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authorRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
committerRémi Verschelde <rverschelde@gmail.com>2017-03-05 16:44:50 +0100
commit5dbf1809c6e3e905b94b8764e99491e608122261 (patch)
tree5e5a5360db15d86d59ec8c6e4f7eb511388c5a9a /servers/visual/visual_server_raster.h
parent45438e9918d421b244bfd7776a30e67dc7f2d3e3 (diff)
A Whole New World (clang-format edition)
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
Diffstat (limited to 'servers/visual/visual_server_raster.h')
-rw-r--r--servers/visual/visual_server_raster.h770
1 files changed, 372 insertions, 398 deletions
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index 7d547e1862..58e07057f2 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -29,36 +29,30 @@
#ifndef VISUAL_SERVER_RASTER_H
#define VISUAL_SERVER_RASTER_H
-
-#include "servers/visual_server.h"
-#include "servers/visual/rasterizer.h"
#include "allocators.h"
#include "octree.h"
-#include "visual_server_global.h"
-#include "visual_server_viewport.h"
+#include "servers/visual/rasterizer.h"
+#include "servers/visual_server.h"
#include "visual_server_canvas.h"
+#include "visual_server_global.h"
#include "visual_server_scene.h"
+#include "visual_server_viewport.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
-
-
-
class VisualServerRaster : public VisualServer {
-
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)
-
+ 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)
};
@@ -66,8 +60,7 @@ class VisualServerRaster : public VisualServer {
bool draw_extra_frame;
RID test_cube;
-
- #if 0
+#if 0
struct Room {
bool occlude_exterior;
@@ -582,293 +575,299 @@ class VisualServerRaster : public VisualServer {
#endif
public:
-
#define DISPLAY_CHANGED changes++;
-#define BIND0R(m_r,m_name) m_r m_name() { return BINDBASE->m_name(); }
-#define BIND1R(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
-#define BIND1RC(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
-#define BIND2RC(m_r,m_name,m_type1,m_type2) m_r m_name(m_type1 arg1,m_type2 arg2) const { return BINDBASE->m_name(arg1,arg2); }
-#define BIND3RC(m_r,m_name,m_type1,m_type2,m_type3) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3) const { return BINDBASE->m_name(arg1,arg2,arg3); }
-#define BIND4RC(m_r,m_name,m_type1,m_type2,m_type3,m_type4) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4) const { return BINDBASE->m_name(arg1,arg2,arg3,arg4); }
-
-#define BIND1(m_name,m_type1) void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
-#define BIND2(m_name,m_type1,m_type2) void m_name(m_type1 arg1,m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2); }
-#define BIND2C(m_name,m_type1,m_type2) void m_name(m_type1 arg1,m_type2 arg2) const { BINDBASE->m_name(arg1,arg2); }
-#define BIND3(m_name,m_type1,m_type2,m_type3) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3); }
-#define BIND4(m_name,m_type1,m_type2,m_type3,m_type4) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4); }
-#define BIND5(m_name,m_type1,m_type2,m_type3,m_type4,m_type5) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5); }
-#define BIND6(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6); }
-#define BIND7(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7); }
-#define BIND8(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8); }
-#define BIND9(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8,m_type9) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8,m_type9 arg9) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9); }
-#define BIND10(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8,m_type9,m_type10) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8,m_type9 arg9,m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9,arg10); }
+#define BIND0R(m_r, m_name) \
+ m_r m_name() { return BINDBASE->m_name(); }
+#define BIND1R(m_r, m_name, m_type1) \
+ m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
+#define BIND1RC(m_r, m_name, m_type1) \
+ m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
+#define BIND2RC(m_r, m_name, m_type1, m_type2) \
+ m_r m_name(m_type1 arg1, m_type2 arg2) const { return BINDBASE->m_name(arg1, arg2); }
+#define BIND3RC(m_r, m_name, m_type1, m_type2, m_type3) \
+ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) const { return BINDBASE->m_name(arg1, arg2, arg3); }
+#define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
+ m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }
+
+#define BIND1(m_name, m_type1) \
+ void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
+#define BIND2(m_name, m_type1, m_type2) \
+ void m_name(m_type1 arg1, m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2); }
+#define BIND2C(m_name, m_type1, m_type2) \
+ void m_name(m_type1 arg1, m_type2 arg2) const { BINDBASE->m_name(arg1, arg2); }
+#define BIND3(m_name, m_type1, m_type2, m_type3) \
+ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3); }
+#define BIND4(m_name, m_type1, m_type2, m_type3, m_type4) \
+ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4); }
