BAKED LIGHT API */
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//from now on, calls forwarded to this singleton
# undef ServerName
# undef server_name
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# define ServerName RendererGI
# define server_name RSG::gi
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FUNCRIDSPLIT ( voxel_gi )
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FUNC8 ( voxel_gi_allocate_data , RID , const Transform3D & , const AABB & , const Vector3i & , const Vector < uint8_t > & , const Vector < uint8_t > & , const Vector < uint8_t > & , const Vector < int > & )
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FUNC1RC ( AABB , voxel_gi_get_bounds , RID )
FUNC1RC ( Vector3i , voxel_gi_get_octree_size , RID )
FUNC1RC ( Vector < uint8_t > , voxel_gi_get_octree_cells , RID )
FUNC1RC ( Vector < uint8_t > , voxel_gi_get_data_cells , RID )
FUNC1RC ( Vector < uint8_t > , voxel_gi_get_distance_field , RID )
FUNC1RC ( Vector < int > , voxel_gi_get_level_counts , RID )
FUNC1RC ( Transform3D , voxel_gi_get_to_cell_xform , RID )
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FUNC2 ( voxel_gi_set_dynamic_range , RID , float )
FUNC2 ( voxel_gi_set_propagation , RID , float )
FUNC2 ( voxel_gi_set_energy , RID , float )
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FUNC2 ( voxel_gi_set_baked_exposure_normalization , RID , float )
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FUNC2 ( voxel_gi_set_bias , RID , float )
FUNC2 ( voxel_gi_set_normal_bias , RID , float )
FUNC2 ( voxel_gi_set_interior , RID , bool )
FUNC2 ( voxel_gi_set_use_two_bounces , RID , bool )
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FUNC0 ( sdfgi_reset )
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/* PARTICLES */
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# undef ServerName
# undef server_name
# define ServerName RendererParticlesStorage
# define server_name RSG::particles_storage
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FUNCRIDSPLIT ( particles )
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FUNC2 ( particles_set_mode , RID , ParticlesMode )
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FUNC2 ( particles_set_emitting , RID , bool )
FUNC1R ( bool , particles_get_emitting , RID )
FUNC2 ( particles_set_amount , RID , int )
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FUNC2 ( particles_set_amount_ratio , RID , float )
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FUNC2 ( particles_set_lifetime , RID , double )
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FUNC2 ( particles_set_one_shot , RID , bool )
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FUNC2 ( particles_set_pre_process_time , RID , double )
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FUNC2 ( particles_set_explosiveness_ratio , RID , float )
FUNC2 ( particles_set_randomness_ratio , RID , float )
FUNC2 ( particles_set_custom_aabb , RID , const AABB & )
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FUNC2 ( particles_set_speed_scale , RID , double )
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FUNC2 ( particles_set_use_local_coordinates , RID , bool )
FUNC2 ( particles_set_process_material , RID , RID )
FUNC2 ( particles_set_fixed_fps , RID , int )
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FUNC2 ( particles_set_interpolate , RID , bool )
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FUNC2 ( particles_set_fractional_delta , RID , bool )
FUNC1R ( bool , particles_is_inactive , RID )
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FUNC3 ( particles_set_trails , RID , bool , float )
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FUNC2 ( particles_set_trail_bind_poses , RID , const Vector < Transform3D > & )
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FUNC1 ( particles_request_process , RID )
FUNC1 ( particles_restart , RID )
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FUNC6 ( particles_emit , RID , const Transform3D & , const Vector3 & , const Color & , const Color & , uint32_t )
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FUNC2 ( particles_set_subemitter , RID , RID )
FUNC2 ( particles_set_collision_base_size , RID , float )
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FUNC2 ( particles_set_transform_align , RID , RS : : ParticlesTransformAlign )
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FUNC2 ( particles_set_draw_order , RID , RS : : ParticlesDrawOrder )
FUNC2 ( particles_set_draw_passes , RID , int )
FUNC3 ( particles_set_draw_pass_mesh , RID , int , RID )
FUNC1R ( AABB , particles_get_current_aabb , RID )
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FUNC2 ( particles_set_emission_transform , RID , const Transform3D & )
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FUNC2 ( particles_set_emitter_velocity , RID , const Vector3 & )
FUNC2 ( particles_set_interp_to_end , RID , float )
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/* PARTICLES COLLISION */
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FUNCRIDSPLIT ( particles_collision )
FUNC2 ( particles_collision_set_collision_type , RID , ParticlesCollisionType )
FUNC2 ( particles_collision_set_cull_mask , RID , uint32_t )
