visual_server_wrap_mt.h 23 KB

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  1. /*************************************************************************/
  2. /* visual_server_wrap_mt.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef VISUAL_SERVER_WRAP_MT_H
  31. #define VISUAL_SERVER_WRAP_MT_H
  32. #include "core/command_queue_mt.h"
  33. #include "core/os/thread.h"
  34. #include "servers/visual_server.h"
  35. /**
  36. @author Juan Linietsky <reduzio@gmail.com>
  37. */
  38. class VisualServerWrapMT : public VisualServer {
  39. // the real visual server
  40. mutable VisualServer *visual_server;
  41. mutable CommandQueueMT command_queue;
  42. static void _thread_callback(void *_instance);
  43. void thread_loop();
  44. Thread::ID server_thread;
  45. volatile bool exit;
  46. Thread *thread;
  47. volatile bool draw_thread_up;
  48. bool create_thread;
  49. uint64_t draw_pending;
  50. void thread_draw(bool p_swap_buffers, double frame_step);
  51. void thread_flush();
  52. void thread_exit();
  53. Mutex *alloc_mutex;
  54. int pool_max_size;
  55. //#define DEBUG_SYNC
  56. static VisualServerWrapMT *singleton_mt;
  57. #ifdef DEBUG_SYNC
  58. #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
  59. #else
  60. #define SYNC_DEBUG
  61. #endif
  62. public:
  63. #define ServerName VisualServer
  64. #define ServerNameWrapMT VisualServerWrapMT
  65. #define server_name visual_server
  66. #include "servers/server_wrap_mt_common.h"
  67. /* EVENT QUEUING */
  68. FUNCRID(texture)
  69. FUNC7(texture_allocate, RID, int, int, int, Image::Format, TextureType, uint32_t)
  70. FUNC3(texture_set_data, RID, const Ref<Image> &, int)
  71. FUNC10(texture_set_data_partial, RID, const Ref<Image> &, int, int, int, int, int, int, int, int)
  72. FUNC2RC(Ref<Image>, texture_get_data, RID, int)
  73. FUNC2(texture_set_flags, RID, uint32_t)
  74. FUNC1RC(uint32_t, texture_get_flags, RID)
  75. FUNC1RC(Image::Format, texture_get_format, RID)
  76. FUNC1RC(TextureType, texture_get_type, RID)
  77. FUNC1RC(uint32_t, texture_get_texid, RID)
  78. FUNC1RC(uint32_t, texture_get_width, RID)
  79. FUNC1RC(uint32_t, texture_get_height, RID)
  80. FUNC1RC(uint32_t, texture_get_depth, RID)
  81. FUNC4(texture_set_size_override, RID, int, int, int)
  82. FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
  83. FUNC3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)
  84. FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
  85. FUNC2(texture_set_path, RID, const String &)
  86. FUNC1RC(String, texture_get_path, RID)
  87. FUNC1(texture_set_shrink_all_x2_on_set_data, bool)
  88. FUNC1(texture_debug_usage, List<TextureInfo> *)
  89. FUNC1(textures_keep_original, bool)
  90. FUNC2(texture_set_proxy, RID, RID)
  91. FUNC2(texture_set_force_redraw_if_visible, RID, bool)
  92. /* SKY API */
  93. FUNCRID(sky)
  94. FUNC3(sky_set_texture, RID, RID, int)
  95. /* SHADER API */
  96. FUNCRID(shader)
  97. FUNC2(shader_set_code, RID, const String &)
  98. FUNC1RC(String, shader_get_code, RID)
  99. FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
  100. FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)
  101. FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
  102. /* COMMON MATERIAL API */
  103. FUNCRID(material)
  104. FUNC2(material_set_shader, RID, RID)
  105. FUNC1RC(RID, material_get_shader, RID)
  106. FUNC3(material_set_param, RID, const StringName &, const Variant &)
  107. FUNC2RC(Variant, material_get_param, RID, const StringName &)
  108. FUNC2RC(Variant, material_get_param_default, RID, const StringName &)
  109. FUNC2(material_set_render_priority, RID, int)
  110. FUNC2(material_set_line_width, RID, float)
  111. FUNC2(material_set_next_pass, RID, RID)
