virtualx-engine/servers/visual/visual_server_wrap_mt.h
lawnjelly 776623d56b Portals - Improve UI and add shortcuts
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
2021-08-01 19:54:16 +01:00

694 lines
26 KiB
C++

/*************************************************************************/
/* visual_server_wrap_mt.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VISUAL_SERVER_WRAP_MT_H
#define VISUAL_SERVER_WRAP_MT_H
#include "core/command_queue_mt.h"
#include "core/os/thread.h"
#include "core/safe_refcount.h"
#include "servers/visual_server.h"
class VisualServerWrapMT : public VisualServer {
// the real visual server
mutable VisualServer *visual_server;
mutable CommandQueueMT command_queue;
static void _thread_callback(void *_instance);
void thread_loop();
Thread::ID server_thread;
SafeFlag exit;
Thread thread;
SafeFlag draw_thread_up;
bool create_thread;
SafeNumeric<uint64_t> draw_pending;
void thread_draw(bool p_swap_buffers, double frame_step);
void thread_flush();
void thread_exit();
Mutex alloc_mutex;
int pool_max_size;
//#define DEBUG_SYNC
static VisualServerWrapMT *singleton_mt;
#ifdef DEBUG_SYNC
#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
#else
#define SYNC_DEBUG
#endif
public:
#define ServerName VisualServer
#define ServerNameWrapMT VisualServerWrapMT
#define server_name visual_server
#include "servers/server_wrap_mt_common.h"
/* EVENT QUEUING */
FUNCRID(texture)
FUNC7(texture_allocate, RID, int, int, int, Image::Format, TextureType, uint32_t)
FUNC3(texture_set_data, RID, const Ref<Image> &, int)
FUNC10(texture_set_data_partial, RID, const Ref<Image> &, int, int, int, int, int, int, int, int)
FUNC2RC(Ref<Image>, texture_get_data, RID, int)
FUNC2(texture_set_flags, RID, uint32_t)
FUNC1RC(uint32_t, texture_get_flags, RID)
FUNC1RC(Image::Format, texture_get_format, RID)
FUNC1RC(TextureType, texture_get_type, RID)
FUNC1RC(uint32_t, texture_get_texid, RID)
FUNC1RC(uint32_t, texture_get_width, RID)
FUNC1RC(uint32_t, texture_get_height, RID)
FUNC1RC(uint32_t, texture_get_depth, RID)
FUNC4(texture_set_size_override, RID, int, int, int)
FUNC2(texture_bind, RID, uint32_t)
FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
FUNC3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)
FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
FUNC2(texture_set_path, RID, const String &)
FUNC1RC(String, texture_get_path, RID)
FUNC1(texture_set_shrink_all_x2_on_set_data, bool)
FUNC1S(texture_debug_usage, List<TextureInfo> *)
FUNC1(textures_keep_original, bool)
FUNC2(texture_set_proxy, RID, RID)
FUNC2(texture_set_force_redraw_if_visible, RID, bool)
/* SKY API */
FUNCRID(sky)
FUNC3(sky_set_texture, RID, RID, int)
/* SHADER API */
FUNCRID(shader)
FUNC2(shader_set_code, RID, const String &)
FUNC1RC(String, shader_get_code, RID)
FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)
FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
FUNC2(shader_add_custom_define, RID, const String &)
FUNC2SC(shader_get_custom_defines, RID, Vector<String> *)
FUNC2(shader_remove_custom_define, RID, const String &)
/* COMMON MATERIAL API */
FUNCRID(material)
FUNC2(material_set_shader, RID, RID)
FUNC1RC(RID, material_get_shader, RID)
FUNC3(material_set_param, RID, const StringName &, const Variant &)
FUNC2RC(Variant, material_get_param, RID, const StringName &)
FUNC2RC(Variant, material_get_param_default, RID, const StringName &)
FUNC2(material_set_render_priority, RID, int)
FUNC2(material_set_line_width, RID, float)
FUNC2(material_set_next_pass, RID, RID)
/* MESH API */
FUNCRID(mesh)
FUNC10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const AABB &, const Vector<PoolVector<uint8_t>> &, const Vector<AABB> &)
FUNC2(mesh_set_blend_shape_count, RID, int)
FUNC1RC(int, mesh_get_blend_shape_count, RID)
FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
FUNC4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
FUNC3(mesh_surface_set_material, RID, int, RID)
FUNC2RC(RID, mesh_surface_get_material, RID, int)
FUNC2RC(int, mesh_surface_get_array_len, RID, int)