+#define BIND5(m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
+ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
+#define BIND6(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
+ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
+#define BIND7(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7) \
+ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7); }
+#define BIND8(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8) \
+ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8); }
+#define BIND9(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9) \
+ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9); }
+#define BIND10(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10) \
+ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10); }
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::storage
/* TEXTURE API */
+ BIND0R(RID, texture_create)
+ BIND5(texture_allocate, RID, int, int, Image::Format, uint32_t)
+ BIND3(texture_set_data, RID, const Image &, CubeMapSide)
+ BIND2RC(Image, texture_get_data, RID, CubeMapSide)
+ BIND2(texture_set_flags, RID, uint32_t)
+ BIND1RC(uint32_t, texture_get_flags, RID)
+ BIND1RC(Image::Format, texture_get_format, RID)
+ BIND1RC(uint32_t, texture_get_width, RID)
+ BIND1RC(uint32_t, texture_get_height, RID)
+ BIND3(texture_set_size_override, RID, int, int)
+ BIND2RC(RID, texture_create_radiance_cubemap, RID, int)
- BIND0R(RID,texture_create)
- BIND5(texture_allocate,RID,int,int,Image::Format,uint32_t)
- BIND3(texture_set_data,RID,const Image&,CubeMapSide)
- BIND2RC(Image,texture_get_data,RID,CubeMapSide)
- BIND2(texture_set_flags,RID,uint32_t)
- BIND1RC(uint32_t,texture_get_flags,RID)
- BIND1RC(Image::Format,texture_get_format,RID)
- BIND1RC(uint32_t,texture_get_width,RID)
- BIND1RC(uint32_t,texture_get_height,RID)
- BIND3(texture_set_size_override,RID,int,int)
- BIND2RC(RID,texture_create_radiance_cubemap,RID,int)
-
- BIND3(texture_set_detect_3d_callback,RID,TextureDetectCallback,void*)
- BIND3(texture_set_detect_srgb_callback,RID,TextureDetectCallback,void*)
+ BIND3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
+ BIND3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)
- BIND2(texture_set_path,RID,const String&)
- BIND1RC(String,texture_get_path,RID)
- BIND1(texture_set_shrink_all_x2_on_set_data,bool)
- BIND1(texture_debug_usage,List<TextureInfo>*)
+ BIND2(texture_set_path, RID, const String &)
+ BIND1RC(String, texture_get_path, RID)
+ BIND1(texture_set_shrink_all_x2_on_set_data, bool)
+ BIND1(texture_debug_usage, List<TextureInfo> *)
- BIND1(textures_keep_original,bool)
+ BIND1(textures_keep_original, bool)
/* SKYBOX API */
- BIND0R(RID,skybox_create)
- BIND3(skybox_set_texture,RID,RID,int)
+ BIND0R(RID, skybox_create)
+ BIND3(skybox_set_texture, RID, RID, int)
/* SHADER API */
- BIND1R(RID,shader_create,ShaderMode)
+ BIND1R(RID, shader_create, ShaderMode)
+ BIND2(shader_set_mode, RID, ShaderMode)
+ BIND1RC(ShaderMode, shader_get_mode, RID)
- BIND2(shader_set_mode,RID,ShaderMode)
- BIND1RC(ShaderMode,shader_get_mode,RID)
+ BIND2(shader_set_code, RID, const String &)
+ BIND1RC(String, shader_get_code, RID)
- BIND2(shader_set_code,RID,const String&)
- BIND1RC(String,shader_get_code,RID)
-
- BIND2C(shader_get_param_list,RID, List<PropertyInfo> *)
-
- BIND3(shader_set_default_texture_param,RID,const StringName&,RID)
- BIND2RC(RID,shader_get_default_texture_param,RID,const StringName&)
+ BIND2C(shader_get_param_list, RID, List<PropertyInfo> *)
+ BIND3(shader_set_default_texture_param, RID, const StringName &, RID)
+ BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
/* COMMON MATERIAL API */
- BIND0R(RID,material_create)
-
- BIND2(material_set_shader,RID,RID)
- BIND1RC(RID,material_get_shader,RID)
-
- BIND3(material_set_param,RID, const StringName&, const Variant& )
- BIND2RC(Variant,material_get_param,RID, const StringName& )
+ BIND0R(RID, material_create)
- BIND2(material_set_line_width,RID, float )
+ BIND2(material_set_shader, RID, RID)
+ BIND1RC(RID, material_get_shader, RID)
+ BIND3(material_set_param, RID, const StringName &, const Variant &)
+ BIND2RC(Variant, material_get_param, RID, const StringName &)
+ BIND2(material_set_line_width, RID, float)
/* MESH API */
- BIND0R(RID,mesh_create)
+ BIND0R(RID, mesh_create)
- BIND10(mesh_add_surface,RID,uint32_t,PrimitiveType,const PoolVector<uint8_t>&,int ,const PoolVector<uint8_t>& ,int ,const Rect3&,const Vector<PoolVector<uint8_t> >&,const Vector<Rect3>& )
+ BIND10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const Rect3 &, const Vector<PoolVector<uint8_t> > &, const Vector<Rect3> &)
- BIND2(mesh_set_blend_shape_count,RID,int)
- BIND1RC(int,mesh_get_blend_shape_count,RID)
+ BIND2(mesh_set_blend_shape_count, RID, int)
+ BIND1RC(int, mesh_get_blend_shape_count, RID)
+ BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
+ BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
- BIND2(mesh_set_blend_shape_mode,RID,BlendShapeMode)
- BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode,RID )