  112. /* MESH API */
  113. FUNCRID(mesh)
  114. 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> &)
  115. FUNC2(mesh_set_blend_shape_count, RID, int)
  116. FUNC1RC(int, mesh_get_blend_shape_count, RID)
  117. FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
  118. FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
  119. FUNC4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)
  120. FUNC3(mesh_surface_set_material, RID, int, RID)
  121. FUNC2RC(RID, mesh_surface_get_material, RID, int)
  122. FUNC2RC(int, mesh_surface_get_array_len, RID, int)
  123. FUNC2RC(int, mesh_surface_get_array_index_len, RID, int)
  124. FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)
  125. FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)
  126. FUNC2RC(uint32_t, mesh_surface_get_format, RID, int)
  127. FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)
  128. FUNC2RC(AABB, mesh_surface_get_aabb, RID, int)
  129. FUNC2RC(Vector<PoolVector<uint8_t> >, mesh_surface_get_blend_shapes, RID, int)
  130. FUNC2RC(Vector<AABB>, mesh_surface_get_skeleton_aabb, RID, int)
  131. FUNC2(mesh_remove_surface, RID, int)
  132. FUNC1RC(int, mesh_get_surface_count, RID)
  133. FUNC2(mesh_set_custom_aabb, RID, const AABB &)
  134. FUNC1RC(AABB, mesh_get_custom_aabb, RID)
  135. FUNC1(mesh_clear, RID)
  136. /* MULTIMESH API */
  137. FUNCRID(multimesh)
  138. FUNC5(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat, MultimeshCustomDataFormat)
  139. FUNC1RC(int, multimesh_get_instance_count, RID)
  140. FUNC2(multimesh_set_mesh, RID, RID)
  141. FUNC3(multimesh_instance_set_transform, RID, int, const Transform &)
  142. FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
  143. FUNC3(multimesh_instance_set_color, RID, int, const Color &)
  144. FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)
  145. FUNC1RC(RID, multimesh_get_mesh, RID)
  146. FUNC1RC(AABB, multimesh_get_aabb, RID)
  147. FUNC2RC(Transform, multimesh_instance_get_transform, RID, int)
  148. FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
  149. FUNC2RC(Color, multimesh_instance_get_color, RID, int)
  150. FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
  151. FUNC2(multimesh_set_as_bulk_array, RID, const PoolVector<float> &)
  152. FUNC2(multimesh_set_visible_instances, RID, int)
  153. FUNC1RC(int, multimesh_get_visible_instances, RID)
  154. /* IMMEDIATE API */
  155. FUNCRID(immediate)
  156. FUNC3(immediate_begin, RID, PrimitiveType, RID)
  157. FUNC2(immediate_vertex, RID, const Vector3 &)
  158. FUNC2(immediate_normal, RID, const Vector3 &)
  159. FUNC2(immediate_tangent, RID, const Plane &)
  160. FUNC2(immediate_color, RID, const Color &)
  161. FUNC2(immediate_uv, RID, const Vector2 &)
  162. FUNC2(immediate_uv2, RID, const Vector2 &)
  163. FUNC1(immediate_end, RID)
  164. FUNC1(immediate_clear, RID)
  165. FUNC2(immediate_set_material, RID, RID)
  166. FUNC1RC(RID, immediate_get_material, RID)
  167. /* SKELETON API */
  168. FUNCRID(skeleton)
  169. FUNC3(skeleton_allocate, RID, int, bool)
  170. FUNC1RC(int, skeleton_get_bone_count, RID)
  171. FUNC3(skeleton_bone_set_transform, RID, int, const Transform &)
  172. FUNC2RC(Transform, skeleton_bone_get_transform, RID, int)
  173. FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
  174. FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
  175. FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
  176. /* Light API */
  177. FUNCRID(directional_light)
  178. FUNCRID(omni_light)
  179. FUNCRID(spot_light)
  180. FUNC2(light_set_color, RID, const Color &)
  181. FUNC3(light_set_param, RID, LightParam, float)
  182. FUNC2(light_set_shadow, RID, bool)
  183. FUNC2(light_set_shadow_color, RID, const Color &)
  184. FUNC2(light_set_projector, RID, RID)