FUNC2RC(int, mesh_surface_get_array_index_len, RID, int)
FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)
FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)
FUNC2RC(uint32_t, mesh_surface_get_format, RID, int)
FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)
FUNC2RC(AABB, mesh_surface_get_aabb, RID, int)
FUNC2RC(Vector<PoolVector<uint8_t>>, mesh_surface_get_blend_shapes, RID, int)
FUNC2RC(Vector<AABB>, mesh_surface_get_skeleton_aabb, RID, int)
FUNC2(mesh_remove_surface, RID, int)
FUNC1RC(int, mesh_get_surface_count, RID)
FUNC2(mesh_set_custom_aabb, RID, const AABB &)
FUNC1RC(AABB, mesh_get_custom_aabb, RID)
FUNC1(mesh_clear, RID)
/* MULTIMESH API */
FUNCRID(multimesh)
FUNC5(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat, MultimeshCustomDataFormat)
FUNC1RC(int, multimesh_get_instance_count, RID)
FUNC2(multimesh_set_mesh, RID, RID)
FUNC3(multimesh_instance_set_transform, RID, int, const Transform &)
FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
FUNC3(multimesh_instance_set_color, RID, int, const Color &)
FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)
FUNC1RC(RID, multimesh_get_mesh, RID)
FUNC1RC(AABB, multimesh_get_aabb, RID)
FUNC2RC(Transform, multimesh_instance_get_transform, RID, int)
FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
FUNC2RC(Color, multimesh_instance_get_color, RID, int)
FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
FUNC2(multimesh_set_as_bulk_array, RID, const PoolVector<float> &)
FUNC2(multimesh_set_visible_instances, RID, int)
FUNC1RC(int, multimesh_get_visible_instances, RID)
/* IMMEDIATE API */
FUNCRID(immediate)
FUNC3(immediate_begin, RID, PrimitiveType, RID)
FUNC2(immediate_vertex, RID, const Vector3 &)
FUNC2(immediate_normal, RID, const Vector3 &)
FUNC2(immediate_tangent, RID, const Plane &)
FUNC2(immediate_color, RID, const Color &)
FUNC2(immediate_uv, RID, const Vector2 &)
FUNC2(immediate_uv2, RID, const Vector2 &)
FUNC1(immediate_end, RID)
FUNC1(immediate_clear, RID)
FUNC2(immediate_set_material, RID, RID)
FUNC1RC(RID, immediate_get_material, RID)
/* SKELETON API */
FUNCRID(skeleton)
FUNC3(skeleton_allocate, RID, int, bool)
FUNC1RC(int, skeleton_get_bone_count, RID)
FUNC3(skeleton_bone_set_transform, RID, int, const Transform &)
FUNC2RC(Transform, skeleton_bone_get_transform, RID, int)
FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
/* Light API */
FUNCRID(directional_light)
FUNCRID(omni_light)
FUNCRID(spot_light)
FUNC2(light_set_color, RID, const Color &)
FUNC3(light_set_param, RID, LightParam, float)
FUNC2(light_set_shadow, RID, bool)
FUNC2(light_set_shadow_color, RID, const Color &)
FUNC2(light_set_projector, RID, RID)
FUNC2(light_set_negative, RID, bool)
FUNC2(light_set_cull_mask, RID, uint32_t)
FUNC2(light_set_reverse_cull_face_mode, RID, bool)
FUNC2(light_set_use_gi, RID, bool)
FUNC2(light_set_bake_mode, RID, LightBakeMode)
FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
FUNC2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)
FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
FUNC2(light_directional_set_blend_splits, RID, bool)
FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
/* PROBE API */
FUNCRID(reflection_probe)
FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
FUNC2(reflection_probe_set_intensity, RID, float)
FUNC2(reflection_probe_set_interior_ambient, RID, const Color &)
FUNC2(reflection_probe_set_interior_ambient_energy, RID, float)
FUNC2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)
FUNC2(reflection_probe_set_max_distance, RID, float)
FUNC2(reflection_probe_set_extents, RID, const Vector3 &)
FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
FUNC2(reflection_probe_set_as_interior, RID, bool)
FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
FUNC2(reflection_probe_set_enable_shadows, RID, bool)
FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
FUNC2(reflection_probe_set_resolution, RID, int)
/* BAKED LIGHT API */
FUNCRID(gi_probe)
FUNC2(gi_probe_set_bounds, RID, const AABB &)
FUNC1RC(AABB, gi_probe_get_bounds, RID)
