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authorJuan Linietsky <reduzio@gmail.com>2017-06-09 00:23:50 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-06-09 00:24:18 -0300
commit612ab8fcdb94bf0cd9d7b4a3006b4e4f76c9a13b (patch)
tree1e7b4fdb8154098319b0c44ee0289288610a77c3 /servers/visual
parent01ed55987c4c044191e50ecc94c277b97962ffc7 (diff)
-Restored multithread capability to VisualServer
-Restored resource previews!
Diffstat (limited to 'servers/visual')
-rw-r--r--servers/visual/rasterizer.h1
-rw-r--r--servers/visual/visual_server_raster.cpp29
-rw-r--r--servers/visual/visual_server_raster.h14
-rw-r--r--servers/visual/visual_server_viewport.cpp43
-rw-r--r--servers/visual/visual_server_viewport.h3
-rw-r--r--servers/visual/visual_server_wrap_mt.cpp193
-rw-r--r--servers/visual/visual_server_wrap_mt.h571
7 files changed, 850 insertions, 4 deletions
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index 9dfb0b2e71..d7c56505be 100644
--- a/servers/visual/rasterizer.h
+++ b/servers/visual/rasterizer.h
@@ -468,6 +468,7 @@ public:
enum RenderTargetFlags {
RENDER_TARGET_VFLIP,
RENDER_TARGET_TRANSPARENT,
+ RENDER_TARGET_NO_3D_EFFECTS,
RENDER_TARGET_NO_3D,
RENDER_TARGET_NO_SAMPLING,
RENDER_TARGET_HDR,
diff --git a/servers/visual/visual_server_raster.cpp b/servers/visual/visual_server_raster.cpp
index 2fdff29f0a..c4f22fdc0b 100644
--- a/servers/visual/visual_server_raster.cpp
+++ b/servers/visual/visual_server_raster.cpp
@@ -74,6 +74,19 @@ void VisualServerRaster::free(RID p_rid) {
/* EVENT QUEUING */
+void VisualServerRaster::request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) {
+
+ ERR_FAIL_NULL(p_where);
+ FrameDrawnCallbacks fdc;
+ fdc.object = p_where->get_instance_ID();
+ fdc.method = p_method;
+ fdc.param = p_userdata;
+
+ frame_drawn_callbacks.push_back(fdc);
+
+ print_line("added callback to draw");
+}
+
void VisualServerRaster::draw() {
/*
@@ -92,6 +105,22 @@ void VisualServerRaster::draw() {
//_draw_cursors_and_margins();
VSG::rasterizer->end_frame();
//draw_extra_frame=VS:rasterizer->needs_to_draw_next_frame();
+
+ while (frame_drawn_callbacks.front()) {
+
+ Object *obj = ObjectDB::get_instance(frame_drawn_callbacks.front()->get().object);
+ if (obj) {
+ Variant::CallError ce;
+ const Variant *v = &frame_drawn_callbacks.front()->get().param;
+ obj->call(frame_drawn_callbacks.front()->get().method, &v, 1, ce);
+ if (ce.error != Variant::CallError::CALL_OK) {
+ String err = Variant::get_call_error_text(obj, frame_drawn_callbacks.front()->get().method, &v, 1, ce);
+ ERR_PRINTS("Error calling frame drawn function: " + err);
+ }
+ }
+
+ frame_drawn_callbacks.pop_front();
+ }
}
void VisualServerRaster::sync() {
}
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index 8c311300ad..f37c4735c7 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -61,6 +61,15 @@ class VisualServerRaster : public VisualServer {
bool draw_extra_frame;
RID test_cube;
+ struct FrameDrawnCallbacks {
+
+ ObjectID object;
+ StringName method;
+ Variant param;
+ };
+
+ List<FrameDrawnCallbacks> frame_drawn_callbacks;
+
#if 0
struct Room {
@@ -632,7 +641,6 @@ public:
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 *)
@@ -922,6 +930,7 @@ public:
BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
BIND2(viewport_set_msaa, RID, ViewportMSAA)
BIND2(viewport_set_hdr, RID, bool)
+ BIND2(viewport_set_usage, RID, ViewportUsage)
/* ENVIRONMENT API */
@@ -944,7 +953,6 @@ public:
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)
@@ -1100,6 +1108,8 @@ public:
/* EVENT QUEUING */
+ virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata);
+
virtual void draw();
virtual void sync();
virtual bool has_changed() const;
diff --git a/servers/visual/visual_server_viewport.cpp b/servers/visual/visual_server_viewport.cpp
index c1f1922255..3292d3feb4 100644
--- a/servers/visual/visual_server_viewport.cpp
+++ b/servers/visual/visual_server_viewport.cpp
@@ -88,7 +88,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
}
}
- if (!p_viewport->disable_3d && p_viewport->camera.is_valid()) {