  185. FUNC2(light_set_negative, RID, bool)
  186. FUNC2(light_set_cull_mask, RID, uint32_t)
  187. FUNC2(light_set_reverse_cull_face_mode, RID, bool)
  188. FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
  189. FUNC2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)
  190. FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
  191. FUNC2(light_directional_set_blend_splits, RID, bool)
  192. FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
  193. /* PROBE API */
  194. FUNCRID(reflection_probe)
  195. FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
  196. FUNC2(reflection_probe_set_intensity, RID, float)
  197. FUNC2(reflection_probe_set_interior_ambient, RID, const Color &)
  198. FUNC2(reflection_probe_set_interior_ambient_energy, RID, float)
  199. FUNC2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)
  200. FUNC2(reflection_probe_set_max_distance, RID, float)
  201. FUNC2(reflection_probe_set_extents, RID, const Vector3 &)
  202. FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
  203. FUNC2(reflection_probe_set_as_interior, RID, bool)
  204. FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
  205. FUNC2(reflection_probe_set_enable_shadows, RID, bool)
  206. FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
  207. FUNC2(reflection_probe_set_resolution, RID, int)
  208. /* BAKED LIGHT API */
  209. FUNCRID(gi_probe)
  210. FUNC2(gi_probe_set_bounds, RID, const AABB &)
  211. FUNC1RC(AABB, gi_probe_get_bounds, RID)
  212. FUNC2(gi_probe_set_cell_size, RID, float)
  213. FUNC1RC(float, gi_probe_get_cell_size, RID)
  214. FUNC2(gi_probe_set_to_cell_xform, RID, const Transform &)
  215. FUNC1RC(Transform, gi_probe_get_to_cell_xform, RID)
  216. FUNC2(gi_probe_set_dynamic_range, RID, int)
  217. FUNC1RC(int, gi_probe_get_dynamic_range, RID)
  218. FUNC2(gi_probe_set_energy, RID, float)
  219. FUNC1RC(float, gi_probe_get_energy, RID)
  220. FUNC2(gi_probe_set_bias, RID, float)
  221. FUNC1RC(float, gi_probe_get_bias, RID)
  222. FUNC2(gi_probe_set_normal_bias, RID, float)
  223. FUNC1RC(float, gi_probe_get_normal_bias, RID)
  224. FUNC2(gi_probe_set_propagation, RID, float)
  225. FUNC1RC(float, gi_probe_get_propagation, RID)
  226. FUNC2(gi_probe_set_interior, RID, bool)
  227. FUNC1RC(bool, gi_probe_is_interior, RID)
  228. FUNC2(gi_probe_set_compress, RID, bool)
  229. FUNC1RC(bool, gi_probe_is_compressed, RID)
  230. FUNC2(gi_probe_set_dynamic_data, RID, const PoolVector<int> &)
  231. FUNC1RC(PoolVector<int>, gi_probe_get_dynamic_data, RID)
  232. /* LIGHTMAP CAPTURE */
  233. FUNCRID(lightmap_capture)
  234. FUNC2(lightmap_capture_set_bounds, RID, const AABB &)
  235. FUNC1RC(AABB, lightmap_capture_get_bounds, RID)
  236. FUNC2(lightmap_capture_set_octree, RID, const PoolVector<uint8_t> &)
  237. FUNC1RC(PoolVector<uint8_t>, lightmap_capture_get_octree, RID)
  238. FUNC2(lightmap_capture_set_octree_cell_transform, RID, const Transform &)
  239. FUNC1RC(Transform, lightmap_capture_get_octree_cell_transform, RID)
  240. FUNC2(lightmap_capture_set_octree_cell_subdiv, RID, int)
  241. FUNC1RC(int, lightmap_capture_get_octree_cell_subdiv, RID)
  242. FUNC2(lightmap_capture_set_energy, RID, float)
  243. FUNC1RC(float, lightmap_capture_get_energy, RID)
  244. /* PARTICLES */
  245. FUNCRID(particles)
  246. FUNC2(particles_set_emitting, RID, bool)
  247. FUNC1R(bool, particles_get_emitting, RID)
  248. FUNC2(particles_set_amount, RID, int)
  249. FUNC2(particles_set_lifetime, RID, float)
  250. FUNC2(particles_set_one_shot, RID, bool)
  251. FUNC2(particles_set_pre_process_time, RID, float)
  252. FUNC2(particles_set_explosiveness_ratio, RID, float)
  253. FUNC2(particles_set_randomness_ratio, RID, float)
  254. FUNC2(particles_set_custom_aabb, RID, const AABB &)