FUNC2(gi_probe_set_cell_size, RID, float)
FUNC1RC(float, gi_probe_get_cell_size, RID)
FUNC2(gi_probe_set_to_cell_xform, RID, const Transform &)
FUNC1RC(Transform, gi_probe_get_to_cell_xform, RID)
FUNC2(gi_probe_set_dynamic_range, RID, int)
FUNC1RC(int, gi_probe_get_dynamic_range, RID)
FUNC2(gi_probe_set_energy, RID, float)
FUNC1RC(float, gi_probe_get_energy, RID)
FUNC2(gi_probe_set_bias, RID, float)
FUNC1RC(float, gi_probe_get_bias, RID)
FUNC2(gi_probe_set_normal_bias, RID, float)
FUNC1RC(float, gi_probe_get_normal_bias, RID)
FUNC2(gi_probe_set_propagation, RID, float)
FUNC1RC(float, gi_probe_get_propagation, RID)
FUNC2(gi_probe_set_interior, RID, bool)
FUNC1RC(bool, gi_probe_is_interior, RID)
FUNC2(gi_probe_set_compress, RID, bool)
FUNC1RC(bool, gi_probe_is_compressed, RID)
FUNC2(gi_probe_set_dynamic_data, RID, const PoolVector<int> &)
FUNC1RC(PoolVector<int>, gi_probe_get_dynamic_data, RID)
/* LIGHTMAP CAPTURE */
FUNCRID(lightmap_capture)
FUNC2(lightmap_capture_set_bounds, RID, const AABB &)
FUNC1RC(AABB, lightmap_capture_get_bounds, RID)
FUNC2(lightmap_capture_set_octree, RID, const PoolVector<uint8_t> &)
FUNC1RC(PoolVector<uint8_t>, lightmap_capture_get_octree, RID)
FUNC2(lightmap_capture_set_octree_cell_transform, RID, const Transform &)
FUNC1RC(Transform, lightmap_capture_get_octree_cell_transform, RID)
FUNC2(lightmap_capture_set_octree_cell_subdiv, RID, int)
FUNC1RC(int, lightmap_capture_get_octree_cell_subdiv, RID)
FUNC2(lightmap_capture_set_energy, RID, float)
FUNC1RC(float, lightmap_capture_get_energy, RID)
FUNC2(lightmap_capture_set_interior, RID, bool)
FUNC1RC(bool, lightmap_capture_is_interior, RID)
/* PARTICLES */
FUNCRID(particles)
FUNC2(particles_set_emitting, RID, bool)
FUNC1R(bool, particles_get_emitting, RID)
FUNC2(particles_set_amount, RID, int)
FUNC2(particles_set_lifetime, RID, float)
FUNC2(particles_set_one_shot, RID, bool)
FUNC2(particles_set_pre_process_time, RID, float)
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, float)
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_fractional_delta, RID, bool)
FUNC1R(bool, particles_is_inactive, RID)
FUNC1(particles_request_process, RID)
FUNC1(particles_restart, RID)
FUNC2(particles_set_draw_order, RID, VS::ParticlesDrawOrder)
FUNC2(particles_set_draw_passes, RID, int)
FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
FUNC2(particles_set_emission_transform, RID, const Transform &)
FUNC1R(AABB, particles_get_current_aabb, RID)
/* CAMERA API */
FUNCRID(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 Transform &)
FUNC2(camera_set_cull_mask, RID, uint32_t)
FUNC2(camera_set_environment, RID, RID)
FUNC2(camera_set_use_vertical_aspect, RID, bool)
/* VIEWPORT TARGET API */
FUNCRID(viewport)
FUNC2(viewport_set_use_arvr, RID, bool)
FUNC3(viewport_set_size, RID, int, int)
FUNC2(viewport_set_active, RID, bool)
FUNC2(viewport_set_parent_viewport, RID, RID)
FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)
FUNC2(viewport_set_render_direct_to_screen, RID, bool)
FUNC1(viewport_detach, RID)
FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
FUNC2(viewport_set_vflip, RID, bool)
FUNC1RC(RID, viewport_get_texture, RID)
FUNC2(viewport_set_hide_scenario, RID, bool)
FUNC2(viewport_set_hide_canvas, RID, bool)
FUNC2(viewport_set_disable_environment, RID, bool)
FUNC2(viewport_set_disable_3d, RID, bool)
FUNC2(viewport_set_keep_3d_linear, RID, bool)
FUNC2(viewport_attach_camera, RID, RID)
FUNC2(viewport_set_scenario, RID, RID)
FUNC2(viewport_attach_canvas, RID, RID)
FUNC2(viewport_remove_canvas, RID, RID)
FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
FUNC2(viewport_set_transparent_background, RID, bool)
FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
FUNC2(viewport_set_shadow_atlas_size, RID, int)
FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
FUNC2(viewport_set_msaa, RID, ViewportMSAA)
FUNC2(viewport_set_use_fxaa, RID, bool)
FUNC2(viewport_set_use_debanding, RID, bool)
FUNC2(viewport_set_hdr, RID, bool)
FUNC2(viewport_set_usage, RID, ViewportUsage)