+ if (!p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && p_viewport->camera.is_valid()) {
VSG::scene->render_camera(p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
}
@@ -409,7 +409,8 @@ void VisualServerViewport::viewport_set_disable_3d(RID p_viewport, bool p_disabl
ERR_FAIL_COND(!viewport);
viewport->disable_3d = p_disable;
- VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, p_disable);
+ //VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, p_disable);
+ //this should be just for disabling rendering of 3D, to actually disable it, set usage
}
void VisualServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
@@ -518,6 +519,44 @@ void VisualServerViewport::viewport_set_hdr(RID p_viewport, bool p_enabled) {
VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_HDR, p_enabled);
}
+void VisualServerViewport::viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage) {
+
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ switch (p_usage) {
+ case VS::VIEWPORT_USAGE_2D: {
+
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
+
+ viewport->disable_3d_by_usage = true;
+ } break;
+ case VS::VIEWPORT_USAGE_2D_NO_SAMPLING: {
+
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, true);
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, true);
+ viewport->disable_3d_by_usage = true;
+ } break;
+ case VS::VIEWPORT_USAGE_3D: {
+
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, false);
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
+ viewport->disable_3d_by_usage = false;
+ } break;
+ case VS::VIEWPORT_USAGE_3D_NO_EFFECTS: {
+
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D, false);
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS, true);
+ VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_NO_SAMPLING, false);
+ viewport->disable_3d_by_usage = false;
+ } break;
+ }
+}
+
bool VisualServerViewport::free(RID p_rid) {
if (viewport_owner.owns(p_rid)) {
diff --git a/servers/visual/visual_server_viewport.h b/servers/visual/visual_server_viewport.h
index 118d11a111..ad3bfe9cb8 100644
--- a/servers/visual/visual_server_viewport.h
+++ b/servers/visual/visual_server_viewport.h
@@ -59,6 +59,7 @@ public:
bool hide_canvas;
bool disable_environment;
bool disable_3d;
+ bool disable_3d_by_usage;
RID shadow_atlas;
int shadow_atlas_size;
@@ -101,6 +102,7 @@ public:
viewport_to_screen = 0;
shadow_atlas_size = 0;
disable_3d = false;
+ disable_3d_by_usage = false;
}
};
@@ -164,6 +166,7 @@ public:
void viewport_set_msaa(RID p_viewport, VS::ViewportMSAA p_msaa);
void viewport_set_hdr(RID p_viewport, bool p_enabled);
+ void viewport_set_usage(RID p_viewport, VS::ViewportUsage p_usage);
void draw_viewports();
diff --git a/servers/visual/visual_server_wrap_mt.cpp b/servers/visual/visual_server_wrap_mt.cpp
new file mode 100644
index 0000000000..fd15633244
--- /dev/null
+++ b/servers/visual/visual_server_wrap_mt.cpp
@@ -0,0 +1,193 @@
+/*************************************************************************/
+/* visual_server_wrap_mt.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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. */
+/*************************************************************************/
+#include "visual_server_wrap_mt.h"
+#include "global_config.h"
+#include "os/os.h"
+
+void VisualServerWrapMT::thread_exit() {
+
+ exit = true;
+}
+
+void VisualServerWrapMT::thread_draw() {
+
+ draw_mutex->lock();
+
+ draw_pending--;
+ bool draw = (draw_pending == 0); // only draw when no more flushes are pending
+
+ draw_mutex->unlock();
+
+ if (draw) {
+
+ visual_server->draw();
+ }
+}
+
+void VisualServerWrapMT::thread_flush() {
+
+ draw_mutex->lock();
+
+ draw_pending--;
+
+ draw_mutex->unlock();
+}
+
+void VisualServerWrapMT::_thread_callback(void *_instance) {
+
+ VisualServerWrapMT *vsmt = reinterpret_cast<VisualServerWrapMT *>(_instance);
+
+ vsmt->thread_loop();
+}
+
+void VisualServerWrapMT::thread_loop() {
+
+ server_thread = Thread::get_caller_ID();
+
+ OS::get_singleton()->make_rendering_thread();
+
+ visual_server->init();
+
+ exit = false;
+ draw_thread_up = true;