  255. FUNC2(particles_set_speed_scale, RID, float)
  256. FUNC2(particles_set_use_local_coordinates, RID, bool)
  257. FUNC2(particles_set_process_material, RID, RID)
  258. FUNC2(particles_set_fixed_fps, RID, int)
  259. FUNC2(particles_set_fractional_delta, RID, bool)
  260. FUNC1(particles_restart, RID)
  261. FUNC2(particles_set_draw_order, RID, VS::ParticlesDrawOrder)
  262. FUNC2(particles_set_draw_passes, RID, int)
  263. FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
  264. FUNC2(particles_set_emission_transform, RID, const Transform &)
  265. FUNC1R(AABB, particles_get_current_aabb, RID)
  266. /* CAMERA API */
  267. FUNCRID(camera)
  268. FUNC4(camera_set_perspective, RID, float, float, float)
  269. FUNC4(camera_set_orthogonal, RID, float, float, float)
  270. FUNC2(camera_set_transform, RID, const Transform &)
  271. FUNC2(camera_set_cull_mask, RID, uint32_t)
  272. FUNC2(camera_set_environment, RID, RID)
  273. FUNC2(camera_set_use_vertical_aspect, RID, bool)
  274. /* VIEWPORT TARGET API */
  275. FUNCRID(viewport)
  276. FUNC2(viewport_set_use_arvr, RID, bool)
  277. FUNC3(viewport_set_size, RID, int, int)
  278. FUNC2(viewport_set_active, RID, bool)
  279. FUNC2(viewport_set_parent_viewport, RID, RID)
  280. FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
  281. FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)
  282. FUNC1(viewport_detach, RID)
  283. FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
  284. FUNC2(viewport_set_vflip, RID, bool)
  285. FUNC1RC(RID, viewport_get_texture, RID)
  286. FUNC2(viewport_set_hide_scenario, RID, bool)
  287. FUNC2(viewport_set_hide_canvas, RID, bool)
  288. FUNC2(viewport_set_disable_environment, RID, bool)
  289. FUNC2(viewport_set_disable_3d, RID, bool)
  290. FUNC2(viewport_set_keep_3d_linear, RID, bool)
  291. FUNC2(viewport_attach_camera, RID, RID)
  292. FUNC2(viewport_set_scenario, RID, RID)
  293. FUNC2(viewport_attach_canvas, RID, RID)
  294. FUNC2(viewport_remove_canvas, RID, RID)
  295. FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
  296. FUNC2(viewport_set_transparent_background, RID, bool)
  297. FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
  298. FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
  299. FUNC2(viewport_set_shadow_atlas_size, RID, int)
  300. FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
  301. FUNC2(viewport_set_msaa, RID, ViewportMSAA)
  302. FUNC2(viewport_set_hdr, RID, bool)
  303. FUNC2(viewport_set_usage, RID, ViewportUsage)
  304. //this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport
  305. virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {
  306. return visual_server->viewport_get_render_info(p_viewport, p_info);
  307. }
  308. FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
  309. /* ENVIRONMENT API */
  310. FUNCRID(environment)
  311. FUNC2(environment_set_background, RID, EnvironmentBG)
  312. FUNC2(environment_set_sky, RID, RID)
  313. FUNC2(environment_set_sky_custom_fov, RID, float)
  314. FUNC2(environment_set_sky_orientation, RID, const Basis &)
  315. FUNC2(environment_set_bg_color, RID, const Color &)
  316. FUNC2(environment_set_bg_energy, RID, float)
  317. FUNC2(environment_set_canvas_max_layer, RID, int)
  318. FUNC4(environment_set_ambient_light, RID, const Color &, float, float)
  319. FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool)
  320. FUNC13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)
  321. FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
  322. FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
  323. FUNC11(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)
  324. FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