//this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport
virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {
return visual_server->viewport_get_render_info(p_viewport, p_info);
}
FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
/* ENVIRONMENT API */
FUNCRID(environment)
FUNC2(environment_set_background, RID, 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)
FUNC4(environment_set_ambient_light, RID, const Color &, float, float)
FUNC2(environment_set_camera_feed_id, RID, int)
FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool)
FUNC13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
FUNC11(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
FUNC5(environment_set_fog, RID, bool, const Color &, const Color &, float)
FUNC7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
FUNC5(environment_set_fog_height, RID, bool, float, float, float)
FUNCRID(scenario)
FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
FUNC2(scenario_set_environment, RID, RID)
FUNC3(scenario_set_reflection_atlas_size, RID, int, int)
FUNC2(scenario_set_fallback_environment, RID, RID)
/* INSTANCING API */
FUNCRID(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 Transform &)
FUNC2(instance_attach_object_instance_id, RID, ObjectID)
FUNC3(instance_set_blend_shape_weight, RID, int, float)
FUNC3(instance_set_surface_material, RID, int, RID)
FUNC2(instance_set_visible, RID, bool)
FUNC5(instance_set_use_lightmap, RID, RID, RID, int, const Rect2 &)
FUNC2(instance_set_custom_aabb, RID, AABB)
FUNC2(instance_attach_skeleton, RID, RID)
FUNC2(instance_set_exterior, RID, bool)
FUNC2(instance_set_extra_visibility_margin, RID, real_t)
// Portals
FUNC2(instance_set_portal_mode, RID, InstancePortalMode)
FUNCRID(ghost)
FUNC4(ghost_set_scenario, RID, RID, ObjectID, const AABB &)
FUNC2(ghost_update, RID, const AABB &)
FUNCRID(portal)
FUNC2(portal_set_scenario, RID, RID)
FUNC3(portal_set_geometry, RID, const Vector<Vector3> &, real_t)
FUNC4(portal_link, RID, RID, RID, bool)
FUNC2(portal_set_active, RID, bool)
// Roomgroups
FUNCRID(roomgroup)
FUNC2(roomgroup_prepare, RID, ObjectID)
FUNC2(roomgroup_set_scenario, RID, RID)
FUNC2(roomgroup_add_room, RID, RID)
// Rooms
FUNCRID(room)
FUNC2(room_set_scenario, RID, RID)
FUNC4(room_add_instance, RID, RID, const AABB &, const Vector<Vector3> &)
FUNC3(room_add_ghost, RID, ObjectID, const AABB &)
FUNC5(room_set_bound, RID, ObjectID, const Vector<Plane> &, const AABB &, const Vector<Vector3> &)
FUNC2(room_prepare, RID, int32_t)
FUNC1(rooms_and_portals_clear, RID)
FUNC1(rooms_unload, RID)
FUNC6(rooms_finalize, RID, bool, bool, bool, bool, String)
FUNC4(rooms_override_camera, RID, bool, const Vector3 &, const Vector<Plane> *)
FUNC2(rooms_set_active, RID, bool)
FUNC2(rooms_set_params, RID, int)
FUNC3(rooms_set_debug_feature, RID, RoomsDebugFeature, bool)
FUNC2(rooms_update_gameplay_monitor, RID, const Vector<Vector3> &)
// don't use this in a game
FUNC1RC(bool, rooms_is_loaded, RID)
// Callbacks
FUNC1(callbacks_register, VisualServerCallbacks *)
// 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)
FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float)
FUNC2(instance_geometry_set_as_instance_lod, RID, RID)
/* CANVAS (2D) */
FUNCRID(canvas)
FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
FUNC2(canvas_set_modulate, RID, const Color &)
FUNC3(canvas_set_parent, RID, RID, float)
FUNC1(canvas_set_disable_scale, bool)
FUNCRID(canvas_item)
FUNC2(canvas_item_set_parent, RID, RID)
FUNC2(canvas_item_set_visible, RID, bool)
FUNC2(canvas_item_set_light_mask, RID, int)
FUNC2(canvas_item_set_update_when_visible, RID, bool)
FUNC2(canvas_item_set_transform, RID, const Transform2D &)
FUNC2(canvas_item_set_clip, RID, bool)
FUNC2(canvas_item_set_distance_field_mode, RID, bool)
FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
FUNC2(canvas_item_set_modulate, RID, const Color &)
FUNC2(canvas_item_set_self_modulate, RID, const Color &)
FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
FUNC5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