+ BIND3(mesh_surface_set_material, RID, int, RID)
+ BIND2RC(RID, mesh_surface_get_material, RID, int)
- BIND3(mesh_surface_set_material,RID, int , RID )
- BIND2RC(RID,mesh_surface_get_material,RID, int )
+ BIND2RC(int, mesh_surface_get_array_len, RID, int)
+ BIND2RC(int, mesh_surface_get_array_index_len, RID, int)
- BIND2RC(int,mesh_surface_get_array_len,RID,int)
- BIND2RC(int,mesh_surface_get_array_index_len,RID,int)
+ BIND2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)
+ BIND2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)
- BIND2RC(PoolVector<uint8_t>,mesh_surface_get_array,RID,int)
- BIND2RC(PoolVector<uint8_t>,mesh_surface_get_index_array,RID, int)
+ BIND2RC(uint32_t, mesh_surface_get_format, RID, int)
+ BIND2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)
- BIND2RC(uint32_t,mesh_surface_get_format,RID,int)
- BIND2RC(PrimitiveType,mesh_surface_get_primitive_type,RID,int)
+ BIND2RC(Rect3, mesh_surface_get_aabb, RID, int)
+ BIND2RC(Vector<PoolVector<uint8_t> >, mesh_surface_get_blend_shapes, RID, int)
+ BIND2RC(Vector<Rect3>, mesh_surface_get_skeleton_aabb, RID, int)
- BIND2RC(Rect3,mesh_surface_get_aabb,RID,int)
- BIND2RC(Vector<PoolVector<uint8_t> >,mesh_surface_get_blend_shapes,RID,int)
- BIND2RC(Vector<Rect3>,mesh_surface_get_skeleton_aabb,RID,int)
+ BIND2(mesh_remove_surface, RID, int)
+ BIND1RC(int, mesh_get_surface_count, RID)
- BIND2(mesh_remove_surface,RID,int)
- BIND1RC(int,mesh_get_surface_count,RID)
+ BIND2(mesh_set_custom_aabb, RID, const Rect3 &)
+ BIND1RC(Rect3, mesh_get_custom_aabb, RID)
- BIND2(mesh_set_custom_aabb,RID,const Rect3&)
- BIND1RC(Rect3,mesh_get_custom_aabb,RID)
-
- BIND1(mesh_clear,RID)
+ BIND1(mesh_clear, RID)
/* MULTIMESH API */
+ BIND0R(RID, multimesh_create)
- BIND0R(RID,multimesh_create)
-
- BIND4(multimesh_allocate,RID,int,MultimeshTransformFormat,MultimeshColorFormat)
- BIND1RC(int,multimesh_get_instance_count,RID)
+ BIND4(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat)
+ BIND1RC(int, multimesh_get_instance_count, RID)
- BIND2(multimesh_set_mesh,RID,RID)
- BIND3(multimesh_instance_set_transform,RID,int,const Transform&)
- BIND3(multimesh_instance_set_transform_2d,RID,int,const Transform2D& )
- BIND3(multimesh_instance_set_color,RID,int,const Color&)
+ BIND2(multimesh_set_mesh, RID, RID)
+ BIND3(multimesh_instance_set_transform, RID, int, const Transform &)
+ BIND3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
+ BIND3(multimesh_instance_set_color, RID, int, const Color &)
- BIND1RC(RID,multimesh_get_mesh,RID)
- BIND1RC(Rect3,multimesh_get_aabb,RID)
+ BIND1RC(RID, multimesh_get_mesh, RID)
+ BIND1RC(Rect3, multimesh_get_aabb, RID)
- BIND2RC(Transform,multimesh_instance_get_transform,RID,int )
- BIND2RC(Transform2D,multimesh_instance_get_transform_2d,RID,int)
- BIND2RC(Color,multimesh_instance_get_color,RID,int)
-
- BIND2(multimesh_set_visible_instances,RID,int)
- BIND1RC(int,multimesh_get_visible_instances,RID)
+ BIND2RC(Transform, multimesh_instance_get_transform, RID, int)
+ BIND2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
+ BIND2RC(Color, multimesh_instance_get_color, RID, int)
+ BIND2(multimesh_set_visible_instances, RID, int)
+ BIND1RC(int, multimesh_get_visible_instances, RID)
/* IMMEDIATE API */
- BIND0R(RID,immediate_create)
- BIND3(immediate_begin,RID,PrimitiveType,RID)
- BIND2(immediate_vertex,RID,const Vector3&)
- BIND2(immediate_normal,RID,const Vector3&)
- BIND2(immediate_tangent,RID,const Plane&)
- BIND2(immediate_color,RID,const Color&)
- BIND2(immediate_uv,RID,const Vector2& )
- BIND2(immediate_uv2,RID,const Vector2&)
- BIND1(immediate_end,RID)
- BIND1(immediate_clear,RID)
- BIND2(immediate_set_material,RID ,RID )
- BIND1RC(RID,immediate_get_material,RID)
+ BIND0R(RID, immediate_create)
+ BIND3(immediate_begin, RID, PrimitiveType, RID)
+ BIND2(immediate_vertex, RID, const Vector3 &)
+ BIND2(immediate_normal, RID, const Vector3 &)
+ BIND2(immediate_tangent, RID, const Plane &)
+ BIND2(immediate_color, RID, const Color &)
+ BIND2(immediate_uv, RID, const Vector2 &)
+ BIND2(immediate_uv2, RID, const Vector2 &)
+ BIND1(immediate_end, RID)
+ BIND1(immediate_clear, RID)
+ BIND2(immediate_set_material, RID, RID)
+ BIND1RC(RID, immediate_get_material, RID)
/* SKELETON API */
- BIND0R(RID,skeleton_create)
- BIND3(skeleton_allocate,RID,int,bool)
- BIND1RC(int,skeleton_get_bone_count,RID)
- BIND3(skeleton_bone_set_transform,RID,int,const Transform&)
- BIND2RC(Transform,skeleton_bone_get_transform,RID,int)
- BIND3(skeleton_bone_set_transform_2d,RID,int, const Transform2D& )
- BIND2RC(Transform2D,skeleton_bone_get_transform_2d,RID,int)
+ BIND0R(RID, skeleton_create)
+ BIND3(skeleton_allocate, RID, int, bool)
+ BIND1RC(int, skeleton_get_bone_count, RID)
+ BIND3(skeleton_bone_set_transform, RID, int, const Transform &)
+ BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
+ BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
+ BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
/* Light API */
- BIND1R(RID,light_create,LightType)