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FUNC2 ( particles_collision_set_sphere_radius , RID , real_t )
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FUNC2 ( particles_collision_set_box_extents , RID , const Vector3 & )
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FUNC2 ( particles_collision_set_attractor_strength , RID , real_t )
FUNC2 ( particles_collision_set_attractor_directionality , RID , real_t )
FUNC2 ( particles_collision_set_attractor_attenuation , RID , real_t )
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FUNC2 ( particles_collision_set_field_texture , RID , RID )
FUNC1 ( particles_collision_height_field_update , RID )
FUNC2 ( particles_collision_set_height_field_resolution , RID , ParticlesCollisionHeightfieldResolution )
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/* FOG VOLUME */
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# undef ServerName
# undef server_name
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# define ServerName RendererFog
# define server_name RSG::fog
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FUNCRIDSPLIT ( fog_volume )
FUNC2 ( fog_volume_set_shape , RID , FogVolumeShape )
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FUNC2 ( fog_volume_set_size , RID , const Vector3 & )
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FUNC2 ( fog_volume_set_material , RID , RID )
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/* VISIBILITY_NOTIFIER */
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# undef ServerName
# undef server_name
# define ServerName RendererUtilities
# define server_name RSG::utilities
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FUNCRIDSPLIT ( visibility_notifier )
FUNC2 ( visibility_notifier_set_aabb , RID , const AABB & )
FUNC3 ( visibility_notifier_set_callbacks , RID , const Callable & , const Callable & )
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# undef server_name
# undef ServerName
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//from now on, calls forwarded to this singleton
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# define ServerName RenderingMethod
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# define server_name RSG::scene
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/* CAMERA API */
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FUNCRIDSPLIT ( camera )
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 )
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FUNC2 ( camera_set_transform , RID , const Transform3D & )
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FUNC2 ( camera_set_cull_mask , RID , uint32_t )
FUNC2 ( camera_set_environment , RID , RID )
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FUNC2 ( camera_set_camera_attributes , RID , RID )
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FUNC2 ( camera_set_compositor , RID , RID )
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FUNC2 ( camera_set_use_vertical_aspect , RID , bool )
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/* OCCLUDER */
FUNCRIDSPLIT ( occluder )
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FUNC3 ( occluder_set_mesh , RID , const PackedVector3Array & , const PackedInt32Array & )
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# undef server_name
# undef ServerName
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//from now on, calls forwarded to this singleton
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# define ServerName RendererViewport
# define server_name RSG::viewport
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/* VIEWPORT TARGET API */
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FUNCRIDSPLIT ( viewport )
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FUNC2 ( viewport_set_use_xr , RID , bool )
FUNC3 ( viewport_set_size , RID , int , int )
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FUNC2 ( viewport_set_active , RID , bool )
FUNC2 ( viewport_set_parent_viewport , RID , RID )
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FUNC2 ( viewport_set_clear_mode , RID , ViewportClearMode )
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FUNC3 ( viewport_attach_to_screen , RID , const Rect2 & , int )
FUNC2 ( viewport_set_render_direct_to_screen , RID , bool )
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FUNC2 ( viewport_set_scaling_3d_mode , RID , ViewportScaling3DMode )
FUNC2 ( viewport_set_scaling_3d_scale , RID , float )
FUNC2 ( viewport_set_fsr_sharpness , RID , float )
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FUNC2 ( viewport_set_texture_mipmap_bias , RID , float )
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FUNC2 ( viewport_set_update_mode , RID , ViewportUpdateMode )
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FUNC1RC ( ViewportUpdateMode , viewport_get_update_mode , RID )
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FUNC1RC ( RID , viewport_get_render_target , RID )
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FUNC1RC ( RID , viewport_get_texture , RID )
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FUNC2 ( viewport_set_disable_2d , RID , bool )
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FUNC2 ( viewport_set_environment_mode , RID , ViewportEnvironmentMode )
