virtualx-engine/servers/visual/visual_server_wrap_mt.h

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/*************************************************************************/
/* visual_server_wrap_mt.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 VISUAL_SERVER_WRAP_MT_H
#define VISUAL_SERVER_WRAP_MT_H
#include "servers/visual_server.h"
#include "command_queue_mt.h"
#include "os/thread.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class VisualServerWrapMT : public VisualServer {
// the real visual server
mutable VisualServer *visual_server;
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mutable CommandQueueMT command_queue;
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static void _thread_callback(void *_instance);
void thread_loop();
Thread::ID server_thread;
volatile bool exit;
Thread *thread;
volatile bool draw_thread_up;
bool create_thread;
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Mutex *draw_mutex;
int draw_pending;
void thread_draw();
void thread_flush();
void thread_exit();
Mutex*alloc_mutex;
int texture_pool_max_size;
List<RID> texture_id_pool;
int mesh_pool_max_size;
List<RID> mesh_id_pool;
//#define DEBUG_SYNC
#ifdef DEBUG_SYNC
#define SYNC_DEBUG print_line("sync on: "+String(__FUNCTION__));
#else
#define SYNC_DEBUG
#endif
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public:
#define ServerName VisualServer
#define ServerNameWrapMT VisualServerWrapMT
#define server_name visual_server
#include "servers/server_wrap_mt_common.h"
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//FUNC0R(RID,texture_create);
FUNCRID(texture);
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FUNC5(texture_allocate,RID,int,int,Image::Format,uint32_t);
FUNC3(texture_set_data,RID,const Image&,CubeMapSide);
FUNC2RC(Image,texture_get_data,RID,CubeMapSide);
FUNC2(texture_set_flags,RID,uint32_t);
FUNC1RC(Image::Format,texture_get_format,RID);
FUNC1RC(uint32_t,texture_get_flags,RID);
FUNC1RC(uint32_t,texture_get_width,RID);
FUNC1RC(uint32_t,texture_get_height,RID);
FUNC3(texture_set_size_override,RID,int,int);
FUNC1RC(bool,texture_can_stream,RID);
FUNC3C(texture_set_reload_hook,RID,ObjectID,const StringName&);
FUNC2(texture_set_path,RID,const String&);
FUNC1RC(String,texture_get_path,RID);
FUNC1(texture_set_shrink_all_x2_on_set_data,bool);
virtual void texture_debug_usage(List<TextureInfo> *r_info) {
//pass directly, should lock the server anyway
visual_server->texture_debug_usage(r_info);
}
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/* SHADER API */
FUNC1R(RID,shader_create,ShaderMode);
FUNC2(shader_set_mode,RID,ShaderMode);
FUNC1RC(ShaderMode,shader_get_mode,RID);
FUNC7(shader_set_code,RID,const String&,const String&,const String&,int,int,int);
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FUNC1RC(String,shader_get_vertex_code,RID);
FUNC1RC(String,shader_get_fragment_code,RID);
FUNC1RC(String,shader_get_light_code,RID);
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FUNC2SC(shader_get_param_list,RID,List<PropertyInfo>*);
FUNC3(shader_set_default_texture_param,RID,const StringName&,RID);
FUNC2RC(RID,shader_get_default_texture_param,RID,const StringName&);
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/*virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) {
if (Thread::get_caller_ID()!=server_thread) {
command_queue.push_and_sync( visual_server, &VisualServer::shader_get_param_list,p_shader,p_param_list);
} else {
visual_server->m_type(p1, p2, p3, p4, p5);
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}
}*/
// virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list);
/* COMMON MATERIAL API */
FUNC0R(RID,material_create);
FUNC2(material_set_shader,RID,RID);
FUNC1RC(RID,material_get_shader,RID);
FUNC3(material_set_param,RID,const StringName&,const Variant&);
FUNC2RC(Variant,material_get_param,RID,const StringName&);
FUNC3(material_set_flag,RID,MaterialFlag,bool);
FUNC2RC(bool,material_get_flag,RID,MaterialFlag);
FUNC2(material_set_depth_draw_mode,RID,MaterialDepthDrawMode);
FUNC1RC(MaterialDepthDrawMode,material_get_depth_draw_mode,RID);
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FUNC2(material_set_blend_mode,RID,MaterialBlendMode);
FUNC1RC(MaterialBlendMode,material_get_blend_mode,RID);
FUNC2(material_set_line_width,RID,float);
FUNC1RC(float,material_get_line_width,RID);
/* FIXED MATERIAL */
FUNC0R(RID,fixed_material_create);
FUNC3(fixed_material_set_flag,RID, FixedMaterialFlags , bool );
FUNC2RC(bool, fixed_material_get_flag,RID, FixedMaterialFlags);
FUNC3(fixed_material_set_param,RID, FixedMaterialParam, const Variant& );
FUNC2RC(Variant, fixed_material_get_param,RID ,FixedMaterialParam);
FUNC3(fixed_material_set_texture,RID ,FixedMaterialParam, RID );
FUNC2RC(RID, fixed_material_get_texture,RID,FixedMaterialParam);
FUNC3(fixed_material_set_texcoord_mode,RID,FixedMaterialParam, FixedMaterialTexCoordMode );
FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode,RID,FixedMaterialParam);
FUNC2(fixed_material_set_light_shader,RID,FixedMaterialLightShader);
FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader,RID);
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FUNC2(fixed_material_set_uv_transform,RID,const Transform&);
FUNC1RC(Transform, fixed_material_get_uv_transform,RID);
FUNC2(fixed_material_set_point_size,RID ,float);
FUNC1RC(float,fixed_material_get_point_size,RID);
/* SURFACE API */
FUNCRID(mesh);
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FUNC2(mesh_set_morph_target_count,RID,int);
FUNC1RC(int,mesh_get_morph_target_count,RID);
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FUNC2(mesh_set_morph_target_mode,RID,MorphTargetMode);
FUNC1RC(MorphTargetMode,mesh_get_morph_target_mode,RID);
FUNC2(mesh_add_custom_surface,RID,const Variant&); //this is used by each platform in a different way
FUNC5(mesh_add_surface,RID,PrimitiveType,const Array&,const Array&,bool);
FUNC2RC(Array,mesh_get_surface_arrays,RID,int);
FUNC2RC(Array,mesh_get_surface_morph_arrays,RID,int);
FUNC4(mesh_surface_set_material,RID, int, RID,bool);
FUNC2RC(RID,mesh_surface_get_material,RID, int);
FUNC2RC(int,mesh_surface_get_array_len,RID, int);
FUNC2RC(int,mesh_surface_get_array_index_len,RID, int);
FUNC2RC(uint32_t,mesh_surface_get_format,RID, int);
FUNC2RC(PrimitiveType,mesh_surface_get_primitive_type,RID, int);
FUNC2(mesh_remove_surface,RID,int);
FUNC1RC(int,mesh_get_surface_count,RID);
FUNC1(mesh_clear,RID);
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FUNC2(mesh_set_custom_aabb,RID,const AABB&);
FUNC1RC(AABB,mesh_get_custom_aabb,RID);
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/* MULTIMESH API */
FUNC0R(RID,multimesh_create);
FUNC2(multimesh_set_instance_count,RID,int);
FUNC1RC(int,multimesh_get_instance_count,RID);
FUNC2(multimesh_set_mesh,RID,RID);
FUNC2(multimesh_set_aabb,RID,const AABB&);
FUNC3(multimesh_instance_set_transform,RID,int,const Transform&);
FUNC3(multimesh_instance_set_color,RID,int,const Color&);
FUNC1RC(RID,multimesh_get_mesh,RID);
FUNC2RC(AABB,multimesh_get_aabb,RID,const AABB&);
FUNC2RC(Transform,multimesh_instance_get_transform,RID,int);
FUNC2RC(Color,multimesh_instance_get_color,RID,int);