+ BIND1R(RID, light_create, LightType)
- BIND2(light_set_color,RID,const Color&)
- BIND3(light_set_param,RID ,LightParam ,float )
- BIND2(light_set_shadow,RID ,bool )
- BIND2(light_set_shadow_color,RID ,const Color& )
- BIND2(light_set_projector,RID,RID )
- BIND2(light_set_negative,RID,bool )
- BIND2(light_set_cull_mask,RID ,uint32_t )
+ BIND2(light_set_color, RID, const Color &)
+ BIND3(light_set_param, RID, LightParam, float)
+ BIND2(light_set_shadow, RID, bool)
+ BIND2(light_set_shadow_color, RID, const Color &)
+ BIND2(light_set_projector, RID, RID)
+ BIND2(light_set_negative, RID, bool)
+ BIND2(light_set_cull_mask, RID, uint32_t)
- BIND2(light_omni_set_shadow_mode,RID,LightOmniShadowMode)
- BIND2(light_omni_set_shadow_detail,RID,LightOmniShadowDetail)
+ BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
+ BIND2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)
- BIND2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode)
- BIND2(light_directional_set_blend_splits,RID,bool)
+ BIND2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
+ BIND2(light_directional_set_blend_splits, RID, bool)
/* PROBE API */
- BIND0R(RID,reflection_probe_create)
-
- BIND2(reflection_probe_set_update_mode,RID, ReflectionProbeUpdateMode )
- BIND2(reflection_probe_set_intensity,RID, float )
- BIND2(reflection_probe_set_interior_ambient,RID, const Color& )
- BIND2(reflection_probe_set_interior_ambient_energy,RID, float )
- BIND2(reflection_probe_set_interior_ambient_probe_contribution,RID, float )
- BIND2(reflection_probe_set_max_distance,RID, float )
- BIND2(reflection_probe_set_extents,RID, const Vector3& )
- BIND2(reflection_probe_set_origin_offset,RID, const Vector3& )
- BIND2(reflection_probe_set_as_interior,RID, bool )
- BIND2(reflection_probe_set_enable_box_projection,RID, bool )
- BIND2(reflection_probe_set_enable_shadows,RID, bool )
- BIND2(reflection_probe_set_cull_mask,RID, uint32_t )
+ BIND0R(RID, reflection_probe_create)
+
+ BIND2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
+ BIND2(reflection_probe_set_intensity, RID, float)
+ BIND2(reflection_probe_set_interior_ambient, RID, const Color &)
+ BIND2(reflection_probe_set_interior_ambient_energy, RID, float)
+ BIND2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)
+ BIND2(reflection_probe_set_max_distance, RID, float)
+ BIND2(reflection_probe_set_extents, RID, const Vector3 &)
+ BIND2(reflection_probe_set_origin_offset, RID, const Vector3 &)
+ BIND2(reflection_probe_set_as_interior, RID, bool)
+ BIND2(reflection_probe_set_enable_box_projection, RID, bool)
+ BIND2(reflection_probe_set_enable_shadows, RID, bool)
+ BIND2(reflection_probe_set_cull_mask, RID, uint32_t)
/* ROOM API */
- BIND0R(RID,room_create)
- BIND4(room_add_bounds,RID, const PoolVector<Vector2>& ,float ,const Transform& )
- BIND1(room_clear_bounds,RID)
+ BIND0R(RID, room_create)
+ BIND4(room_add_bounds, RID, const PoolVector<Vector2> &, float, const Transform &)
+ BIND1(room_clear_bounds, RID)
/* PORTAL API */
// portals are only (x/y) points, forming a convex shape, which its clockwise
// order points outside. (z is 0);
- BIND0R(RID,portal_create)
- BIND2(portal_set_shape,RID , const Vector<Point2>& )
- BIND2(portal_set_enabled,RID , bool )
- BIND2(portal_set_disable_distance,RID , float )
- BIND2(portal_set_disabled_color,RID , const Color& )
+ BIND0R(RID, portal_create)
+ BIND2(portal_set_shape, RID, const Vector<Point2> &)
+ BIND2(portal_set_enabled, RID, bool)
+ BIND2(portal_set_disable_distance, RID, float)
+ BIND2(portal_set_disabled_color, RID, const Color &)
/* BAKED LIGHT API */
BIND0R(RID, gi_probe_create)
- BIND2(gi_probe_set_bounds,RID,const Rect3&)
- BIND1RC(Rect3,gi_probe_get_bounds,RID)
+ BIND2(gi_probe_set_bounds, RID, const Rect3 &)
+ BIND1RC(Rect3, gi_probe_get_bounds, RID)
- BIND2(gi_probe_set_cell_size,RID,float)
- BIND1RC(float,gi_probe_get_cell_size,RID)
+ BIND2(gi_probe_set_cell_size, RID, float)
+ BIND1RC(float, gi_probe_get_cell_size, RID)
- BIND2(gi_probe_set_to_cell_xform,RID,const Transform&)
- BIND1RC(Transform,gi_probe_get_to_cell_xform,RID)
+ BIND2(gi_probe_set_to_cell_xform, RID, const Transform &)
+ BIND1RC(Transform, gi_probe_get_to_cell_xform, RID)
- BIND2(gi_probe_set_dynamic_range,RID,int)
- BIND1RC(int,gi_probe_get_dynamic_range,RID)
+ BIND2(gi_probe_set_dynamic_range, RID, int)
+ BIND1RC(int, gi_probe_get_dynamic_range, RID)
- BIND2(gi_probe_set_energy,RID,float)
- BIND1RC(float,gi_probe_get_energy,RID)
+ BIND2(gi_probe_set_energy, RID, float)
+ BIND1RC(float, gi_probe_get_energy, RID)
- BIND2(gi_probe_set_bias,RID,float)
- BIND1RC(float,gi_probe_get_bias,RID)
+ BIND2(gi_probe_set_bias, RID, float)
+ BIND1RC(float, gi_probe_get_bias, RID)
- BIND2(gi_probe_set_propagation,RID,float)
- BIND1RC(float,gi_probe_get_propagation,RID)
+ BIND2(gi_probe_set_propagation, RID, float)
+ BIND1RC(float, gi_probe_get_propagation, RID)
- BIND2(gi_probe_set_interior,RID,bool)
- BIND1RC(bool,gi_probe_is_interior,RID)
+ BIND2(gi_probe_set_interior, RID, bool)
+ BIND1RC(bool, gi_probe_is_interior, RID)
