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-rw-r--r--servers/visual/visual_server_raster.h956
1 files changed, 413 insertions, 543 deletions
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index 1f22e31ab0..5c8105681a 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* 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 */
@@ -34,12 +34,17 @@
#include "servers/visual/rasterizer.h"
#include "allocators.h"
#include "octree.h"
-
+#include "visual_server_global.h"
+#include "visual_server_viewport.h"
+#include "visual_server_canvas.h"
+#include "visual_server_scene.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
+
+
class VisualServerRaster : public VisualServer {
@@ -57,6 +62,12 @@ class VisualServerRaster : public VisualServer {
};
+ int changes;
+ bool draw_extra_frame;
+ RID test_cube;
+
+
+ #if 0
struct Room {
bool occlude_exterior;
@@ -92,8 +103,8 @@ class VisualServerRaster : public VisualServer {
struct BakedLight {
Rasterizer::BakedLightData data;
- DVector<int> sampler;
- AABB octree_aabb;
+ PoolVector<int> sampler;
+ Rect3 octree_aabb;
Size2i octree_tex_size;
Size2i light_tex_size;
@@ -131,7 +142,7 @@ class VisualServerRaster : public VisualServer {
Transform transform;
- Camera() {
+ Camera() {
visible_layers=0xFFFFFFFF;
fov=60;
@@ -140,8 +151,8 @@ class VisualServerRaster : public VisualServer {
size=1.0;
vaspect=false;
- }
- };
+ }
+ };
struct Instance;
@@ -166,8 +177,8 @@ class VisualServerRaster : public VisualServer {
RID base_rid;
- AABB aabb;
- AABB transformed_aabb;
+ Rect3 aabb;
+ Rect3 transformed_aabb;
uint32_t object_ID;
bool visible;
bool visible_in_all_rooms;
@@ -374,97 +385,6 @@ class VisualServerRaster : public VisualServer {
mutable RID_Owner<Rasterizer::CanvasItemMaterial> canvas_item_material_owner;
- struct CanvasItem : public Rasterizer::CanvasItem {
-
-
- RID parent; // canvas it belongs to
- List<CanvasItem*>::Element *E;
- RID viewport;
- int z;
- bool z_relative;
- bool sort_y;
- float opacity;
- float self_opacity;
- bool use_parent_material;
-
-
- Vector<CanvasItem*> child_items;
-
-
- CanvasItem() {
- E=NULL;
- z=0;
- opacity=1;
- self_opacity=1;
- sort_y=false;
- use_parent_material=false;
- z_relative=true;
- }
- };
-
-
- struct CanvasItemPtrSort {
-
- _FORCE_INLINE_ bool operator()(const CanvasItem* p_left,const CanvasItem* p_right) const {
-
- return p_left->xform.elements[2].y < p_right->xform.elements[2].y;
- }
- };
-
- struct CanvasLightOccluder;
-
- struct CanvasLightOccluderPolygon {
-
- bool active;
- Rect2 aabb;
- CanvasOccluderPolygonCullMode cull_mode;
- RID occluder;
- Set<Rasterizer::CanvasLightOccluderInstance*> owners;
-
- CanvasLightOccluderPolygon() { active=false; cull_mode=CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; }
- };
-
-
- RID_Owner<CanvasLightOccluderPolygon> canvas_light_occluder_polygon_owner;
-
- RID_Owner<Rasterizer::CanvasLightOccluderInstance> canvas_light_occluder_owner;
-
- struct CanvasLight;
-
- struct Canvas {
-
- Set<RID> viewports;
- struct ChildItem {
-
- Point2 mirror;
- CanvasItem *item;
- };
-
- Set<Rasterizer::CanvasLight*> lights;
- Set<Rasterizer::CanvasLightOccluderInstance*> occluders;
-
- Vector<ChildItem> child_items;
- Color modulate;
-
- int find_item(CanvasItem *p_item) {
- for(int i=0;i<child_items.size();i++) {
- if (child_items[i].item==p_item)
- return i;
- }
- return -1;
- }
- void erase_item(CanvasItem *p_item) {
- int idx=find_item(p_item);
- if (idx>=0)
- child_items.remove(idx);
- }
-
- Canvas() { modulate=Color(1,1,1,1); }
-
- };
-
-
- RID_Owner<Rasterizer::CanvasLight> canvas_light_owner;
struct Viewport {
@@ -508,11 +428,11 @@ class VisualServerRaster : public VisualServer {
struct CanvasData {
Canvas *canvas;
- Matrix32 transform;
+ Transform2D transform;
int layer;
};
- Matrix32 global_transform;
+ Transform2D global_transform;
Map<RID,CanvasData> canvas_map;
@@ -531,7 +451,7 @@ class VisualServerRaster : public VisualServer {
float min,max;
float z_near,z_far;
- void add_aabb(const AABB& p_aabb) {
+ void add_aabb(const Rect3& p_aabb) {
}
@@ -634,9 +554,9 @@ class VisualServerRaster : public VisualServer {
void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
- void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
- void _render_canvas_item(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner);
- void _render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
