virtualx-engine/servers/rendering/rendering_server_default.h

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/*************************************************************************/
/* rendering_server_default.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#ifndef RENDERING_SERVER_DEFAULT_H
#define RENDERING_SERVER_DEFAULT_H
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#include "core/templates/command_queue_mt.h"
#include "core/templates/hash_map.h"
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#include "renderer_canvas_cull.h"
#include "renderer_scene_cull.h"
#include "renderer_viewport.h"
#include "rendering_server_globals.h"
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#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering_server.h"
#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,
MAX_LIGHT_SAMPLERS = 256,
INSTANCE_ROOMLESS_MASK = (1 << 20)
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};
static int changes;
RID test_cube;
List<Callable> frame_drawn_callbacks;
static void _changes_changed() {}
uint64_t frame_profile_frame;
Vector<FrameProfileArea> frame_profile;
double frame_setup_time = 0;
//for printing
bool print_gpu_profile = false;
HashMap<String, float> print_gpu_profile_task_time;
uint64_t print_frame_profile_ticks_from = 0;
uint32_t print_frame_profile_frame_count = 0;
mutable CommandQueueMT command_queue;
static void _thread_callback(void *_instance);
void _thread_loop();
Thread::ID server_thread;
SafeFlag exit;
Thread thread;
SafeFlag draw_thread_up;
bool create_thread;
void _thread_draw(bool p_swap_buffers, double frame_step);
void _thread_flush();
void _thread_exit();
Mutex alloc_mutex;
void _draw(bool p_swap_buffers, double frame_step);
void _init();
void _finish();
void _free(RID p_rid);
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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
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_FORCE_INLINE_ static void redraw_request() {
changes++;
}
#endif
#define WRITE_ACTION redraw_request();
#ifdef DEBUG_SYNC
#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
#else
#define SYNC_DEBUG
#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; \
}
#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; \
}
#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; \
}
#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; \
}
//these go pass-through, as they can be called from any thread
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)
//these go through command queue if they are in another thread
FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
FUNC2(texture_proxy_update, RID, RID)
//these also go pass-through
FUNCRIDTEX0(texture_2d_placeholder)
FUNCRIDTEX1(texture_2d_layered_placeholder, TextureLayeredType)
FUNCRIDTEX0(texture_3d_placeholder)
FUNC1RC(Ref<Image>, texture_2d_get, RID)
FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
FUNC1RC(Vector<Ref<Image>>, texture_3d_get, RID)
FUNC2(texture_replace, RID, RID)
FUNC3(texture_set_size_override, RID, int, int)
// FIXME: Disabled during Vulkan refactoring, should be ported.
#if 0
FUNC2(texture_bind, RID, uint32_t)
#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)
FUNC1(texture_debug_usage, List<TextureInfo> *)
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FUNC2(texture_set_force_redraw_if_visible, RID, bool)
/* SHADER API */
#undef ServerName
#undef server_name
#define ServerName RendererMaterialStorage
#define server_name RSG::material_storage
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FUNCRIDSPLIT(shader)
FUNC2(shader_set_code, RID, const String &)
FUNC2(shader_set_path_hint, RID, const String &)
FUNC1RC(String, shader_get_code, RID)
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FUNC2SC(shader_get_shader_uniform_list, RID, List<PropertyInfo> *)
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FUNC4(shader_set_default_texture_param, RID, const StringName &, RID, int)
FUNC3RC(RID, shader_get_default_texture_param, RID, const StringName &, int)
FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)
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FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
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/* COMMON MATERIAL API */
FUNCRIDSPLIT(material)
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FUNC2(material_set_shader, RID, RID)
FUNC3(material_set_param, RID, const StringName &, const Variant &)
FUNC2RC(Variant, material_get_param, RID, const StringName &)
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
#define ServerName RendererMeshStorage
#define server_name RSG::mesh_storage
virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) override {
RID mesh = RSG::mesh_storage->mesh_allocate();
// 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()) {
if (Thread::get_caller_id() == server_thread) {
command_queue.flush_if_pending();
}
RSG::mesh_storage->mesh_initialize(mesh);
RSG::mesh_storage->mesh_set_blend_shape_count(mesh, p_blend_shape_count);
for (int i = 0; i < p_surfaces.size(); i++) {
RSG::mesh_storage->mesh_add_surface(mesh, p_surfaces[i]);
}
} else {
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);
for (int i = 0; i < p_surfaces.size(); i++) {
command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_add_surface, mesh, p_surfaces[i]);
}
}
return mesh;
}
FUNC2(mesh_set_blend_shape_count, RID, int)
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> &)