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FUNC2 ( viewport_set_disable_3d , RID , bool )
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FUNC2 ( viewport_set_canvas_cull_mask , RID , uint32_t )
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FUNC2 ( viewport_attach_camera , RID , RID )
FUNC2 ( viewport_set_scenario , RID , RID )
FUNC2 ( viewport_attach_canvas , RID , RID )
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FUNC2 ( viewport_remove_canvas , RID , RID )
FUNC3 ( viewport_set_canvas_transform , RID , RID , const Transform2D & )
FUNC2 ( viewport_set_transparent_background , RID , bool )
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FUNC2 ( viewport_set_use_hdr_2d , RID , bool )
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FUNC2 ( viewport_set_snap_2d_transforms_to_pixel , RID , bool )
FUNC2 ( viewport_set_snap_2d_vertices_to_pixel , RID , bool )
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FUNC2 ( viewport_set_default_canvas_item_texture_filter , RID , CanvasItemTextureFilter )
FUNC2 ( viewport_set_default_canvas_item_texture_repeat , RID , CanvasItemTextureRepeat )
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FUNC2 ( viewport_set_global_canvas_transform , RID , const Transform2D & )
FUNC4 ( viewport_set_canvas_stacking , RID , RID , int , int )
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FUNC3 ( viewport_set_positional_shadow_atlas_size , RID , int , bool )
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FUNC3 ( viewport_set_sdf_oversize_and_scale , RID , ViewportSDFOversize , ViewportSDFScale )
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FUNC3 ( viewport_set_positional_shadow_atlas_quadrant_subdivision , RID , int , int )
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FUNC2 ( viewport_set_msaa_2d , RID , ViewportMSAA )
FUNC2 ( viewport_set_msaa_3d , RID , ViewportMSAA )
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FUNC2 ( viewport_set_screen_space_aa , RID , ViewportScreenSpaceAA )
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FUNC2 ( viewport_set_use_taa , RID , bool )
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FUNC2 ( viewport_set_use_debanding , RID , bool )
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FUNC2 ( viewport_set_use_occlusion_culling , RID , bool )
FUNC1 ( viewport_set_occlusion_rays_per_thread , int )
FUNC1 ( viewport_set_occlusion_culling_build_quality , ViewportOcclusionCullingBuildQuality )
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FUNC2 ( viewport_set_mesh_lod_threshold , RID , float )
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FUNC3R ( int , viewport_get_render_info , RID , ViewportRenderInfoType , ViewportRenderInfo )
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FUNC2 ( viewport_set_debug_draw , RID , ViewportDebugDraw )
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FUNC2 ( viewport_set_measure_render_time , RID , bool )
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FUNC1RC ( double , viewport_get_measured_render_time_cpu , RID )
FUNC1RC ( double , viewport_get_measured_render_time_gpu , RID )
Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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FUNC1RC ( RID , viewport_find_from_screen_attachment , DisplayServer : : WindowID )
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FUNC2 ( call_set_vsync_mode , DisplayServer : : VSyncMode , DisplayServer : : WindowID )
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FUNC2 ( viewport_set_vrs_mode , RID , ViewportVRSMode )
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FUNC2 ( viewport_set_vrs_update_mode , RID , ViewportVRSUpdateMode )
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FUNC2 ( viewport_set_vrs_texture , RID , RID )
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/* COMPOSITOR EFFECT */
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# undef server_name
# undef ServerName
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//from now on, calls forwarded to this singleton
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# define ServerName RenderingMethod
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# define server_name RSG::scene
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FUNCRIDSPLIT ( compositor_effect )
FUNC2 ( compositor_effect_set_enabled , RID , bool )
FUNC3 ( compositor_effect_set_callback , RID , CompositorEffectCallbackType , const Callable & )
FUNC3 ( compositor_effect_set_flag , RID , CompositorEffectFlags , bool )
/* COMPOSITOR */
FUNC2 ( compositor_set_compositor_effects , RID , const TypedArray < RID > & )
FUNCRIDSPLIT ( compositor )
/* ENVIRONMENT API */
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FUNC1 ( voxel_gi_set_quality , VoxelGIQuality )
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/* SKY API */
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FUNCRIDSPLIT ( sky )
FUNC2 ( sky_set_radiance_size , RID , int )
FUNC2 ( sky_set_mode , RID , SkyMode )
FUNC2 ( sky_set_material , RID , RID )
FUNC4R ( Ref < Image > , sky_bake_panorama , RID , float , bool , const Size2i & )
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/* ENVIRONMENT */