+ void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Transform2D& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
+ void _render_canvas_item(CanvasItem *p_canvas_item, const Transform2D& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner);
+ void _render_canvas(Canvas *p_canvas, const Transform2D &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights);
Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
@@ -658,636 +578,586 @@ class VisualServerRaster : public VisualServer {
Rasterizer *rasterizer;
-public:
-
- virtual RID texture_create();
- virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT);
- virtual void texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side=CUBEMAP_LEFT);
- virtual Image texture_get_data(RID p_texture,CubeMapSide p_cube_side=CUBEMAP_LEFT) const;
- virtual void texture_set_flags(RID p_texture,uint32_t p_flags) ;
- virtual uint32_t texture_get_flags(RID p_texture) const;
- virtual Image::Format texture_get_format(RID p_texture) const;
- virtual uint32_t texture_get_width(RID p_texture) const;
- virtual uint32_t texture_get_height(RID p_texture) const;
- virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
- virtual bool texture_can_stream(RID p_texture) const;
- virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const;
-
- virtual void texture_set_path(RID p_texture,const String& p_path);
- virtual String texture_get_path(RID p_texture) const;
-
- virtual void texture_debug_usage(List<TextureInfo> *r_info);
-
- virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
-
-
- /* SHADER API */
-
- virtual RID shader_create(ShaderMode p_mode=SHADER_MATERIAL);
-
- virtual void shader_set_mode(RID p_shader,ShaderMode p_mode);
- virtual ShaderMode shader_get_mode(RID p_shader) const;
-
- virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0);
- virtual String shader_get_vertex_code(RID p_shader) const;
- virtual String shader_get_fragment_code(RID p_shader) const;
- virtual String shader_get_light_code(RID p_shader) const;
-
- virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
-
- virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
- virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
+#endif
- /* COMMON MATERIAL API */
+public:
- virtual RID material_create();
+#define DISPLAY_CHANGED changes++;
- virtual void material_set_shader(RID p_shader_material, RID p_shader);
- virtual RID material_get_shader(RID p_shader_material) const;
+#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); }
- virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
- virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
+#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); }
- virtual void material_set_flag(RID p_material, MaterialFlag p_flag,bool p_enabled);
- virtual bool material_get_flag(RID p_material,MaterialFlag p_flag) const;
+//from now on, calls forwarded to this singleton
+#define BINDBASE VSG::storage
- virtual void material_set_depth_draw_mode(RID p_material, MaterialDepthDrawMode p_mode);
- virtual MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const;
+ /* TEXTURE API */
- virtual void material_set_blend_mode(RID p_material,MaterialBlendMode p_mode);
- virtual MaterialBlendMode material_get_blend_mode(RID p_material) const;
- virtual void material_set_line_width(RID p_material,float p_line_width);
- virtual float material_get_line_width(RID p_material) const;
+ 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)
- /* FIXED MATERIAL */
- virtual RID fixed_material_create();
+ 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>*)
- virtual void fixed_material_set_flag(RID p_material, FixedMaterialFlags p_flag, bool p_enabled);
- virtual bool fixed_material_get_flag(RID p_material, FixedMaterialFlags p_flag) const;
+ BIND1(textures_keep_original,bool)
- virtual void fixed_material_set_param(RID p_material, FixedMaterialParam p_parameter, const Variant& p_value);
- virtual Variant fixed_material_get_param(RID p_material,FixedMaterialParam p_parameter) const;
+ /* SKYBOX API */
- virtual void fixed_material_set_texture(RID p_material,FixedMaterialParam p_parameter, RID p_texture);
- virtual RID fixed_material_get_texture(RID p_material,FixedMaterialParam p_parameter) const;
+ BIND0R(RID,skybox_create)
+ BIND3(skybox_set_texture,RID,RID,int)
- virtual void fixed_material_set_texcoord_mode(RID p_material,FixedMaterialParam p_parameter, FixedMaterialTexCoordMode p_mode);