FUNC5(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
FUNC7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID)
FUNC8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool)
FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
FUNC7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
FUNC7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
FUNC12(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID, bool, bool)
FUNC6(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID)
FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID)
FUNC4(canvas_item_add_particles, RID, RID, RID, RID)
FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
FUNC2(canvas_item_add_clip_ignore, RID, bool)
FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
FUNC2(canvas_item_set_z_index, RID, int)
FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
FUNC2(canvas_item_attach_skeleton, RID, RID)
FUNC1(canvas_item_clear, RID)
FUNC2(canvas_item_set_draw_index, RID, int)
FUNC2(canvas_item_set_material, RID, RID)
FUNC2(canvas_item_set_use_parent_material, RID, bool)
FUNC0R(RID, canvas_light_create)
FUNC2(canvas_light_attach_to_canvas, RID, RID)
FUNC2(canvas_light_set_enabled, RID, bool)
FUNC2(canvas_light_set_scale, RID, float)
FUNC2(canvas_light_set_transform, RID, const Transform2D &)
FUNC2(canvas_light_set_texture, RID, RID)
FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
FUNC2(canvas_light_set_color, RID, const Color &)
FUNC2(canvas_light_set_height, RID, float)
FUNC2(canvas_light_set_energy, RID, float)
FUNC3(canvas_light_set_z_range, RID, int, int)
FUNC3(canvas_light_set_layer_range, RID, int, int)
FUNC2(canvas_light_set_item_cull_mask, RID, int)
FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
FUNC2(canvas_light_set_shadow_enabled, RID, bool)
FUNC2(canvas_light_set_shadow_buffer_size, RID, int)
FUNC2(canvas_light_set_shadow_gradient_length, RID, float)
FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
FUNC2(canvas_light_set_shadow_color, RID, const Color &)
FUNC2(canvas_light_set_shadow_smooth, RID, float)
FUNCRID(canvas_light_occluder)
FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
FUNC2(canvas_light_occluder_set_enabled, RID, bool)
FUNC2(canvas_light_occluder_set_polygon, RID, RID)
FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
FUNC2(canvas_light_occluder_set_light_mask, RID, int)
FUNCRID(canvas_occluder_polygon)
FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)
FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
/* BLACK BARS */
FUNC4(black_bars_set_margins, int, int, int, int)
FUNC4(black_bars_set_images, RID, RID, RID, RID)
/* FREE */
FUNC1(free, RID)
/* EVENT QUEUING */
FUNC3(request_frame_drawn_callback, Object *, const StringName &, const Variant &)
virtual void init();
virtual void finish();
virtual void draw(bool p_swap_buffers, double frame_step);
virtual void sync();
FUNC0RC(bool, has_changed)
/* RENDER INFO */
//this passes directly to avoid stalling
virtual uint64_t get_render_info(RenderInfo p_info) {
return visual_server->get_render_info(p_info);
}
virtual String get_video_adapter_name() const {
return visual_server->get_video_adapter_name();
}
virtual String get_video_adapter_vendor() const {
return visual_server->get_video_adapter_vendor();
}
FUNC4(set_boot_image, const Ref<Image> &, const Color &, bool, bool)
FUNC1(set_default_clear_color, const Color &)
FUNC1(set_shader_time_scale, float)
FUNC0R(RID, get_test_cube)
FUNC1(set_debug_generate_wireframes, bool)
virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); }
virtual bool has_os_feature(const String &p_feature) const { return visual_server->has_os_feature(p_feature); }
FUNC1(call_set_use_vsync, bool)
static void set_use_vsync_callback(bool p_enable);
virtual bool is_low_end() const {
return visual_server->is_low_end();
}
VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread);
~VisualServerWrapMT();
#undef ServerName
#undef ServerNameWrapMT
#undef server_name
};
#ifdef DEBUG_SYNC
#undef DEBUG_SYNC
#endif
#undef SYNC_DEBUG
#endif