- BIND2(gi_probe_set_compress,RID,bool)
- BIND1RC(bool,gi_probe_is_compressed,RID)
+ BIND2(gi_probe_set_compress, RID, bool)
+ BIND1RC(bool, gi_probe_is_compressed, RID)
- BIND2(gi_probe_set_dynamic_data,RID,const PoolVector<int>& )
- BIND1RC( PoolVector<int>,gi_probe_get_dynamic_data,RID)
+ BIND2(gi_probe_set_dynamic_data, RID, const PoolVector<int> &)
+ BIND1RC(PoolVector<int>, gi_probe_get_dynamic_data, RID)
/* PARTICLES */
BIND0R(RID, particles_create)
- BIND2(particles_set_emitting,RID,bool)
- BIND2(particles_set_amount,RID,int )
- BIND2(particles_set_lifetime,RID,float )
- BIND2(particles_set_pre_process_time,RID,float )
- BIND2(particles_set_explosiveness_ratio,RID,float )
- BIND2(particles_set_randomness_ratio,RID,float )
- BIND2(particles_set_custom_aabb,RID,const Rect3& )
- BIND2(particles_set_gravity,RID,const Vector3& )
- BIND2(particles_set_use_local_coordinates,RID,bool )
- BIND2(particles_set_process_material,RID,RID )
-
- BIND2(particles_set_emission_shape,RID,VS::ParticlesEmissionShape )
- BIND2(particles_set_emission_sphere_radius,RID,float )
- BIND2(particles_set_emission_box_extents,RID,const Vector3& )
- BIND2(particles_set_emission_points,RID,const PoolVector<Vector3>& )
+ BIND2(particles_set_emitting, RID, bool)
+ BIND2(particles_set_amount, RID, int)
+ BIND2(particles_set_lifetime, RID, float)
+ BIND2(particles_set_pre_process_time, RID, float)
+ BIND2(particles_set_explosiveness_ratio, RID, float)
+ BIND2(particles_set_randomness_ratio, RID, float)
+ BIND2(particles_set_custom_aabb, RID, const Rect3 &)
+ BIND2(particles_set_gravity, RID, const Vector3 &)
+ BIND2(particles_set_use_local_coordinates, RID, bool)
+ BIND2(particles_set_process_material, RID, RID)
+ BIND2(particles_set_emission_shape, RID, VS::ParticlesEmissionShape)
+ BIND2(particles_set_emission_sphere_radius, RID, float)
+ BIND2(particles_set_emission_box_extents, RID, const Vector3 &)
+ BIND2(particles_set_emission_points, RID, const PoolVector<Vector3> &)
- BIND2(particles_set_draw_order,RID,VS::ParticlesDrawOrder )
+ BIND2(particles_set_draw_order, RID, VS::ParticlesDrawOrder)
- BIND2(particles_set_draw_passes,RID,int )
- BIND3(particles_set_draw_pass_material,RID,int , RID )
- BIND3(particles_set_draw_pass_mesh,RID,int , RID )
-
- BIND1R(Rect3,particles_get_current_aabb,RID);
+ BIND2(particles_set_draw_passes, RID, int)
+ BIND3(particles_set_draw_pass_material, RID, int, RID)
+ BIND3(particles_set_draw_pass_mesh, RID, int, RID)
+ BIND1R(Rect3, particles_get_current_aabb, RID);
#undef BINDBASE
//from now on, calls forwarded to this singleton
@@ -876,14 +875,13 @@ public:
/* CAMERA API */
-
BIND0R(RID, camera_create)
- BIND4(camera_set_perspective,RID,float, float , float )
- BIND4(camera_set_orthogonal,RID,float , float , float )
- BIND2(camera_set_transform,RID,const Transform&)
- BIND2(camera_set_cull_mask,RID,uint32_t )
- BIND2(camera_set_environment,RID ,RID )
- BIND2(camera_set_use_vertical_aspect,RID,bool)
+ BIND4(camera_set_perspective, RID, float, float, float)
+ BIND4(camera_set_orthogonal, RID, float, float, float)
+ BIND2(camera_set_transform, RID, const Transform &)
+ BIND2(camera_set_cull_mask, RID, uint32_t)
+ BIND2(camera_set_environment, RID, RID)
+ BIND2(camera_set_use_vertical_aspect, RID, bool)
#undef BINDBASE
//from now on, calls forwarded to this singleton
@@ -891,122 +889,112 @@ public:
/* VIEWPORT TARGET API */
- BIND0R(RID,viewport_create)
-
- BIND3(viewport_set_size,RID,int ,int )
-
- BIND2(viewport_set_active,RID ,bool )
- BIND2(viewport_set_parent_viewport,RID,RID)
+ BIND0R(RID, viewport_create)
- BIND2(viewport_set_clear_mode,RID,ViewportClearMode )
+ BIND3(viewport_set_size, RID, int, int)
- BIND3(viewport_attach_to_screen,RID ,const Rect2& ,int )
- BIND1(viewport_detach,RID)
+ BIND2(viewport_set_active, RID, bool)
+ BIND2(viewport_set_parent_viewport, RID, RID)
- BIND2(viewport_set_update_mode,RID,ViewportUpdateMode )
- BIND2(viewport_set_vflip,RID,bool)
+ BIND2(viewport_set_clear_mode, RID, ViewportClearMode)
+ BIND3(viewport_attach_to_screen, RID, const Rect2 &, int)
+ BIND1(viewport_detach, RID)
- BIND1RC(RID,viewport_get_texture,RID )
+ BIND2(viewport_set_update_mode, RID, ViewportUpdateMode)
+ BIND2(viewport_set_vflip, RID, bool)
- BIND2(viewport_set_hide_scenario,RID,bool )
- BIND2(viewport_set_hide_canvas,RID,bool )
- BIND2(viewport_set_disable_environment,RID,bool )
- BIND2(viewport_set_disable_3d,RID,bool )
+ BIND1RC(RID, viewport_get_texture, RID)
- BIND2(viewport_attach_camera,RID,RID )
- BIND2(viewport_set_scenario,RID,RID )
- BIND2(viewport_attach_canvas,RID,RID )
+ BIND2(viewport_set_hide_scenario, RID, bool)
+ BIND2(viewport_set_hide_canvas, RID, bool)
+ BIND2(viewport_set_disable_environment, RID, bool)
+ BIND2(viewport_set_disable_3d, RID, bool)
- BIND2(viewport_remove_canvas,RID,RID )
- BIND3(viewport_set_canvas_transform,RID ,RID ,const Transform2D& )
- BIND2(viewport_set_transparent_background,RID ,bool )
+ BIND2(viewport_attach_camera, RID, RID)
+ BIND2(viewport_set_scenario, RID, RID)