- virtual FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,FixedMaterialParam p_parameter) const;
+ /* SHADER API */
+ BIND1R(RID,shader_create,ShaderMode)
- virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
- virtual Transform fixed_material_get_uv_transform(RID p_material) const;
- virtual void fixed_material_set_light_shader(RID p_material,FixedMaterialLightShader p_shader);
- virtual FixedMaterialLightShader fixed_material_get_light_shader(RID p_material) const;
+ BIND2(shader_set_mode,RID,ShaderMode)
+ BIND1RC(ShaderMode,shader_get_mode,RID)
- virtual void fixed_material_set_point_size(RID p_material,float p_size);
- virtual float fixed_material_get_point_size(RID p_material) const;
+ BIND2(shader_set_code,RID,const String&)
+ BIND1RC(String,shader_get_code,RID)
- /* SURFACE API */
- virtual RID mesh_create();
+ BIND2C(shader_get_param_list,RID, List<PropertyInfo> *)
- virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
- virtual int mesh_get_morph_target_count(RID p_mesh) const;
+ BIND3(shader_set_default_texture_param,RID,const StringName&,RID)
+ BIND2RC(RID,shader_get_default_texture_param,RID,const StringName&)
- virtual void mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode);
- virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
- virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); //this is used by each platform in a different way
+ /* COMMON MATERIAL API */
- virtual void mesh_add_surface(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false);
- virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const;
- virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const;
+ BIND0R(RID,material_create)
- virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false);
- virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
+ BIND2(material_set_shader,RID,RID)
+ BIND1RC(RID,material_get_shader,RID)
- virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
- virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
- virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
- virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
+ BIND3(material_set_param,RID, const StringName&, const Variant& )
+ BIND2RC(Variant,material_get_param,RID, const StringName& )
- virtual void mesh_remove_surface(RID p_mesh,int p_index);
- virtual int mesh_get_surface_count(RID p_mesh) const;
+ BIND2(material_set_line_width,RID, float )
- virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
- virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
- virtual void mesh_clear(RID p_mesh);
- /* MULTIMESH API */
+ /* MESH API */
- virtual RID multimesh_create();
- virtual void multimesh_set_instance_count(RID p_multimesh,int p_count);
- virtual int multimesh_get_instance_count(RID p_multimesh) const;
+ BIND0R(RID,mesh_create)
- virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
- virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb);
- virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
- virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
+ 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>& )
- virtual RID multimesh_get_mesh(RID p_multimesh) const;
- virtual AABB multimesh_get_aabb(RID p_multimesh,const AABB& p_aabb) const;
- virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
- virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
+ BIND2(mesh_set_blend_shape_count,RID,int)
+ BIND1RC(int,mesh_get_blend_shape_count,RID)
- virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
- virtual int multimesh_get_visible_instances(RID p_multimesh) const;
- /* IMMEDIATE API */
+ BIND2(mesh_set_blend_shape_mode,RID,BlendShapeMode)
+ BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode,RID )
- virtual RID immediate_create();
- virtual void immediate_begin(RID p_immediate,PrimitiveType p_rimitive,RID p_texture=RID());
- virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
- virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
- virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
- virtual void immediate_color(RID p_immediate,const Color& p_color);
- virtual void immediate_uv(RID p_immediate, const Vector2& p_uv);
- virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
- virtual void immediate_end(RID p_immediate);
- virtual void immediate_clear(RID p_immediate);
- virtual void immediate_set_material(RID p_immediate,RID p_material);
- virtual RID immediate_get_material(RID p_immediate) const;