FUNC2(multimesh_set_visible_instances,RID,int);
FUNC1RC(int,multimesh_get_visible_instances,RID);
/* IMMEDIATE API */
FUNC0R(RID,immediate_create);
FUNC3(immediate_begin,RID,PrimitiveType,RID);
FUNC2(immediate_vertex,RID,const Vector3&);
FUNC2(immediate_normal,RID,const Vector3&);
FUNC2(immediate_tangent,RID,const Plane&);
FUNC2(immediate_color,RID,const Color&);
FUNC2(immediate_uv,RID,const Vector2&);
FUNC2(immediate_uv2,RID,const Vector2&);
FUNC1(immediate_end,RID);
FUNC1(immediate_clear,RID);
FUNC2(immediate_set_material,RID,RID);
FUNC1RC(RID,immediate_get_material,RID);
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/* PARTICLES API */
FUNC0R(RID,particles_create);
FUNC2(particles_set_amount,RID, int );
FUNC1RC(int,particles_get_amount,RID);
FUNC2(particles_set_emitting,RID, bool );
FUNC1RC(bool,particles_is_emitting,RID);
FUNC2(particles_set_visibility_aabb,RID, const AABB&);
FUNC1RC(AABB,particles_get_visibility_aabb,RID);
FUNC2(particles_set_emission_half_extents,RID, const Vector3&);
FUNC1RC(Vector3,particles_get_emission_half_extents,RID);
FUNC2(particles_set_emission_base_velocity,RID, const Vector3&);
FUNC1RC(Vector3,particles_get_emission_base_velocity,RID);
FUNC2(particles_set_emission_points,RID, const DVector<Vector3>& );
FUNC1RC(DVector<Vector3>,particles_get_emission_points,RID);
FUNC2(particles_set_gravity_normal,RID, const Vector3& );
FUNC1RC(Vector3,particles_get_gravity_normal,RID);
FUNC3(particles_set_variable,RID, ParticleVariable ,float);
FUNC2RC(float,particles_get_variable,RID, ParticleVariable );
FUNC3(particles_set_randomness,RID, ParticleVariable ,float);
FUNC2RC(float,particles_get_randomness,RID, ParticleVariable );
FUNC3(particles_set_color_phase_pos,RID, int , float);
FUNC2RC(float,particles_get_color_phase_pos,RID, int );
FUNC2(particles_set_color_phases,RID, int );
FUNC1RC(int,particles_get_color_phases,RID);
FUNC3(particles_set_color_phase_color,RID, int , const Color& );
FUNC2RC(Color,particles_get_color_phase_color,RID, int );
FUNC2(particles_set_attractors,RID, int);
FUNC1RC(int,particles_get_attractors,RID);
FUNC3(particles_set_attractor_pos,RID, int, const Vector3&);
FUNC2RC(Vector3,particles_get_attractor_pos,RID,int);
FUNC3(particles_set_attractor_strength,RID, int, float);
FUNC2RC(float,particles_get_attractor_strength,RID,int);
FUNC3(particles_set_material,RID, RID,bool);
FUNC1RC(RID,particles_get_material,RID);
FUNC2(particles_set_height_from_velocity,RID, bool);
FUNC1RC(bool,particles_has_height_from_velocity,RID);
FUNC2(particles_set_use_local_coordinates,RID, bool);
FUNC1RC(bool,particles_is_using_local_coordinates,RID);
/* Light API */
FUNC1R(RID,light_create,LightType);
FUNC1RC(LightType,light_get_type,RID);
FUNC3(light_set_color,RID,LightColor , const Color& );
FUNC2RC(Color,light_get_color,RID,LightColor );
FUNC2(light_set_shadow,RID,bool );
FUNC1RC(bool,light_has_shadow,RID);
FUNC2(light_set_volumetric,RID,bool );
FUNC1RC(bool,light_is_volumetric,RID);
FUNC2(light_set_projector,RID,RID );
FUNC1RC(RID,light_get_projector,RID);
FUNC3(light_set_param,RID, LightParam , float );
FUNC2RC(float,light_get_param,RID, LightParam );
FUNC2(light_set_operator,RID,LightOp);
FUNC1RC(LightOp,light_get_operator,RID);
FUNC2(light_omni_set_shadow_mode,RID,LightOmniShadowMode);
FUNC1RC(LightOmniShadowMode,light_omni_get_shadow_mode,RID);
FUNC2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode);
FUNC1RC(LightDirectionalShadowMode,light_directional_get_shadow_mode,RID);
FUNC3(light_directional_set_shadow_param,RID,LightDirectionalShadowParam, float );