+ BIND2(viewport_attach_canvas, RID, RID)
- BIND2(viewport_set_global_canvas_transform,RID,const Transform2D& )
- BIND3(viewport_set_canvas_layer,RID ,RID ,int )
- BIND2(viewport_set_shadow_atlas_size,RID ,int )
- BIND3(viewport_set_shadow_atlas_quadrant_subdivision,RID ,int, int )
- BIND2(viewport_set_msaa,RID ,ViewportMSAA )
- BIND2(viewport_set_hdr,RID ,bool )
+ BIND2(viewport_remove_canvas, RID, RID)
+ BIND3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
+ BIND2(viewport_set_transparent_background, RID, bool)
+ BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &)
+ BIND3(viewport_set_canvas_layer, RID, RID, int)
+ BIND2(viewport_set_shadow_atlas_size, RID, int)
+ BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
+ BIND2(viewport_set_msaa, RID, ViewportMSAA)
+ BIND2(viewport_set_hdr, RID, bool)
- /* ENVIRONMENT API */
+/* ENVIRONMENT API */
#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::scene_render
- BIND0R(RID,environment_create)
-
- BIND2(environment_set_background,RID ,EnvironmentBG )
- BIND2(environment_set_skybox,RID,RID )
- BIND2(environment_set_skybox_scale,RID,float)
- BIND2(environment_set_bg_color,RID,const Color& )
- BIND2(environment_set_bg_energy,RID,float )
- BIND2(environment_set_canvas_max_layer,RID,int )
- BIND4(environment_set_ambient_light,RID,const Color& ,float,float )
- BIND8(environment_set_ssr,RID,bool,int,float,float,float,bool,bool )
- BIND10(environment_set_ssao,RID ,bool , float , float , float,float,float , float ,const Color &,bool )
-
-
-
- BIND6(environment_set_dof_blur_near,RID,bool ,float,float,float,EnvironmentDOFBlurQuality)
- BIND6(environment_set_dof_blur_far,RID,bool ,float,float,float,EnvironmentDOFBlurQuality)
- BIND10(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode,float,float,bool )
- BIND5(environment_set_fog,RID,bool ,float ,float ,RID )
+ BIND0R(RID, environment_create)
- BIND9(environment_set_tonemap,RID,EnvironmentToneMapper, float ,float ,bool, float ,float ,float,float )
+ BIND2(environment_set_background, RID, EnvironmentBG)
+ BIND2(environment_set_skybox, RID, RID)
+ BIND2(environment_set_skybox_scale, RID, float)
+ BIND2(environment_set_bg_color, RID, const Color &)
+ BIND2(environment_set_bg_energy, RID, float)
+ BIND2(environment_set_canvas_max_layer, RID, int)
+ BIND4(environment_set_ambient_light, RID, const Color &, float, float)
+ BIND8(environment_set_ssr, RID, bool, int, float, float, float, bool, bool)
+ BIND10(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, bool)
- BIND6(environment_set_adjustment,RID,bool ,float ,float ,float ,RID )
+ BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
+ BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
+ BIND10(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, bool)
+ BIND5(environment_set_fog, RID, bool, float, float, RID)
+ BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
- /* SCENARIO API */
+ BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
+/* SCENARIO API */
#undef BINDBASE
#define BINDBASE VSG::scene
- BIND0R(RID,scenario_create)
-
- BIND2(scenario_set_debug,RID,ScenarioDebugMode )
- BIND2(scenario_set_environment,RID, RID )
- BIND3(scenario_set_reflection_atlas_size,RID, int,int )
- BIND2(scenario_set_fallback_environment,RID, RID )
+ BIND0R(RID, scenario_create)
+ BIND2(scenario_set_debug, RID, ScenarioDebugMode)
+ BIND2(scenario_set_environment, RID, RID)
+ BIND3(scenario_set_reflection_atlas_size, RID, int, int)
+ BIND2(scenario_set_fallback_environment, RID, RID)
/* INSTANCING API */
- // from can be mesh, light, area and portal so far.
- BIND0R(RID,instance_create)
-
- BIND2(instance_set_base,RID, RID ) // from can be mesh, light, poly, area and portal so far.
- BIND2(instance_set_scenario,RID, RID ) // from can be mesh, light, poly, area and portal so far.
- BIND2(instance_set_layer_mask,RID, uint32_t )
- BIND2(instance_set_transform,RID, const Transform& )
- BIND2(instance_attach_object_instance_ID,RID,ObjectID )
- BIND3(instance_set_blend_shape_weight,RID,int , float )
- BIND3(instance_set_surface_material,RID,int , RID )
- BIND2(instance_set_visible,RID ,bool)
+ // from can be mesh, light, area and portal so far.
+ BIND0R(RID, instance_create)
+ BIND2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
+ BIND2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
+ BIND2(instance_set_layer_mask, RID, uint32_t)
+ BIND2(instance_set_transform, RID, const Transform &)
+ BIND2(instance_attach_object_instance_ID, RID, ObjectID)
+ BIND3(instance_set_blend_shape_weight, RID, int, float)
+ BIND3(instance_set_surface_material, RID, int, RID)
+ BIND2(instance_set_visible, RID, bool)
- BIND2(instance_attach_skeleton,RID,RID )
- BIND2(instance_set_exterior, RID, bool )
- BIND2(instance_set_room, RID, RID )
+ BIND2(instance_attach_skeleton, RID, RID)
+ BIND2(instance_set_exterior, RID, bool)
+ BIND2(instance_set_room, RID, RID)
- BIND2(instance_set_extra_visibility_margin, RID, real_t )
+ BIND2(instance_set_extra_visibility_margin, RID, real_t)
// don't use these in a game!