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FUNCRIDSPLIT ( environment )
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FUNC2 ( environment_set_background , RID , EnvironmentBG )
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 & )
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FUNC3 ( environment_set_bg_energy , RID , float , float )
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FUNC2 ( environment_set_canvas_max_layer , RID , int )
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FUNC6 ( environment_set_ambient_light , RID , const Color & , EnvironmentAmbientSource , float , float , EnvironmentReflectionSource )
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// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
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FUNC2 ( environment_set_camera_feed_id , RID , int )
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# endif
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FUNC6 ( environment_set_ssr , RID , bool , int , float , float , float )
FUNC1 ( environment_set_ssr_roughness_quality , EnvironmentSSRRoughnessQuality )
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FUNC10 ( environment_set_ssao , RID , bool , float , float , float , float , float , float , float , float )
FUNC6 ( environment_set_ssao_quality , EnvironmentSSAOQuality , bool , float , int , float , float )
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FUNC6 ( environment_set_ssil , RID , bool , float , float , float , float )
FUNC6 ( environment_set_ssil_quality , EnvironmentSSILQuality , bool , float , int , float , float )
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FUNC13 ( environment_set_glow , RID , bool , Vector < float > , float , float , float , float , EnvironmentGlowBlendMode , float , float , float , float , RID )
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FUNC1 ( environment_glow_set_use_bicubic_upscale , bool )
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FUNC4 ( environment_set_tonemap , RID , EnvironmentToneMapper , float , float )
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FUNC7 ( environment_set_adjustment , RID , bool , float , float , float , bool , RID )
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FUNC11 ( environment_set_fog , RID , bool , const Color & , float , float , float , float , float , float , float , EnvironmentFogMode )
FUNC4 ( environment_set_fog_depth , RID , float , float , float )
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FUNC14 ( environment_set_volumetric_fog , RID , bool , float , const Color & , const Color & , float , float , float , float , float , bool , float , float , float )
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FUNC2 ( environment_set_volumetric_fog_volume_size , int , int )
FUNC1 ( environment_set_volumetric_fog_filter_active , bool )
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FUNC11 ( environment_set_sdfgi , RID , bool , int , float , EnvironmentSDFGIYScale , bool , float , bool , float , float , float )
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FUNC1 ( environment_set_sdfgi_ray_count , EnvironmentSDFGIRayCount )
FUNC1 ( environment_set_sdfgi_frames_to_converge , EnvironmentSDFGIFramesToConverge )
FUNC1 ( environment_set_sdfgi_frames_to_update_light , EnvironmentSDFGIFramesToUpdateLight )
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FUNC3R ( Ref < Image > , environment_bake_panorama , RID , bool , const Size2i & )
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FUNC3 ( screen_space_roughness_limiter_set_active , bool , float , float )
FUNC1 ( sub_surface_scattering_set_quality , SubSurfaceScatteringQuality )
FUNC2 ( sub_surface_scattering_set_scale , float , float )
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FUNC1 ( positional_soft_shadow_filter_set_quality , ShadowQuality ) ;
FUNC1 ( directional_soft_shadow_filter_set_quality , ShadowQuality ) ;
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FUNC1 ( decals_set_filter , RS : : DecalFilter ) ;
FUNC1 ( light_projectors_set_filter , RS : : LightProjectorFilter ) ;
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/* CAMERA ATTRIBUTES */
# undef server_name
# undef ServerName
//from now on, calls forwarded to this singleton
# define ServerName RendererCameraAttributes
# define server_name RSG::camera_attributes
FUNCRIDSPLIT ( camera_attributes )
FUNC2 ( camera_attributes_set_dof_blur_quality , DOFBlurQuality , bool )
FUNC1 ( camera_attributes_set_dof_blur_bokeh_shape , DOFBokehShape )
FUNC8 ( camera_attributes_set_dof_blur , RID , bool , float , float , bool , float , float , float )
FUNC3 ( camera_attributes_set_exposure , RID , float , float )
FUNC6 ( camera_attributes_set_auto_exposure , RID , bool , float , float , float , float )
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/* SCENARIO API */
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# undef server_name
# undef ServerName
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# define ServerName RenderingMethod
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# define server_name RSG::scene
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FUNCRIDSPLIT ( scenario )