FUNC2RC(float,light_directional_get_shadow_param,RID,LightDirectionalShadowParam );
/* SKELETON API */
FUNC0R(RID,skeleton_create);
FUNC2(skeleton_resize,RID,int );
FUNC1RC(int,skeleton_get_bone_count,RID) ;
FUNC3(skeleton_bone_set_transform,RID,int, const Transform&);
FUNC2R(Transform,skeleton_bone_get_transform,RID,int );
/* ROOM API */
FUNC0R(RID,room_create);
FUNC2(room_set_bounds,RID, const BSP_Tree&);
FUNC1RC(BSP_Tree,room_get_bounds,RID);
/* PORTAL API */
FUNC0R(RID,portal_create);
FUNC2(portal_set_shape,RID,const Vector<Point2>&);
FUNC1RC(Vector<Point2>,portal_get_shape,RID);
FUNC2(portal_set_enabled,RID, bool);
FUNC1RC(bool,portal_is_enabled,RID);
FUNC2(portal_set_disable_distance,RID, float);
FUNC1RC(float,portal_get_disable_distance,RID);
FUNC2(portal_set_disabled_color,RID, const Color&);
FUNC1RC(Color,portal_get_disabled_color,RID);
FUNC2(portal_set_connect_range,RID, float);
FUNC1RC(float,portal_get_connect_range,RID);
FUNC0R(RID,baked_light_create);
FUNC2(baked_light_set_mode,RID,BakedLightMode);
FUNC1RC(BakedLightMode,baked_light_get_mode,RID);
FUNC2(baked_light_set_octree,RID,DVector<uint8_t>);
FUNC1RC(DVector<uint8_t>,baked_light_get_octree,RID);
FUNC2(baked_light_set_light,RID,DVector<uint8_t>);
FUNC1RC(DVector<uint8_t>,baked_light_get_light,RID);
FUNC2(baked_light_set_sampler_octree,RID,const DVector<int>&);
FUNC1RC(DVector<int>,baked_light_get_sampler_octree,RID);
FUNC2(baked_light_set_lightmap_multiplier,RID,float);
FUNC1RC(float,baked_light_get_lightmap_multiplier,RID);
FUNC3(baked_light_add_lightmap,RID,RID,int);
FUNC1(baked_light_clear_lightmaps,RID);
FUNC2(baked_light_set_realtime_color_enabled, RID, const bool);
FUNC1RC(bool, baked_light_get_realtime_color_enabled, RID);
FUNC2(baked_light_set_realtime_color, RID, const Color&);
FUNC1RC(Color, baked_light_get_realtime_color, RID);
FUNC2(baked_light_set_realtime_energy, RID, const float);
FUNC1RC(float, baked_light_get_realtime_energy, RID);
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FUNC0R(RID,baked_light_sampler_create);
FUNC3(baked_light_sampler_set_param,RID, BakedLightSamplerParam , float );
FUNC2RC(float,baked_light_sampler_get_param,RID, BakedLightSamplerParam );
FUNC2(baked_light_sampler_set_resolution,RID,int);
FUNC1RC(int,baked_light_sampler_get_resolution,RID);
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/* CAMERA API */
FUNC0R(RID,camera_create);
FUNC4(camera_set_perspective,RID,float , float , float );
FUNC4(camera_set_orthogonal,RID,float, float , float );
FUNC2(camera_set_transform,RID,const Transform& );
FUNC2(camera_set_visible_layers,RID,uint32_t);
FUNC1RC(uint32_t,camera_get_visible_layers,RID);
FUNC2(camera_set_environment,RID,RID);
FUNC1RC(RID,camera_get_environment,RID);
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FUNC2(camera_set_use_vertical_aspect,RID,bool);
FUNC2RC(bool,camera_is_using_vertical_aspect,RID,bool);
/* VIEWPORT API */
FUNC0R(RID,viewport_create);
FUNC2(viewport_attach_to_screen,RID,int );
FUNC1(viewport_detach,RID);
FUNC2(viewport_set_as_render_target,RID,bool);
FUNC2(viewport_set_render_target_update_mode,RID,RenderTargetUpdateMode);
FUNC1RC(RenderTargetUpdateMode,viewport_get_render_target_update_mode,RID);
FUNC1RC(RID,viewport_get_render_target_texture,RID);
FUNC2(viewport_set_render_target_vflip,RID,bool);
FUNC1RC(bool,viewport_get_render_target_vflip,RID);
FUNC2(viewport_set_render_target_to_screen_rect,RID,const Rect2&);
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FUNC2(viewport_set_render_target_clear_on_new_frame,RID,bool);