- BIND2RC(Vector<ObjectID>,instances_cull_aabb,const Rect3& , RID)
- BIND3RC(Vector<ObjectID>,instances_cull_ray,const Vector3& , const Vector3& , RID )
- BIND2RC(Vector<ObjectID>,instances_cull_convex,const Vector<Plane>& , RID)
-
-
- BIND3(instance_geometry_set_flag,RID,InstanceFlags ,bool )
- BIND2(instance_geometry_set_cast_shadows_setting,RID, ShadowCastingSetting )
- BIND2(instance_geometry_set_material_override,RID, RID )
+ BIND2RC(Vector<ObjectID>, instances_cull_aabb, const Rect3 &, RID)
+ BIND3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
+ BIND2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
+ BIND3(instance_geometry_set_flag, RID, InstanceFlags, bool)
+ BIND2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
+ BIND2(instance_geometry_set_material_override, RID, RID)
- BIND5(instance_geometry_set_draw_range,RID,float ,float ,float ,float )
- BIND2(instance_geometry_set_as_instance_lod,RID,RID )
+ BIND5(instance_geometry_set_draw_range, RID, float, float, float, float)
+ BIND2(instance_geometry_set_as_instance_lod, RID, RID)
#undef BINDBASE
//from now on, calls forwarded to this singleton
@@ -1014,110 +1002,100 @@ public:
/* CANVAS (2D) */
- BIND0R(RID,canvas_create)
- BIND3(canvas_set_item_mirroring,RID ,RID ,const Point2& )
- BIND2(canvas_set_modulate,RID,const Color&)
-
-
- BIND0R(RID,canvas_item_create)
- BIND2(canvas_item_set_parent,RID ,RID)
-
- BIND2(canvas_item_set_visible,RID,bool )
- BIND2(canvas_item_set_light_mask,RID,int )
-
- BIND2(canvas_item_set_transform,RID, const Transform2D& )
- BIND2(canvas_item_set_clip,RID, bool )
- BIND2(canvas_item_set_distance_field_mode,RID, bool )
- BIND3(canvas_item_set_custom_rect,RID, bool ,const Rect2& )
- BIND2(canvas_item_set_modulate,RID, const Color& )
- BIND2(canvas_item_set_self_modulate,RID, const Color& )
-
- BIND2(canvas_item_set_draw_behind_parent,RID, bool )
-
-
- BIND6(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float ,bool )
- BIND3(canvas_item_add_rect,RID, const Rect2& , const Color& )
- BIND4(canvas_item_add_circle,RID, const Point2& , float ,const Color& )
- BIND6(canvas_item_add_texture_rect,RID, const Rect2& , RID ,bool ,const Color& ,bool )
- BIND6(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color& ,bool )
- BIND10(canvas_item_add_nine_patch,RID, const Rect2& , const Rect2& , RID ,const Vector2& , const Vector2& ,NinePatchAxisMode , NinePatchAxisMode,bool ,const Color& )
- BIND6(canvas_item_add_primitive,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ,float )
- BIND5(canvas_item_add_polygon,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID )
- BIND7(canvas_item_add_triangle_array,RID, const Vector<int>& , const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID , int)
- BIND3(canvas_item_add_mesh,RID, const RID& ,RID )
- BIND3(canvas_item_add_multimesh,RID, RID ,RID )
- BIND2(canvas_item_add_set_transform,RID,const Transform2D& )
- BIND2(canvas_item_add_clip_ignore,RID, bool )
- BIND2(canvas_item_set_sort_children_by_y,RID, bool )
- BIND2(canvas_item_set_z,RID, int )
- BIND2(canvas_item_set_z_as_relative_to_parent,RID, bool )
- BIND3(canvas_item_set_copy_to_backbuffer,RID, bool ,const Rect2& )
-
- BIND1(canvas_item_clear,RID )
- BIND2(canvas_item_set_draw_index,RID,int)
-
- BIND2(canvas_item_set_material,RID, RID )
-
- BIND2(canvas_item_set_use_parent_material,RID, bool )
-
-
- BIND0R(RID,canvas_light_create)
- BIND2(canvas_light_attach_to_canvas,RID,RID )
- BIND2(canvas_light_set_enabled,RID, bool )
- BIND2(canvas_light_set_scale,RID, float )
- BIND2(canvas_light_set_transform,RID, const Transform2D& )
- BIND2(canvas_light_set_texture,RID, RID )
- BIND2(canvas_light_set_texture_offset,RID, const Vector2& )
- BIND2(canvas_light_set_color,RID, const Color& )
- BIND2(canvas_light_set_height,RID, float )
- BIND2(canvas_light_set_energy,RID, float )
- BIND3(canvas_light_set_z_range,RID, int ,int )
- BIND3(canvas_light_set_layer_range,RID, int ,int )
- BIND2(canvas_light_set_item_cull_mask,RID, int )
- BIND2(canvas_light_set_item_shadow_cull_mask,RID, int )
-
- BIND2(canvas_light_set_mode,RID, CanvasLightMode )
-
- BIND2(canvas_light_set_shadow_enabled,RID, bool )
- BIND2(canvas_light_set_shadow_buffer_size,RID, int )
- BIND2(canvas_light_set_shadow_gradient_length,RID, float )
- BIND2(canvas_light_set_shadow_filter,RID, CanvasLightShadowFilter )
- BIND2(canvas_light_set_shadow_color,RID, const Color& )
-
-
-
- BIND0R(RID,canvas_light_occluder_create)
- BIND2(canvas_light_occluder_attach_to_canvas,RID,RID )
- BIND2(canvas_light_occluder_set_enabled,RID,bool )
- BIND2(canvas_light_occluder_set_polygon,RID,RID )
- BIND2(canvas_light_occluder_set_transform,RID,const Transform2D& )
- BIND2(canvas_light_occluder_set_light_mask,RID,int )
-
-
- BIND0R(RID,canvas_occluder_polygon_create)
- BIND3(canvas_occluder_polygon_set_shape,RID,const PoolVector<Vector2>& ,bool)
- BIND2(canvas_occluder_polygon_set_shape_as_lines,RID ,const PoolVector<Vector2>&)
-
-
- BIND2(canvas_occluder_polygon_set_cull_mode,RID,CanvasOccluderPolygonCullMode)