+ while (!exit) {
+ // flush commands one by one, until exit is requested
+ command_queue.wait_and_flush_one();
+ }
+
+ command_queue.flush_all(); // flush all
+
+ visual_server->finish();
+}
+
+/* EVENT QUEUING */
+
+void VisualServerWrapMT::sync() {
+
+ if (create_thread) {
+
+ /* TODO: sync with the thread */
+
+ /*
+ ERR_FAIL_COND(!draw_mutex);
+ draw_mutex->lock();
+ draw_pending++; //cambiar por un saferefcount
+ draw_mutex->unlock();
+ */
+ //command_queue.push( this, &VisualServerWrapMT::thread_flush);
+ } else {
+
+ command_queue.flush_all(); //flush all pending from other threads
+ }
+}
+
+void VisualServerWrapMT::draw() {
+
+ if (create_thread) {
+
+ /* TODO: Make it draw
+ ERR_FAIL_COND(!draw_mutex);
+ draw_mutex->lock();
+ draw_pending++; //cambiar por un saferefcount
+ draw_mutex->unlock();
+
+ command_queue.push( this, &VisualServerWrapMT::thread_draw);
+ */
+ } else {
+
+ visual_server->draw();
+ }
+}
+
+void VisualServerWrapMT::init() {
+
+ if (create_thread) {
+
+ draw_mutex = Mutex::create();
+ print_line("CREATING RENDER THREAD");
+ OS::get_singleton()->release_rendering_thread();
+ if (create_thread) {
+ thread = Thread::create(_thread_callback, this);
+ print_line("STARTING RENDER THREAD");
+ }
+ while (!draw_thread_up) {
+ OS::get_singleton()->delay_usec(1000);
+ }
+ print_line("DONE RENDER THREAD");
+ } else {
+
+ visual_server->init();
+ }
+}
+
+void VisualServerWrapMT::finish() {
+
+ if (thread) {
+
+ command_queue.push(this, &VisualServerWrapMT::thread_exit);
+ Thread::wait_to_finish(thread);
+ memdelete(thread);
+
+ texture_free_cached_ids();
+ //mesh_free_cached_ids();
+
+ thread = NULL;
+ } else {
+ visual_server->finish();
+ }
+
+ if (draw_mutex)
+ memdelete(draw_mutex);
+}
+
+VisualServerWrapMT::VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread)
+ : command_queue(p_create_thread) {
+
+ visual_server = p_contained;
+ create_thread = p_create_thread;
+ thread = NULL;
+ draw_mutex = NULL;
+ draw_pending = 0;
+ draw_thread_up = false;
+ alloc_mutex = Mutex::create();
+ pool_max_size = GLOBAL_DEF("memory/servers/thread_rid_prealloc_amount", 20);
+
+ if (!p_create_thread) {
+ server_thread = Thread::get_caller_ID();
+ } else {
+ server_thread = 0;
+ }
+}
+
+VisualServerWrapMT::~VisualServerWrapMT() {
+
+ memdelete(visual_server);
+ memdelete(alloc_mutex);
+ //finish();
+}
diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h
new file mode 100644
index 0000000000..7653bf740a
--- /dev/null
+++ b/servers/visual/visual_server_wrap_mt.h
@@ -0,0 +1,571 @@
+/*************************************************************************/
+/* visual_server_wrap_mt.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* */
+/* 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 "command_queue_mt.h"
+#include "os/thread.h"
+#include "servers/visual_server.h"
+
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+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;
+ volatile bool exit;
+ Thread *thread;
+ volatile bool draw_thread_up;
+ bool create_thread;
+
+ Mutex *draw_mutex;
+ int draw_pending;
+ void thread_draw();
+ void thread_flush();
+
+ void thread_exit();
+
+ Mutex *alloc_mutex;
+
+ int pool_max_size;
+
+//#define DEBUG_SYNC
+
+#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)
+ FUNC5(texture_allocate, RID, int, int, Image::Format, uint32_t)
+ FUNC3(texture_set_data, RID, const Ref<Image> &, CubeMapSide)
+ FUNC2RC(Ref<Image>, texture_get_data, RID, CubeMapSide)
+ FUNC2(texture_set_flags, RID, uint32_t)
+ FUNC1RC(uint32_t, texture_get_flags, RID)
+ FUNC1RC(Image::Format, texture_get_format, RID)
+ FUNC1RC(uint32_t, texture_get_texid, RID)
+ FUNC1RC(uint32_t, texture_get_width, RID)
+ FUNC1RC(uint32_t, texture_get_height, RID)
+ FUNC3(texture_set_size_override, RID, int, int)
+
+ FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
+ FUNC3(texture_set_detect_srgb_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)
+ FUNC1(texture_debug_usage, List<TextureInfo> *)
+
+ FUNC1(textures_keep_original, bool)
+
+ /* SKY API */
+
+ FUNC0R(RID, sky_create)