FUNC1RC(bool,viewport_get_render_target_clear_on_new_frame,RID);
FUNC1(viewport_render_target_clear,RID);
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FUNC1(viewport_queue_screen_capture,RID);
FUNC1RC(Image,viewport_get_screen_capture,RID);
FUNC2(viewport_set_rect,RID,const ViewportRect&);
FUNC1RC(ViewportRect,viewport_get_rect,RID);
FUNC2(viewport_set_hide_scenario,RID,bool );
FUNC2(viewport_set_hide_canvas,RID,bool );
FUNC2(viewport_attach_camera,RID,RID );
FUNC2(viewport_set_scenario,RID,RID );
FUNC2(viewport_set_disable_environment,RID,bool );
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FUNC1RC(RID,viewport_get_attached_camera,RID);
FUNC1RC(RID,viewport_get_scenario,RID );
FUNC2(viewport_attach_canvas,RID,RID);
FUNC2(viewport_remove_canvas,RID,RID);
FUNC3(viewport_set_canvas_transform,RID,RID,const Matrix32&);
FUNC2RC(Matrix32,viewport_get_canvas_transform,RID,RID);
FUNC2(viewport_set_global_canvas_transform,RID,const Matrix32&);
FUNC1RC(Matrix32,viewport_get_global_canvas_transform,RID);
FUNC3(viewport_set_canvas_layer,RID,RID ,int);
FUNC2(viewport_set_transparent_background,RID,bool);
FUNC1RC(bool,viewport_has_transparent_background,RID);
/* ENVIRONMENT API */
FUNC0R(RID,environment_create);
FUNC2(environment_set_background,RID,EnvironmentBG);
FUNC1RC(EnvironmentBG,environment_get_background,RID);
FUNC3(environment_set_background_param,RID,EnvironmentBGParam, const Variant&);
FUNC2RC(Variant,environment_get_background_param,RID,EnvironmentBGParam );
FUNC3(environment_set_enable_fx,RID,EnvironmentFx,bool);
FUNC2RC(bool,environment_is_fx_enabled,RID,EnvironmentFx);
FUNC3(environment_fx_set_param,RID,EnvironmentFxParam,const Variant&);
FUNC2RC(Variant,environment_fx_get_param,RID,EnvironmentFxParam);
/* SCENARIO API */
FUNC0R(RID,scenario_create);
FUNC2(scenario_set_debug,RID,ScenarioDebugMode);
FUNC2(scenario_set_environment,RID, RID);
FUNC2RC(RID,scenario_get_environment,RID, RID);
FUNC2(scenario_set_fallback_environment,RID, RID);
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/* INSTANCING API */
FUNC0R(RID,instance_create);
FUNC2(instance_set_base,RID, RID);
FUNC1RC(RID,instance_get_base,RID);
FUNC2(instance_set_scenario,RID, RID);
FUNC1RC(RID,instance_get_scenario,RID);
FUNC2(instance_set_layer_mask,RID, uint32_t);
FUNC1RC(uint32_t,instance_get_layer_mask,RID);
FUNC1RC(AABB,instance_get_base_aabb,RID);
FUNC2(instance_attach_object_instance_ID,RID,uint32_t);
FUNC1RC(uint32_t,instance_get_object_instance_ID,RID);
FUNC2(instance_attach_skeleton,RID,RID);
FUNC1RC(RID,instance_get_skeleton,RID);
FUNC3(instance_set_morph_target_weight,RID,int, float);
FUNC2RC(float,instance_get_morph_target_weight,RID,int);
FUNC3(instance_set_surface_material,RID,int, RID);
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FUNC2(instance_set_transform,RID, const Transform&);
FUNC1RC(Transform,instance_get_transform,RID);
FUNC2(instance_set_exterior,RID, bool );
FUNC1RC(bool,instance_is_exterior,RID);
FUNC2(instance_set_room,RID, RID );
FUNC1RC(RID,instance_get_room,RID ) ;
FUNC2(instance_set_extra_visibility_margin,RID, real_t );
FUNC1RC(real_t,instance_get_extra_visibility_margin,RID );
FUNC2RC(Vector<RID>,instances_cull_aabb,const AABB& , RID );
FUNC3RC(Vector<RID>,instances_cull_ray,const Vector3& ,const Vector3&, RID );
FUNC2RC(Vector<RID>,instances_cull_convex,const Vector<Plane>& , RID );
FUNC3(instance_geometry_set_flag,RID,InstanceFlags ,bool );
FUNC2RC(bool,instance_geometry_get_flag,RID,InstanceFlags );
FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting);