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FUNC2 ( scenario_set_environment , RID , RID )
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FUNC2 ( scenario_set_camera_attributes , RID , RID )
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FUNC2 ( scenario_set_fallback_environment , RID , RID )
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FUNC2 ( scenario_set_compositor , RID , RID )
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/* INSTANCING API */
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FUNCRIDSPLIT ( instance )
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FUNC2 ( instance_set_base , RID , RID )
FUNC2 ( instance_set_scenario , RID , RID )
FUNC2 ( instance_set_layer_mask , RID , uint32_t )
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FUNC3 ( instance_set_pivot_data , RID , float , bool )
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FUNC2 ( instance_set_transform , RID , const Transform3D & )
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FUNC2 ( instance_attach_object_instance_id , RID , ObjectID )
FUNC3 ( instance_set_blend_shape_weight , RID , int , float )
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FUNC3 ( instance_set_surface_override_material , RID , int , RID )
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FUNC2 ( instance_set_visible , RID , bool )
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FUNC2 ( instance_set_custom_aabb , RID , AABB )
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FUNC2 ( instance_attach_skeleton , RID , RID )
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FUNC2 ( instance_set_extra_visibility_margin , RID , real_t )
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FUNC2 ( instance_set_visibility_parent , RID , RID )
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FUNC2 ( instance_set_ignore_culling , RID , bool )
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// don't use these in a game!
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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 )
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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 )
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FUNC2 ( instance_geometry_set_material_overlay , RID , RID )
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FUNC6 ( instance_geometry_set_visibility_range , RID , float , float , float , float , VisibilityRangeFadeMode )
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FUNC4 ( instance_geometry_set_lightmap , RID , RID , const Rect2 & , int )
FUNC2 ( instance_geometry_set_lod_bias , RID , float )
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FUNC2 ( instance_geometry_set_transparency , RID , float )
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FUNC3 ( instance_geometry_set_shader_parameter , RID , const StringName & , const Variant & )
FUNC2RC ( Variant , instance_geometry_get_shader_parameter , RID , const StringName & )
FUNC2RC ( Variant , instance_geometry_get_shader_parameter_default_value , RID , const StringName & )
FUNC2C ( instance_geometry_get_shader_parameter_list , RID , List < PropertyInfo > * )
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FUNC3R ( TypedArray < Image > , bake_render_uv2 , RID , const TypedArray < RID > & , const Size2i & )
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FUNC1 ( gi_set_use_half_resolution , bool )
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# undef server_name
# undef ServerName
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//from now on, calls forwarded to this singleton
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# define ServerName RendererCanvasCull
# define server_name RSG::canvas
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/* CANVAS (2D) */
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FUNCRIDSPLIT ( canvas )
FUNC3 ( canvas_set_item_mirroring , RID , RID , const Point2 & )
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FUNC3 ( canvas_set_item_repeat , RID , const Point2 & , int )
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FUNC2 ( canvas_set_modulate , RID , const Color & )
FUNC3 ( canvas_set_parent , RID , RID , float )
FUNC1 ( canvas_set_disable_scale , bool )
FUNCRIDSPLIT ( canvas_texture )
FUNC3 ( canvas_texture_set_channel , RID , CanvasTextureChannel , RID )
FUNC3 ( canvas_texture_set_shading_parameters , RID , const Color & , float )
FUNC2 ( canvas_texture_set_texture_filter , RID , CanvasItemTextureFilter )
FUNC2 ( canvas_texture_set_texture_repeat , RID , CanvasItemTextureRepeat )
FUNCRIDSPLIT ( canvas_item )
FUNC2 ( canvas_item_set_parent , RID , RID )
FUNC2 ( canvas_item_set_default_texture_filter , RID , CanvasItemTextureFilter )
FUNC2 ( canvas_item_set_default_texture_repeat , RID , CanvasItemTextureRepeat )
FUNC2 ( canvas_item_set_visible , RID , bool )
FUNC2 ( canvas_item_set_light_mask , RID , int )
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FUNC2 ( canvas_item_set_visibility_layer , RID , uint32_t )
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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 )
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FUNC6 ( canvas_item_add_line , RID , const Point2 & , const Point2 & , const Color & , float , bool )