+ FUNC3(sky_set_texture, RID, RID, int)
+
+ /* SHADER API */
+
+ FUNC0R(RID, shader_create)
+
+ FUNC2(shader_set_code, RID, const String &)
+ FUNC1RC(String, shader_get_code, RID)
+
+ FUNC2C(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 &)
+
+ /* COMMON MATERIAL API */
+
+ FUNC0R(RID, material_create)
+
+ FUNC2(material_set_shader, RID, RID)
+ FUNC1RC(RID, material_get_shader, RID)
+
+ FUNC3(material_set_param, RID, const StringName &, const Variant &)
+ FUNC2RC(Variant, material_get_param, RID, const StringName &)
+
+ FUNC2(material_set_line_width, RID, float)
+
+ /* MESH API */
+
+ FUNC0R(RID, mesh_create)
+
+ FUNC10(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> &)
+
+ 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)
+
+ 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(Rect3, mesh_surface_get_aabb, RID, int)
+ FUNC2RC(Vector<PoolVector<uint8_t> >, mesh_surface_get_blend_shapes, RID, int)
+ FUNC2RC(Vector<Rect3>, 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 Rect3 &)
+ FUNC1RC(Rect3, mesh_get_custom_aabb, RID)
+
+ FUNC1(mesh_clear, RID)
+
+ /* MULTIMESH API */
+
+ FUNC0R(RID, multimesh_create)
+
+ FUNC4(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat)
+ 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 &)
+
+ FUNC1RC(RID, multimesh_get_mesh, RID)
+ FUNC1RC(Rect3, 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)
+
+ FUNC2(multimesh_set_visible_instances, RID, int)
+ FUNC1RC(int, multimesh_get_visible_instances, RID)
+
+ /* IMMEDIATE API */
+
+ FUNC0R(RID, immediate_create)
+ FUNC3(immediate_begin, RID, PrimitiveType, RID)
+ FUNC2(immediate_vertex, RID, const Vector3 &)
+ FUNC2(immediate_normal, RID, const Vector3 &)
+ FUNC2(immediate_tangent, RID, const Plane &)
+ FUNC2(immediate_color, RID, const Color &)
+ FUNC2(immediate_uv, RID, const Vector2 &)
+ FUNC2(immediate_uv2, RID, const Vector2 &)
+ FUNC1(immediate_end, RID)
+ FUNC1(immediate_clear, RID)
+ FUNC2(immediate_set_material, RID, RID)
+ FUNC1RC(RID, immediate_get_material, RID)
+
+ /* SKELETON API */
+
+ FUNC0R(RID, skeleton_create)
+ 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)
+
+ /* Light API */
+
+ FUNC1R(RID, light_create, LightType)
+
+ 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_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)
+
+ /* PROBE API */
+
+ FUNC0R(RID, reflection_probe_create)
+
+ 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)
+
+ /* ROOM API */
+
+ FUNC0R(RID, room_create)
+ FUNC4(room_add_bounds, RID, const PoolVector<Vector2> &, float, const Transform &)
+ FUNC1(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);
+
+ FUNC0R(RID, portal_create)
+ FUNC2(portal_set_shape, RID, const Vector<Point2> &)
+ FUNC2(portal_set_enabled, RID, bool)
+ FUNC2(portal_set_disable_distance, RID, float)
+ FUNC2(portal_set_disabled_color, RID, const Color &)
+
+ /* BAKED LIGHT API */
+
+ FUNC0R(RID, gi_probe_create)
+
+ FUNC2(gi_probe_set_bounds, RID, const Rect3 &)
+ FUNC1RC(Rect3, 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_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)
+
+ /* PARTICLES */
+
+ FUNC0R(RID, particles_create)
+
+ FUNC2(particles_set_emitting, RID, bool)
+ FUNC2(particles_set_amount, RID, int)
+ FUNC2(particles_set_lifetime, RID, float)
+ 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 Rect3 &)
+ 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)
+
+ FUNC2(particles_set_draw_order, RID, VS::ParticlesDrawOrder)
+
+ FUNC2(particles_set_draw_passes, RID, int)
+ FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
+
+ FUNC1R(Rect3, particles_get_current_aabb, RID)
+
+ /* CAMERA API */
+
+ FUNC0R(RID, camera_create)
+ FUNC4(camera_set_perspective, RID, float, float, float)
+ FUNC4(camera_set_orthogonal, RID, float, float, float)
+ FUNC2(camera_set_transform, RID, const Transform &)
+ FUNC2(camera_set_cull_mask, RID, uint32_t)
+ FUNC2(camera_set_environment, RID, RID)
+ FUNC2(camera_set_use_vertical_aspect, RID, bool)
+
+ /* VIEWPORT TARGET API */
+
+ FUNC0R(RID, viewport_create)
+
+ 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)