FUNC3(mesh_surface_set_material, RID, int, RID)
FUNC2RC(RID, mesh_surface_get_material, RID, int)
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_shadow_mesh, RID, RID)
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)
FUNC3(multimesh_instance_set_transform, RID, int, const Transform3D &)
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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FUNC1RC(RID, multimesh_get_mesh, RID)
FUNC1RC(AABB, multimesh_get_aabb, RID)
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FUNC2RC(Transform3D, multimesh_instance_get_transform, RID, int)
FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
FUNC2RC(Color, multimesh_instance_get_color, RID, int)
FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
FUNC2(multimesh_set_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)
FUNC3(skeleton_bone_set_transform, RID, int, const Transform3D &)
FUNC2RC(Transform3D, skeleton_bone_get_transform, RID, int)
FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
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/* Light API */
#undef ServerName
#undef server_name
#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)
FUNC5(light_set_distance_fade, RID, bool, float, float, float)
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)
FUNC2(light_directional_set_sky_mode, RID, LightDirectionalSkyMode)
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/* 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)
FUNC2(reflection_probe_set_extents, RID, const Vector3 &)
FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
FUNC2(reflection_probe_set_as_interior, RID, bool)
FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
FUNC2(reflection_probe_set_enable_shadows, RID, bool)
FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
FUNC2(reflection_probe_set_resolution, RID, int)
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 &)
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)
/* DECAL API */
#undef ServerName
#undef server_name
#define ServerName RendererTextureStorage
#define server_name RSG::texture_storage
FUNCRIDSPLIT(decal)
FUNC2(decal_set_extents, RID, const Vector3 &)
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 */
//from now on, calls forwarded to this singleton
#undef ServerName
#undef server_name
#define ServerName RendererGI
#define server_name RSG::gi
FUNCRIDSPLIT(voxel_gi)
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> &)
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)
FUNC2(voxel_gi_set_dynamic_range, RID, float)
FUNC2(voxel_gi_set_propagation, RID, float)
FUNC2(voxel_gi_set_energy, RID, float)
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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/* PARTICLES */
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#undef ServerName
#undef server_name
#define ServerName RendererParticlesStorage
#define server_name RSG::particles_storage
FUNCRIDSPLIT(particles)
FUNC2(particles_set_mode, RID, ParticlesMode)
FUNC2(particles_set_emitting, RID, bool)
FUNC1R(bool, particles_get_emitting, RID)
FUNC2(particles_set_amount, RID, int)
FUNC2(particles_set_lifetime, RID, double)
FUNC2(particles_set_one_shot, RID, bool)
FUNC2(particles_set_pre_process_time, RID, double)
FUNC2(particles_set_explosiveness_ratio, RID, float)
FUNC2(particles_set_randomness_ratio, RID, float)
FUNC2(particles_set_custom_aabb, RID, const AABB &)
FUNC2(particles_set_speed_scale, RID, double)
FUNC2(particles_set_use_local_coordinates, RID, bool)
FUNC2(particles_set_process_material, RID, RID)
FUNC2(particles_set_fixed_fps, RID, int)
FUNC2(particles_set_interpolate, RID, bool)
FUNC2(particles_set_fractional_delta, RID, bool)
FUNC1R(bool, particles_is_inactive, RID)
FUNC3(particles_set_trails, RID, bool, float)
FUNC2(particles_set_trail_bind_poses, RID, const Vector<Transform3D> &)
FUNC1(particles_request_process, RID)
FUNC1(particles_restart, RID)
FUNC6(particles_emit, RID, const Transform3D &, const Vector3 &, const Color &, const Color &, uint32_t)
FUNC2(particles_set_subemitter, RID, RID)
FUNC2(particles_set_collision_base_size, RID, float)
FUNC2(particles_set_transform_align, RID, RS::ParticlesTransformAlign)
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)
FUNC2(particles_set_emission_transform, RID, const Transform3D &)
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/* PARTICLES COLLISION */
FUNCRIDSPLIT(particles_collision)
FUNC2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
FUNC2(particles_collision_set_cull_mask, RID, uint32_t)
FUNC2(particles_collision_set_sphere_radius, RID, real_t)
FUNC2(particles_collision_set_box_extents, RID, const Vector3 &)
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)
FUNC2(particles_collision_set_field_texture, RID, RID)
FUNC1(particles_collision_height_field_update, RID)
FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
/* FOG VOLUME */
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#undef ServerName
#undef server_name
#define ServerName RendererFog
#define server_name RSG::fog
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FUNCRIDSPLIT(fog_volume)
FUNC2(fog_volume_set_shape, RID, FogVolumeShape)
FUNC2(fog_volume_set_extents, RID, const Vector3 &)
FUNC2(fog_volume_set_material, RID, RID)
/* VISIBILITY_NOTIFIER */
#undef ServerName
#undef server_name
#define ServerName RendererUtilities
#define server_name RSG::utilities
FUNCRIDSPLIT(visibility_notifier)
FUNC2(visibility_notifier_set_aabb, RID, const AABB &)