FUNC1RC(ShadowCastingSetting, instance_geometry_get_cast_shadows_setting, RID);
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FUNC2(instance_geometry_set_material_override,RID, RID );
FUNC1RC(RID,instance_geometry_get_material_override,RID);
FUNC3(instance_geometry_set_draw_range,RID,float ,float);
FUNC1RC(float,instance_geometry_get_draw_range_max,RID);
FUNC1RC(float,instance_geometry_get_draw_range_min,RID);
FUNC2(instance_geometry_set_baked_light,RID, RID );
FUNC1RC(RID,instance_geometry_get_baked_light,RID);
FUNC2(instance_geometry_set_baked_light_sampler,RID, RID );
FUNC1RC(RID,instance_geometry_get_baked_light_sampler,RID);
FUNC2(instance_geometry_set_baked_light_texture_index,RID, int);
FUNC1RC(int,instance_geometry_get_baked_light_texture_index,RID);
FUNC2(instance_light_set_enabled,RID,bool);
FUNC1RC(bool,instance_light_is_enabled,RID);
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/* CANVAS (2D) */
FUNC0R(RID,canvas_create);
FUNC3(canvas_set_item_mirroring,RID,RID,const Point2&);
FUNC2RC(Point2,canvas_get_item_mirroring,RID,RID);
FUNC2(canvas_set_modulate,RID,const Color&);
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FUNC0R(RID,canvas_item_create);
FUNC2(canvas_item_set_parent,RID,RID );
FUNC1RC(RID,canvas_item_get_parent,RID);
FUNC2(canvas_item_set_visible,RID,bool );
FUNC1RC(bool,canvas_item_is_visible,RID);
FUNC2(canvas_item_set_blend_mode,RID,MaterialBlendMode );
FUNC2(canvas_item_set_light_mask,RID,int );
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//FUNC(canvas_item_set_rect,RID, const Rect2& p_rect);
FUNC2(canvas_item_set_transform,RID, const Matrix32& );
FUNC2(canvas_item_set_clip,RID, bool );
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FUNC2(canvas_item_set_distance_field_mode,RID, bool );
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FUNC3(canvas_item_set_custom_rect,RID, bool ,const Rect2&);
FUNC2(canvas_item_set_opacity,RID, float );
FUNC2RC(float,canvas_item_get_opacity,RID, float );
FUNC2(canvas_item_set_on_top,RID, bool );
FUNC1RC(bool,canvas_item_is_on_top,RID);
FUNC2(canvas_item_set_self_opacity,RID, float );
FUNC2RC(float,canvas_item_get_self_opacity,RID, float );
FUNC2(canvas_item_attach_viewport,RID, RID );
FUNC5(canvas_item_add_line,RID, const Point2& , const Point2& ,const 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 );
FUNC6(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color&,bool );
FUNC8(canvas_item_add_style_box,RID, const Rect2& , const Rect2&, RID ,const Vector2& ,const Vector2&, bool ,const Color& );
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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 );
FUNC7(canvas_item_add_triangle_array,RID, const Vector<int>& , const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID , int );
FUNC7(canvas_item_add_triangle_array_ptr,RID, int , const int* , const Point2* , const Color* ,const Point2* , RID );
FUNC2(canvas_item_add_set_transform,RID,const Matrix32& );
FUNC2(canvas_item_add_set_blend_mode,RID, MaterialBlendMode );
FUNC2(canvas_item_add_clip_ignore,RID, bool );
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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FUNC2(canvas_item_set_sort_children_by_y,RID,bool);
FUNC2(canvas_item_set_z,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_set_material,RID, RID );
FUNC2(canvas_item_set_use_parent_material,RID, bool );
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 05:10:51 +02:00
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FUNC1(canvas_item_clear,RID);
FUNC1(canvas_item_raise,RID);
/* CANVAS LIGHT */