+ 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_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 &)
+ FUNC3(viewport_set_canvas_layer, RID, RID, 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_hdr, RID, bool)
+ FUNC2(viewport_set_usage, RID, ViewportUsage)
+
+ /* ENVIRONMENT API */
+
+ FUNC0R(RID, environment_create)
+
+ FUNC2(environment_set_background, RID, EnvironmentBG)
+ FUNC2(environment_set_sky, RID, RID)
+ FUNC2(environment_set_sky_scale, RID, float)
+ 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)
+ FUNC8(environment_set_ssr, RID, bool, int, float, float, float, bool, bool)
+ FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, bool)
+
+ FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
+ FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
+ FUNC10(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, 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)
+ FUNC6(environment_set_fog_depth, RID, bool, float, float, bool, float)
+ FUNC5(environment_set_fog_height, RID, bool, float, float, float)
+
+ FUNC0R(RID, scenario_create)
+
+ 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 */
+ // from can be mesh, light, area and portal so far.
+ FUNC0R(RID, instance_create)
+
+ FUNC2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
+ FUNC2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
+ 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)
+
+ FUNC2(instance_attach_skeleton, RID, RID)
+ FUNC2(instance_set_exterior, RID, bool)
+ FUNC2(instance_set_room, RID, RID)
+
+ FUNC2(instance_set_extra_visibility_margin, RID, real_t)
+
+ // don't use these in a game!
+ FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const Rect3 &, 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) */
+
+ FUNC0R(RID, canvas_create)
+ FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
+ FUNC2(canvas_set_modulate, RID, const Color &)
+
+ FUNC0R(RID, canvas_item_create)
+ 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_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)
+ FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
+ FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
+ FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
+ FUNC6(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool)
+ FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
+ FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
+ FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
+ FUNC7(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int)
+ FUNC3(canvas_item_add_mesh, RID, const RID &, RID)
+ FUNC3(canvas_item_add_multimesh, 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, RID, int)
+ FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
+ FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
+
+ 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 &)
+
+ FUNC0R(RID, canvas_light_occluder_create)
+ FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
+ FUNC2(canvas_light_occluder_set_enabled, RID, bool)
+ FUNC2(canvas_light_occluder_set_polygon, RID, RID)
+ FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
+ FUNC2(canvas_light_occluder_set_light_mask, RID, int)
+
+ FUNC0R(RID, canvas_occluder_polygon_create)
+ 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)
+
+ /* CURSOR */
+ FUNC2(cursor_set_rotation, float, int) // radians
+ FUNC4(cursor_set_texture, RID, const Point2 &, int, const Rect2 &)
+ FUNC2(cursor_set_visible, bool, int)
+ FUNC2(cursor_set_pos, const Point2 &, int)
+
+ /* BLACK BARS */
+
+ FUNC4(black_bars_set_margins, int, int, int, int)
+ FUNC4(black_bars_set_images, RID, RID, RID, RID)
+
+ /* 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();
+ virtual void sync();
+ FUNC0RC(bool, has_changed)
+
+ /* RENDER INFO */
+
+ FUNC1R(int, get_render_info, RenderInfo)
+
+ FUNC3(set_boot_image, const Ref<Image> &, const Color &, bool)
+ FUNC1(set_default_clear_color, const Color &)
+
+ FUNC0R(RID, get_test_cube)
+
+ 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); }
+
+ 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