-
+ BIND0R(RID, canvas_create)
+ BIND3(canvas_set_item_mirroring, RID, RID, const Point2 &)
+ BIND2(canvas_set_modulate, RID, const Color &)
+
+ BIND0R(RID, canvas_item_create)
+ BIND2(canvas_item_set_parent, RID, RID)
+
+ BIND2(canvas_item_set_visible, RID, bool)
+ BIND2(canvas_item_set_light_mask, RID, int)
+
+ BIND2(canvas_item_set_transform, RID, const Transform2D &)
+ BIND2(canvas_item_set_clip, RID, bool)
+ BIND2(canvas_item_set_distance_field_mode, RID, bool)
+ BIND3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
+ BIND2(canvas_item_set_modulate, RID, const Color &)
+ BIND2(canvas_item_set_self_modulate, RID, const Color &)
+
+ BIND2(canvas_item_set_draw_behind_parent, RID, bool)
+
+ BIND6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
+ BIND3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
+ BIND4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
+ BIND6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
+ BIND6(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool)
+ BIND10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
+ BIND6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
+ BIND5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
+ BIND7(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int)
+ BIND3(canvas_item_add_mesh, RID, const RID &, RID)
+ BIND3(canvas_item_add_multimesh, RID, RID, RID)
+ BIND2(canvas_item_add_set_transform, RID, const Transform2D &)
+ BIND2(canvas_item_add_clip_ignore, RID, bool)
+ BIND2(canvas_item_set_sort_children_by_y, RID, bool)
+ BIND2(canvas_item_set_z, RID, int)
+ BIND2(canvas_item_set_z_as_relative_to_parent, RID, bool)
+ BIND3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
+
+ BIND1(canvas_item_clear, RID)
+ BIND2(canvas_item_set_draw_index, RID, int)
+
+ BIND2(canvas_item_set_material, RID, RID)
+
+ BIND2(canvas_item_set_use_parent_material, RID, bool)
+
+ BIND0R(RID, canvas_light_create)
+ BIND2(canvas_light_attach_to_canvas, RID, RID)
+ BIND2(canvas_light_set_enabled, RID, bool)
+ BIND2(canvas_light_set_scale, RID, float)
+ BIND2(canvas_light_set_transform, RID, const Transform2D &)
+ BIND2(canvas_light_set_texture, RID, RID)
+ BIND2(canvas_light_set_texture_offset, RID, const Vector2 &)
+ BIND2(canvas_light_set_color, RID, const Color &)
+ BIND2(canvas_light_set_height, RID, float)
+ BIND2(canvas_light_set_energy, RID, float)
+ BIND3(canvas_light_set_z_range, RID, int, int)
+ BIND3(canvas_light_set_layer_range, RID, int, int)
+ BIND2(canvas_light_set_item_cull_mask, RID, int)
+ BIND2(canvas_light_set_item_shadow_cull_mask, RID, int)
+
+ BIND2(canvas_light_set_mode, RID, CanvasLightMode)
+
+ BIND2(canvas_light_set_shadow_enabled, RID, bool)
+ BIND2(canvas_light_set_shadow_buffer_size, RID, int)
+ BIND2(canvas_light_set_shadow_gradient_length, RID, float)
+ BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
+ BIND2(canvas_light_set_shadow_color, RID, const Color &)
+
+ BIND0R(RID, canvas_light_occluder_create)
+ BIND2(canvas_light_occluder_attach_to_canvas, RID, RID)
+ BIND2(canvas_light_occluder_set_enabled, RID, bool)
+ BIND2(canvas_light_occluder_set_polygon, RID, RID)
+ BIND2(canvas_light_occluder_set_transform, RID, const Transform2D &)
+ BIND2(canvas_light_occluder_set_light_mask, RID, int)
+
+ BIND0R(RID, canvas_occluder_polygon_create)
+ BIND3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
+ BIND2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)
+
+ BIND2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
/* CURSOR */
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
- virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor=0, const Rect2 &p_region=Rect2());
+ virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor = 0, const Rect2 &p_region = Rect2());
virtual void cursor_set_visible(bool p_visible, int p_cursor = 0);
- virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0);
+ virtual void cursor_set_pos(const Point2 &p_pos, int p_cursor = 0);
/* BLACK BARS */
-
virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);
-
/* FREE */
- virtual void free( RID p_rid ); ///< free RIDs associated with the visual server
+ virtual void free(RID p_rid); ///< free RIDs associated with the visual server
/* EVENT QUEUING */
@@ -1129,21 +1107,18 @@ public:
/* STATUS INFORMATION */
-
virtual int get_render_info(RenderInfo p_info);
virtual RID get_test_cube();
-
/* TESTING */
- virtual void set_boot_image(const Image& p_image, const Color& p_color,bool p_scale);
- virtual void set_default_clear_color(const Color& p_color);
+ virtual void set_boot_image(const Image &p_image, const Color &p_color, bool p_scale);
+ virtual void set_default_clear_color(const Color &p_color);
virtual bool has_feature(Features p_feature) const;
- virtual bool has_os_feature(const String& p_feature) const;
-
+ virtual bool has_os_feature(const String &p_feature) const;
VisualServerRaster();
~VisualServerRaster();
@@ -1166,7 +1141,6 @@ public:
#undef BIND8
#undef BIND9
#undef BIND10
-
};
#endif