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FUNC5 ( canvas_item_add_polyline , RID , const Vector < Point2 > & , const Vector < Color > & , float , bool )
FUNC4 ( canvas_item_add_multiline , RID , const Vector < Point2 > & , const Vector < Color > & , float )
FUNC3 ( canvas_item_add_rect , RID , const Rect2 & , const Color & )
FUNC4 ( canvas_item_add_circle , RID , const Point2 & , float , const Color & )
FUNC6 ( canvas_item_add_texture_rect , RID , const Rect2 & , RID , bool , const Color & , bool )
FUNC7 ( canvas_item_add_texture_rect_region , RID , const Rect2 & , RID , const Rect2 & , const Color & , bool , bool )
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FUNC8 ( canvas_item_add_msdf_texture_rect_region , RID , const Rect2 & , RID , const Rect2 & , const Color & , int , float , float )
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FUNC5 ( canvas_item_add_lcd_texture_rect_region , RID , const Rect2 & , RID , const Rect2 & , const Color & )
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FUNC10 ( canvas_item_add_nine_patch , RID , const Rect2 & , const Rect2 & , RID , const Vector2 & , const Vector2 & , NinePatchAxisMode , NinePatchAxisMode , bool , const Color & )
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FUNC5 ( canvas_item_add_primitive , RID , const Vector < Point2 > & , const Vector < Color > & , const Vector < Point2 > & , RID )
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FUNC5 ( canvas_item_add_polygon , RID , const Vector < Point2 > & , const Vector < Color > & , const Vector < Point2 > & , RID )
FUNC9 ( 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 )
FUNC5 ( canvas_item_add_mesh , RID , const RID & , const Transform2D & , const Color & , RID )
FUNC3 ( canvas_item_add_multimesh , RID , RID , RID )
FUNC3 ( canvas_item_add_particles , RID , RID , RID )
FUNC2 ( canvas_item_add_set_transform , RID , const Transform2D & )
FUNC2 ( canvas_item_add_clip_ignore , RID , bool )
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FUNC5 ( canvas_item_add_animation_slice , RID , double , double , double , double )
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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 )
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 )
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FUNC5 ( canvas_item_set_visibility_notifier , RID , bool , const Rect2 & , const Callable & , const Callable & )
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FUNC6 ( canvas_item_set_canvas_group_mode , RID , CanvasGroupMode , float , bool , float , bool )
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FUNC1 ( canvas_item_set_debug_redraw , bool )
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FUNC0RC ( bool , canvas_item_get_debug_redraw )
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FUNC2 ( canvas_item_set_interpolated , RID , bool )
FUNC1 ( canvas_item_reset_physics_interpolation , RID )
FUNC2 ( canvas_item_transform_physics_interpolation , RID , const Transform2D & )
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FUNCRIDSPLIT ( canvas_light )
FUNC2 ( canvas_light_set_mode , RID , CanvasLightMode )
FUNC2 ( canvas_light_attach_to_canvas , RID , RID )
FUNC2 ( canvas_light_set_enabled , RID , bool )
FUNC2 ( canvas_light_set_texture_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_directional_distance , RID , float )
FUNC2 ( canvas_light_set_blend_mode , RID , CanvasLightBlendMode )
FUNC2 ( canvas_light_set_shadow_enabled , RID , bool )
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 )
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FUNC2 ( canvas_light_set_interpolated , RID , bool )
FUNC1 ( canvas_light_reset_physics_interpolation , RID )
FUNC2 ( canvas_light_transform_physics_interpolation , RID , const Transform2D & )
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FUNCRIDSPLIT ( 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_as_sdf_collision , RID , bool )
FUNC2 ( canvas_light_occluder_set_transform , RID , const Transform2D & )
FUNC2 ( canvas_light_occluder_set_light_mask , RID , int )
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FUNC2 ( canvas_light_occluder_set_interpolated , RID , bool )
FUNC1 ( canvas_light_occluder_reset_physics_interpolation , RID )
FUNC2 ( canvas_light_occluder_transform_physics_interpolation , RID , const Transform2D & )
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FUNCRIDSPLIT ( canvas_occluder_polygon )
FUNC3 ( canvas_occluder_polygon_set_shape , RID , const Vector < Vector2 > & , bool )
FUNC2 ( canvas_occluder_polygon_set_cull_mode , RID , CanvasOccluderPolygonCullMode )
FUNC1 ( canvas_set_shadow_texture_size , int )
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FUNC1R ( Rect2 , _debug_canvas_item_get_rect , RID )
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/* GLOBAL SHADER UNIFORMS */
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# undef server_name
# undef ServerName
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//from now on, calls forwarded to this singleton
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# define ServerName RendererMaterialStorage