  325. FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
  326. FUNC5(environment_set_fog, RID, bool, const Color &, const Color &, float)
  327. FUNC7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
  328. FUNC5(environment_set_fog_height, RID, bool, float, float, float)
  329. FUNCRID(scenario)
  330. FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
  331. FUNC2(scenario_set_environment, RID, RID)
  332. FUNC3(scenario_set_reflection_atlas_size, RID, int, int)
  333. FUNC2(scenario_set_fallback_environment, RID, RID)
  334. /* INSTANCING API */
  335. // from can be mesh, light, area and portal so far.
  336. FUNCRID(instance)
  337. FUNC2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
  338. FUNC2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
  339. FUNC2(instance_set_layer_mask, RID, uint32_t)
  340. FUNC2(instance_set_transform, RID, const Transform &)
  341. FUNC2(instance_attach_object_instance_id, RID, ObjectID)
  342. FUNC3(instance_set_blend_shape_weight, RID, int, float)
  343. FUNC3(instance_set_surface_material, RID, int, RID)
  344. FUNC2(instance_set_visible, RID, bool)
  345. FUNC3(instance_set_use_lightmap, RID, RID, RID)
  346. FUNC2(instance_set_custom_aabb, RID, AABB)
  347. FUNC2(instance_attach_skeleton, RID, RID)
  348. FUNC2(instance_set_exterior, RID, bool)
  349. FUNC2(instance_set_extra_visibility_margin, RID, real_t)
  350. // don't use these in a game!
  351. FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
  352. FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
  353. FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
  354. FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
  355. FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
  356. FUNC2(instance_geometry_set_material_override, RID, RID)
  357. FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float)
  358. FUNC2(instance_geometry_set_as_instance_lod, RID, RID)
  359. /* CANVAS (2D) */
  360. FUNCRID(canvas)
  361. FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
  362. FUNC2(canvas_set_modulate, RID, const Color &)
  363. FUNCRID(canvas_item)
  364. FUNC2(canvas_item_set_parent, RID, RID)
  365. FUNC2(canvas_item_set_visible, RID, bool)
  366. FUNC2(canvas_item_set_light_mask, RID, int)
  367. FUNC2(canvas_item_set_update_when_visible, RID, bool)
  368. FUNC2(canvas_item_set_transform, RID, const Transform2D &)
  369. FUNC2(canvas_item_set_clip, RID, bool)
  370. FUNC2(canvas_item_set_distance_field_mode, RID, bool)
  371. FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
  372. FUNC2(canvas_item_set_modulate, RID, const Color &)
  373. FUNC2(canvas_item_set_self_modulate, RID, const Color &)
  374. FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
  375. FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
  376. FUNC5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
  377. FUNC5(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
  378. FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
  379. FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
  380. FUNC7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID)
  381. FUNC8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool)
  382. FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
  383. FUNC7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
  384. FUNC7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
  385. FUNC10(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)
  386. FUNC4(canvas_item_add_mesh, RID, const RID &, RID, RID)
  387. FUNC4(canvas_item_add_multimesh, RID, RID, RID, RID)
  388. FUNC4(canvas_item_add_particles, RID, RID, RID, RID)
  389. FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
  390. FUNC2(canvas_item_add_clip_ignore, RID, bool)