FUNC3(visibility_notifier_set_callbacks, RID, const Callable &, const Callable &)
#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
#define ServerName RendererScene
#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)
FUNC2(camera_set_transform, RID, const Transform3D &)
FUNC2(camera_set_cull_mask, RID, uint32_t)
FUNC2(camera_set_environment, RID, RID)
FUNC2(camera_set_camera_effects, RID, RID)
FUNC2(camera_set_use_vertical_aspect, RID, bool)
/* OCCLUDER */
FUNCRIDSPLIT(occluder)
FUNC3(occluder_set_mesh, RID, const PackedVector3Array &, const PackedInt32Array &)
#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
#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)
FUNC2(viewport_set_texture_mipmap_bias, RID, float)
FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
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FUNC1RC(RID, viewport_get_texture, RID)
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FUNC2(viewport_set_disable_2d, RID, bool)
FUNC2(viewport_set_disable_environment, RID, bool)
FUNC2(viewport_set_disable_3d, RID, bool)
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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)
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)
FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
FUNC3(viewport_set_positional_shadow_atlas_size, RID, int, bool)
FUNC3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale)
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)
FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
FUNC2(viewport_set_use_taa, RID, bool)
FUNC2(viewport_set_use_debanding, RID, bool)
FUNC2(viewport_set_use_occlusion_culling, RID, bool)
FUNC1(viewport_set_occlusion_rays_per_thread, int)
FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality)
FUNC2(viewport_set_mesh_lod_threshold, RID, float)
FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo)
FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
FUNC2(viewport_set_measure_render_time, RID, bool)
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)
FUNC2(call_set_vsync_mode, DisplayServer::VSyncMode, DisplayServer::WindowID)
FUNC2(viewport_set_vrs_mode, RID, ViewportVRSMode)
FUNC2(viewport_set_vrs_texture, RID, RID)
/* ENVIRONMENT API */
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#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
#define ServerName RendererScene
#define server_name RSG::scene
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FUNC2(directional_shadow_atlas_set_size, int, bool)
FUNC1(voxel_gi_set_quality, VoxelGIQuality)
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/* SKY API */
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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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 &)
FUNC2(environment_set_bg_energy, RID, float)
FUNC2(environment_set_canvas_max_layer, RID, int)
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
FUNC2(environment_set_camera_feed_id, RID, int)
#endif
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)
FUNC1(environment_glow_set_use_bicubic_upscale, bool)
FUNC1(environment_glow_set_use_high_quality, bool)
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FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
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FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
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FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
FUNC13(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, 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)
FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
FUNC1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight)
FUNC3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
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)
/* CAMERA EFFECTS */
FUNCRIDSPLIT(camera_effects)
FUNC2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool)
FUNC1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape)
FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
FUNC1(positional_soft_shadow_filter_set_quality, ShadowQuality);
FUNC1(directional_soft_shadow_filter_set_quality, ShadowQuality);
FUNC1(decals_set_filter, RS::DecalFilter);
FUNC1(light_projectors_set_filter, RS::LightProjectorFilter);
/* SCENARIO API */
#undef server_name
#undef ServerName
#define ServerName RendererScene
#define server_name RSG::scene
FUNCRIDSPLIT(scenario)
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FUNC2(scenario_set_environment, RID, RID)
FUNC2(scenario_set_camera_effects, RID, RID)
FUNC2(scenario_set_fallback_environment, RID, RID)
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/* INSTANCING API */
FUNCRIDSPLIT(instance)
FUNC2(instance_set_base, RID, RID)
FUNC2(instance_set_scenario, RID, RID)
FUNC2(instance_set_layer_mask, RID, uint32_t)
FUNC2(instance_set_transform, RID, const Transform3D &)
FUNC2(instance_attach_object_instance_id, RID, ObjectID)
FUNC3(instance_set_blend_shape_weight, RID, int, float)
FUNC3(instance_set_surface_override_material, RID, int, RID)
FUNC2(instance_set_visible, RID, bool)
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FUNC2(instance_set_custom_aabb, RID, AABB)
FUNC2(instance_attach_skeleton, RID, RID)
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FUNC2(instance_set_extra_visibility_margin, RID, real_t)
FUNC2(instance_set_visibility_parent, RID, RID)
FUNC2(instance_set_ignore_culling, RID, bool)
// don't use these in a game!
FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
FUNC2(instance_geometry_set_material_override, RID, RID)
FUNC2(instance_geometry_set_material_overlay, RID, RID)
FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode)
FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
FUNC2(instance_geometry_set_lod_bias, RID, float)
FUNC2(instance_geometry_set_transparency, RID, float)
FUNC3(instance_geometry_set_shader_uniform, RID, const StringName &, const Variant &)
FUNC2RC(Variant, instance_geometry_get_shader_uniform, RID, const StringName &)
FUNC2RC(Variant, instance_geometry_get_shader_uniform_default_value, RID, const StringName &)
FUNC2C(instance_geometry_get_shader_uniform_list, RID, List<PropertyInfo> *)
FUNC3R(TypedArray<Image>, bake_render_uv2, RID, const Vector<RID> &, const Size2i &)
FUNC1(gi_set_use_half_resolution, bool)
#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
#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 &)
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)
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)
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)
FUNC7(canvas_item_add_msdf_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, int, float)
FUNC5(canvas_item_add_lcd_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &)
FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
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)
FUNC5(canvas_item_add_animation_slice, RID, double, double, double, double)
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)
FUNC5(canvas_item_set_visibility_notifier, RID, bool, const Rect2 &, const Callable &, const Callable &)
FUNC6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool)
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)
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)
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)
/* GLOBAL SHADER UNIFORMS */
#undef server_name
#undef ServerName
//from now on, calls forwarded to this singleton
#define ServerName RendererMaterialStorage
#define server_name RSG::material_storage
FUNC3(global_shader_uniform_add, const StringName &, GlobalShaderUniformType, const Variant &)
FUNC1(global_shader_uniform_remove, const StringName &)
FUNC0RC(Vector<StringName>, global_shader_uniform_get_list)
FUNC2(global_shader_uniform_set, const StringName &, const Variant &)
FUNC2(global_shader_uniform_set_override, const StringName &, const Variant &)
FUNC1RC(GlobalShaderUniformType, global_shader_uniform_get_type, const StringName &)
FUNC1RC(Variant, global_shader_uniform_get, const StringName &)
FUNC1(global_shader_uniforms_load_settings, bool)
FUNC0(global_shader_uniforms_clear)
#undef server_name
#undef ServerName
#undef WRITE_ACTION
#undef SYNC_DEBUG
/* 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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/* EVENT QUEUING */
virtual void request_frame_drawn_callback(const Callable &p_callable) override;
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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/* STATUS INFORMATION */
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virtual uint64_t get_rendering_info(RenderingInfo p_info) override;
virtual String get_video_adapter_name() const override;
virtual String get_video_adapter_vendor() const override;
virtual RenderingDevice::DeviceType get_video_adapter_type() const override;
virtual String get_video_adapter_api_version() const override;
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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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/* 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;
virtual void set_default_clear_color(const Color &p_color) override;
virtual bool has_feature(Features p_feature) const override;
virtual bool has_os_feature(const String &p_feature) const override;
virtual void set_debug_generate_wireframes(bool p_generate) override;
virtual bool is_low_end() const override;
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
virtual void set_print_gpu_profile(bool p_enable) override;
RenderingServerDefault(bool p_create_thread = false);
~RenderingServerDefault();
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};
#endif // RENDERING_SERVER_DEFAULT_H