+ 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)
- /* PARTICLES API */
+ BIND2RC(PoolVector<uint8_t>,mesh_surface_get_array,RID,int)
+ BIND2RC(PoolVector<uint8_t>,mesh_surface_get_index_array,RID, int)
- virtual RID particles_create();
+ BIND2RC(uint32_t,mesh_surface_get_format,RID,int)
+ BIND2RC(PrimitiveType,mesh_surface_get_primitive_type,RID,int)
- virtual void particles_set_amount(RID p_particles, int p_amount);
- virtual int particles_get_amount(RID p_particles) const;
+ 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)
- virtual void particles_set_emitting(RID p_particles, bool p_emitting);
- virtual bool particles_is_emitting(RID p_particles) const;
+ BIND2(mesh_remove_surface,RID,int)
+ BIND1RC(int,mesh_get_surface_count,RID)
- virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility);
- virtual AABB particles_get_visibility_aabb(RID p_particles) const;
+ BIND2(mesh_set_custom_aabb,RID,const Rect3&)
+ BIND1RC(Rect3,mesh_get_custom_aabb,RID)
- virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents);
- virtual Vector3 particles_get_emission_half_extents(RID p_particles) const;
+ BIND1(mesh_clear,RID)
- virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity);
- virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const;
-
- virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points);
- virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const;
-
- virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal);
- virtual Vector3 particles_get_gravity_normal(RID p_particles) const;
+ /* MULTIMESH API */
- virtual void particles_set_variable(RID p_particles, ParticleVariable p_variable,float p_value);
- virtual float particles_get_variable(RID p_particles, ParticleVariable p_variable) const;
- virtual void particles_set_randomness(RID p_particles, ParticleVariable p_variable,float p_randomness);
- virtual float particles_get_randomness(RID p_particles, ParticleVariable p_variable) const;
+ BIND0R(RID,multimesh_create)
- virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos);
- virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const;
+ BIND4(multimesh_allocate,RID,int,MultimeshTransformFormat,MultimeshColorFormat)
+ BIND1RC(int,multimesh_get_instance_count,RID)
- virtual void particles_set_color_phases(RID p_particles, int p_phases);
- virtual int particles_get_color_phases(RID p_particles) const;
+ 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&)
- virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color);
- virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const;
+ BIND1RC(RID,multimesh_get_mesh,RID)
+ BIND1RC(Rect3,multimesh_get_aabb,RID)
- virtual void particles_set_attractors(RID p_particles, int p_attractors);
- virtual int particles_get_attractors(RID p_particles) const;
+ 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)
- virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos);
- virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const;
+ BIND2(multimesh_set_visible_instances,RID,int)
+ BIND1RC(int,multimesh_get_visible_instances,RID)
- virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force);
- virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const;
- virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false);
- virtual RID particles_get_material(RID p_particles) const;
+ /* IMMEDIATE API */
- virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable);
- virtual bool particles_has_height_from_velocity(RID p_particles) const;
+ 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)
- virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
- virtual bool particles_is_using_local_coordinates(RID p_particles) const;
+ /* 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)
/* Light API */
- virtual RID light_create(LightType p_type);
- virtual LightType light_get_type(RID p_light) const;
-
- virtual void light_set_color(RID p_light,LightColor p_type, const Color& p_color);
- virtual Color light_get_color(RID p_light,LightColor p_type) const;
-
+ BIND1R(RID,light_create,LightType)
- virtual void light_set_shadow(RID p_light,bool p_enabled);
- virtual bool light_has_shadow(RID p_light) const;
+ 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 )
- virtual void light_set_volumetric(RID p_light,bool p_enabled);
- virtual bool light_is_volumetric(RID p_light) const;
+ BIND2(light_omni_set_shadow_mode,RID,LightOmniShadowMode)
+ BIND2(light_omni_set_shadow_detail,RID,LightOmniShadowDetail)