  391. FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
  392. FUNC2(canvas_item_set_z_index, RID, int)
  393. FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
  394. FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
  395. FUNC2(canvas_item_attach_skeleton, RID, RID)
  396. FUNC1(canvas_item_clear, RID)
  397. FUNC2(canvas_item_set_draw_index, RID, int)
  398. FUNC2(canvas_item_set_material, RID, RID)
  399. FUNC2(canvas_item_set_use_parent_material, RID, bool)
  400. FUNC0R(RID, canvas_light_create)
  401. FUNC2(canvas_light_attach_to_canvas, RID, RID)
  402. FUNC2(canvas_light_set_enabled, RID, bool)
  403. FUNC2(canvas_light_set_scale, RID, float)
  404. FUNC2(canvas_light_set_transform, RID, const Transform2D &)
  405. FUNC2(canvas_light_set_texture, RID, RID)
  406. FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
  407. FUNC2(canvas_light_set_color, RID, const Color &)
  408. FUNC2(canvas_light_set_height, RID, float)
  409. FUNC2(canvas_light_set_energy, RID, float)
  410. FUNC3(canvas_light_set_z_range, RID, int, int)
  411. FUNC3(canvas_light_set_layer_range, RID, int, int)
  412. FUNC2(canvas_light_set_item_cull_mask, RID, int)
  413. FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
  414. FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
  415. FUNC2(canvas_light_set_shadow_enabled, RID, bool)
  416. FUNC2(canvas_light_set_shadow_buffer_size, RID, int)
  417. FUNC2(canvas_light_set_shadow_gradient_length, RID, float)
  418. FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
  419. FUNC2(canvas_light_set_shadow_color, RID, const Color &)
  420. FUNC2(canvas_light_set_shadow_smooth, RID, float)
  421. FUNCRID(canvas_light_occluder)
  422. FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
  423. FUNC2(canvas_light_occluder_set_enabled, RID, bool)
  424. FUNC2(canvas_light_occluder_set_polygon, RID, RID)
  425. FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
  426. FUNC2(canvas_light_occluder_set_light_mask, RID, int)
  427. FUNCRID(canvas_occluder_polygon)
  428. FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
  429. FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)
  430. FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
  431. /* BLACK BARS */
  432. FUNC4(black_bars_set_margins, int, int, int, int)
  433. FUNC4(black_bars_set_images, RID, RID, RID, RID)
  434. /* FREE */
  435. FUNC1(free, RID)
  436. /* EVENT QUEUING */
  437. FUNC3(request_frame_drawn_callback, Object *, const StringName &, const Variant &)
  438. virtual void init();
  439. virtual void finish();
  440. virtual void draw(bool p_swap_buffers, double frame_step);
  441. virtual void sync();
  442. FUNC0RC(bool, has_changed)
  443. /* RENDER INFO */
  444. //this passes directly to avoid stalling
  445. virtual int get_render_info(RenderInfo p_info) {
  446. return visual_server->get_render_info(p_info);
  447. }
  448. FUNC3(set_boot_image, const Ref<Image> &, const Color &, bool)
  449. FUNC1(set_default_clear_color, const Color &)
  450. FUNC0R(RID, get_test_cube)
  451. FUNC1(set_debug_generate_wireframes, bool)
  452. virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); }
  453. virtual bool has_os_feature(const String &p_feature) const { return visual_server->has_os_feature(p_feature); }
  454. FUNC1(call_set_use_vsync, bool)
  455. static void set_use_vsync_callback(bool p_enable);
  456. virtual bool is_low_end() const {
  457. return visual_server->is_low_end();
  458. }
  459. VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread);
  460. ~VisualServerWrapMT();
  461. #undef ServerName
  462. #undef ServerNameWrapMT
  463. #undef server_name
  464. };
  465. #ifdef DEBUG_SYNC
  466. #undef DEBUG_SYNC
  467. #endif
  468. #undef SYNC_DEBUG
  469. #endif