FUNC0R(RID,canvas_light_create);
FUNC2(canvas_light_attach_to_canvas,RID,RID);
FUNC2(canvas_light_set_enabled,RID,bool);
FUNC2(canvas_light_set_transform,RID,const Matrix32&);
FUNC2(canvas_light_set_scale,RID,float);
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_layer_range,RID,int,int);
FUNC3(canvas_light_set_z_range,RID,int,int);
FUNC2(canvas_light_set_item_mask,RID,int);
FUNC2(canvas_light_set_item_shadow_mask,RID,int);
FUNC2(canvas_light_set_mode,RID,CanvasLightMode);
FUNC2(canvas_light_set_shadow_enabled,RID,bool);
FUNC2(canvas_light_set_shadow_buffer_size,RID,int);
FUNC2(canvas_light_set_shadow_esm_multiplier,RID,float);
FUNC2(canvas_light_set_shadow_color,RID,const Color&);
/* CANVAS OCCLUDER */
FUNC0R(RID,canvas_light_occluder_create);
FUNC2(canvas_light_occluder_attach_to_canvas,RID,RID);
FUNC2(canvas_light_occluder_set_enabled,RID,bool);
FUNC2(canvas_light_occluder_set_polygon,RID,RID);
FUNC2(canvas_light_occluder_set_transform,RID,const Matrix32&);
FUNC2(canvas_light_occluder_set_light_mask,RID,int);
FUNC0R(RID,canvas_occluder_polygon_create);
FUNC3(canvas_occluder_polygon_set_shape,RID,const DVector<Vector2>&,bool);
FUNC2(canvas_occluder_polygon_set_shape_as_lines,RID,const DVector<Vector2>&);
FUNC2(canvas_occluder_polygon_set_cull_mode,RID,CanvasOccluderPolygonCullMode);
/* CANVAS MATERIAL */
FUNC0R(RID,canvas_item_material_create);
FUNC2(canvas_item_material_set_shader,RID,RID);
FUNC3(canvas_item_material_set_shader_param,RID,const StringName&,const Variant&);
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FUNC2RC(Variant,canvas_item_material_get_shader_param,RID,const StringName&);
FUNC2(canvas_item_material_set_shading_mode,RID,CanvasItemShadingMode);
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/* CURSOR */
FUNC2(cursor_set_rotation,float , int ); // radians
FUNC4(cursor_set_texture,RID , const Point2 &, int, const Rect2 &);
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FUNC2(cursor_set_visible,bool , int );
FUNC2(cursor_set_pos,const Point2& , int );
/* BLACK BARS */
FUNC4(black_bars_set_margins,int , int , int , int );
FUNC4(black_bars_set_images,RID , RID , RID , RID );
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/* FREE */
FUNC1(free,RID);
/* CUSTOM SHADE MODEL */
FUNC2(custom_shade_model_set_shader,int , RID );
FUNC1RC(RID,custom_shade_model_get_shader,int );
FUNC2(custom_shade_model_set_name,int , const String& );
FUNC1RC(String,custom_shade_model_get_name,int );
FUNC2(custom_shade_model_set_param_info,int , const List<PropertyInfo>& );
FUNC2SC(custom_shade_model_get_param_info,int , List<PropertyInfo>* );
/* EVENT QUEUING */
virtual void init();
virtual void finish();
virtual void draw();
virtual void sync();
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FUNC0RC(bool,has_changed);
/* RENDER INFO */
FUNC1R(int,get_render_info,RenderInfo );
virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); }
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FUNC3(set_boot_image,const Image& , const Color&,bool );
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FUNC1(set_default_clear_color,const Color& );
FUNC0RC(Color,get_default_clear_color );
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FUNC0R(RID,get_test_cube );
VisualServerWrapMT(VisualServer* p_contained,bool p_create_thread);
~VisualServerWrapMT();
#undef ServerName
#undef ServerNameWrapMT
#undef server_name
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};
#ifdef DEBUG_SYNC
#undef DEBUG_SYNC
#endif
#undef SYNC_DEBUG
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#endif