- virtual void light_set_projector(RID p_light,RID p_texture);
- virtual RID light_get_projector(RID p_light) const;
+ BIND2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode)
+ BIND2(light_directional_set_blend_splits,RID,bool)
- virtual void light_set_param(RID p_light, LightParam p_var, float p_value);
- virtual float light_get_param(RID p_light, LightParam p_var) const;
+ /* PROBE API */
- virtual void light_set_operator(RID p_light,LightOp p_op);
- virtual LightOp light_get_operator(RID p_light) const;
+ BIND0R(RID,reflection_probe_create)
- virtual void light_omni_set_shadow_mode(RID p_light,LightOmniShadowMode p_mode);
- virtual LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const;
-
- virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode);
- virtual LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const;
- virtual void light_directional_set_shadow_param(RID p_light,LightDirectionalShadowParam p_param, float p_value);
- virtual float light_directional_get_shadow_param(RID p_light,LightDirectionalShadowParam p_param) const;
-
-
- /* SKELETON API */
-
- virtual RID skeleton_create();
- virtual void skeleton_resize(RID p_skeleton,int p_bones);
- virtual int skeleton_get_bone_count(RID p_skeleton) const;
- virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
- virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
+ 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 */
- virtual RID room_create();
- virtual void room_set_bounds(RID p_room, const BSP_Tree& p_bounds);
- virtual BSP_Tree room_get_bounds(RID p_room) const;
+ BIND0R(RID,room_create)
+ BIND4(room_add_bounds,RID, const PoolVector<Vector2>& ,float ,const Transform& )
+ BIND1(room_clear_bounds,RID)
/* PORTAL API */
- virtual RID portal_create();
- virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
- virtual Vector<Point2> portal_get_shape(RID p_portal) const;
- virtual void portal_set_enabled(RID p_portal, bool p_enabled);
- virtual bool portal_is_enabled(RID p_portal) const;
- virtual void portal_set_disable_distance(RID p_portal, float p_distance);
- virtual float portal_get_disable_distance(RID p_portal) const;
- virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
- virtual Color portal_get_disabled_color(RID p_portal) const;
- virtual void portal_set_connect_range(RID p_portal, float p_range);
- virtual float portal_get_connect_range(RID p_portal) const;
+ // portals are only (x/y) points, forming a convex shape, which its clockwise
+ // order points outside. (z is 0);
- /* BAKED LIGHT */
+ 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& )
- virtual RID baked_light_create();
+ /* BAKED LIGHT API */
- virtual void baked_light_set_mode(RID p_baked_light,BakedLightMode p_mode);
- virtual BakedLightMode baked_light_get_mode(RID p_baked_light) const;
+ BIND0R(RID, gi_probe_create)
- virtual void baked_light_set_octree(RID p_baked_light,const DVector<uint8_t> p_octree);
- virtual DVector<uint8_t> baked_light_get_octree(RID p_baked_light) const;
+ BIND2(gi_probe_set_bounds,RID,const Rect3&)
+ BIND1RC(Rect3,gi_probe_get_bounds,RID)
- virtual void baked_light_set_light(RID p_baked_light,const DVector<uint8_t> p_light);
- virtual DVector<uint8_t> baked_light_get_light(RID p_baked_light) const;
+ BIND2(gi_probe_set_cell_size,RID,float)
+ BIND1RC(float,gi_probe_get_cell_size,RID)
- virtual void baked_light_set_sampler_octree(RID p_baked_light,const DVector<int> &p_sampler);
- virtual DVector<int> baked_light_get_sampler_octree(RID p_baked_light) const;
+ BIND2(gi_probe_set_to_cell_xform,RID,const Transform&)
+ BIND1RC(Transform,gi_probe_get_to_cell_xform,RID)
- virtual void baked_light_set_lightmap_multiplier(RID p_baked_light,float p_multiplier);
- virtual float baked_light_get_lightmap_multiplier(RID p_baked_light) const;
+ BIND2(gi_probe_set_dynamic_range,RID,int)
+ BIND1RC(int,gi_probe_get_dynamic_range,RID)
- virtual void baked_light_add_lightmap(RID p_baked_light,const RID p_texture,int p_id);
- virtual void baked_light_clear_lightmaps(RID p_baked_light);
+ BIND2(gi_probe_set_energy,RID,float)
+ BIND1RC(float,gi_probe_get_energy,RID)
- virtual void baked_light_set_realtime_color_enabled(RID p_baked_light, const bool p_enabled);
- virtual bool baked_light_get_realtime_color_enabled(RID p_baked_light) const;
+ BIND2(gi_probe_set_interior,RID,bool)
+ BIND1RC(bool,gi_probe_is_interior,RID)