# define server_name RSG::material_storage
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FUNC3 ( global_shader_parameter_add , const StringName & , GlobalShaderParameterType , const Variant & )
FUNC1 ( global_shader_parameter_remove , const StringName & )
FUNC0RC ( Vector < StringName > , global_shader_parameter_get_list )
FUNC2 ( global_shader_parameter_set , const StringName & , const Variant & )
FUNC2 ( global_shader_parameter_set_override , const StringName & , const Variant & )
FUNC1RC ( GlobalShaderParameterType , global_shader_parameter_get_type , const StringName & )
FUNC1RC ( Variant , global_shader_parameter_get , const StringName & )
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FUNC1 ( global_shader_parameters_load_settings , bool )
FUNC0 ( global_shader_parameters_clear )
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# undef server_name
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# undef ServerName
/* STATUS INFORMATION */
# define ServerName RendererUtilities
# define server_name RSG::utilities
FUNC0RC ( String , get_video_adapter_name )
FUNC0RC ( String , get_video_adapter_vendor )
FUNC0RC ( String , get_video_adapter_api_version )
# undef server_name
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# undef ServerName
# undef WRITE_ACTION
# undef SYNC_DEBUG
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# ifdef DEBUG_ENABLED
# undef MAIN_THREAD_SYNC_WARN
# endif
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virtual uint64_t get_rendering_info ( RenderingInfo p_info ) override ;
virtual RenderingDevice : : DeviceType get_video_adapter_type ( ) const override ;
virtual void set_frame_profiling_enabled ( bool p_enable ) override ;
virtual Vector < FrameProfileArea > get_frame_profile ( ) override ;
virtual uint64_t get_frame_profile_frame ( ) override ;
virtual RID get_test_cube ( ) override ;
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/* FREE */
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virtual void free ( RID p_rid ) override {
if ( Thread : : get_caller_id ( ) = = server_thread ) {
command_queue . flush_if_pending ( ) ;
_free ( p_rid ) ;
} else {
command_queue . push ( this , & RenderingServerDefault : : _free , p_rid ) ;
}
}
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/* INTERPOLATION */
virtual void tick ( ) override ;
virtual void set_physics_interpolation_enabled ( bool p_enabled ) override ;
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/* EVENT QUEUING */
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virtual void request_frame_drawn_callback ( const Callable & p_callable ) override ;
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virtual void draw ( bool p_swap_buffers , double frame_step ) override ;
virtual void sync ( ) override ;
virtual bool has_changed ( ) const override ;
virtual void init ( ) override ;
virtual void finish ( ) override ;
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virtual bool is_on_render_thread ( ) override {
return Thread : : get_caller_id ( ) = = server_thread ;
}
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virtual void call_on_render_thread ( const Callable & p_callable ) override {
if ( Thread : : get_caller_id ( ) = = server_thread ) {
command_queue . flush_if_pending ( ) ;
_call_on_render_thread ( p_callable ) ;
} else {
command_queue . push ( this , & RenderingServerDefault : : _call_on_render_thread , p_callable ) ;
}
}
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/* TESTING */
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virtual double get_frame_setup_time_cpu ( ) const override ;
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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 ) override ;
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virtual Color get_default_clear_color ( ) override ;
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virtual void set_default_clear_color ( const Color & p_color ) override ;
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# ifndef DISABLE_DEPRECATED
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virtual bool has_feature ( Features p_feature ) const override ;
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# endif
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virtual bool has_os_feature ( const String & p_feature ) const override ;
virtual void set_debug_generate_wireframes ( bool p_generate ) override ;
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virtual bool is_low_end ( ) const override ;
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virtual void sdfgi_set_debug_probe_select ( const Vector3 & p_position , const Vector3 & p_dir ) override ;
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virtual void set_print_gpu_profile ( bool p_enable ) override ;
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virtual Size2i get_maximum_viewport_size ( ) const override ;
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RenderingServerDefault ( bool p_create_thread = false ) ;
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~ RenderingServerDefault ( ) ;
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} ;
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# endif // RENDERING_SERVER_DEFAULT_H