- virtual void baked_light_set_realtime_color(RID p_baked_light, const Color& p_color);
- virtual Color baked_light_get_realtime_color(RID p_baked_light) const;
+ BIND2(gi_probe_set_compress,RID,bool)
+ BIND1RC(bool,gi_probe_is_compressed,RID)
- virtual void baked_light_set_realtime_energy(RID p_baked_light, const float p_energy);
- virtual float baked_light_get_realtime_energy(RID p_baked_light) const;
+ BIND2(gi_probe_set_dynamic_data,RID,const PoolVector<int>& )
+ BIND1RC( PoolVector<int>,gi_probe_get_dynamic_data,RID)
- /* BAKED LIGHT SAMPLER */
+ /* PARTICLES */
- virtual RID baked_light_sampler_create();
+ BIND0R(RID, particles_create)
- virtual void baked_light_sampler_set_param(RID p_baked_light_sampler,BakedLightSamplerParam p_param,float p_value);
- virtual float baked_light_sampler_get_param(RID p_baked_light_sampler,BakedLightSamplerParam p_param) const;
+ 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 )
- virtual void baked_light_sampler_set_resolution(RID p_baked_light_sampler,int p_resolution);
- virtual int baked_light_sampler_get_resolution(RID p_baked_light_sampler) const;
+ 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>& )
- /* CAMERA API */
- virtual RID camera_create();
- virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far);
- virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far);
- virtual void camera_set_transform(RID p_camera,const Transform& p_transform);
+ BIND2(particles_set_draw_order,RID,VS::ParticlesDrawOrder )
- virtual void camera_set_visible_layers(RID p_camera,uint32_t p_layers);
- virtual uint32_t camera_get_visible_layers(RID p_camera) const;
+ 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 )
- virtual void camera_set_environment(RID p_camera,RID p_env);
- virtual RID camera_get_environment(RID p_camera) const;
+ BIND1R(Rect3,particles_get_current_aabb,RID);
- virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
- virtual bool camera_is_using_vertical_aspect(RID p_camera,bool p_enable) const;
- /* VIEWPORT API */
+#undef BINDBASE
+//from now on, calls forwarded to this singleton
+#define BINDBASE VSG::scene
- virtual RID viewport_create();
-
- virtual void viewport_attach_to_screen(RID p_viewport,int p_screen=0);
- virtual void viewport_detach(RID p_viewport);
+ /* CAMERA API */
- virtual void viewport_set_as_render_target(RID p_viewport,bool p_enable);
- virtual void viewport_set_render_target_update_mode(RID p_viewport,RenderTargetUpdateMode p_mode);
- virtual RenderTargetUpdateMode viewport_get_render_target_update_mode(RID p_viewport) const;
- virtual RID viewport_get_render_target_texture(RID p_viewport) const;
- virtual void viewport_set_render_target_vflip(RID p_viewport,bool p_enable);
- virtual bool viewport_get_render_target_vflip(RID p_viewport) const;
- virtual void viewport_set_render_target_clear_on_new_frame(RID p_viewport,bool p_enable);
- virtual bool viewport_get_render_target_clear_on_new_frame(RID p_viewport) const;
- virtual void viewport_render_target_clear(RID p_viewport);
- virtual void viewport_set_render_target_to_screen_rect(RID p_viewport,const Rect2& p_rect);
+ 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)
- virtual void viewport_queue_screen_capture(RID p_viewport);
- virtual Image viewport_get_screen_capture(RID p_viewport) const;
+#undef BINDBASE
+//from now on, calls forwarded to this singleton
+#define BINDBASE VSG::viewport
- virtual void viewport_set_rect(RID p_viewport,const ViewportRect& p_rect);
- virtual ViewportRect viewport_get_rect(RID p_viewport) const;
+ /* VIEWPORT TARGET API */
- virtual void viewport_set_hide_scenario(RID p_viewport,bool p_hide);
- virtual void viewport_set_hide_canvas(RID p_viewport,bool p_hide);
- virtual void viewport_set_disable_environment(RID p_viewport,bool p_disable);
- virtual void viewport_attach_camera(RID p_viewport,RID p_camera);
- virtual void viewport_set_scenario(RID p_viewport,RID p_scenario);
+ BIND0R(RID,viewport_create)
- virtual RID viewport_get_attached_camera(RID p_viewport) const;
- virtual RID viewport_get_scenario(RID p_viewport) const;
- virtual void viewport_attach_canvas(RID p_viewport,RID p_canvas);
- virtual void viewport_remove_canvas(RID p_viewport,RID p_canvas);
- virtual void viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset);
- virtual Matrix32 viewport_get_canvas_transform(RID p_viewport,RID p_canvas) const;
- virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform);
- virtual Matrix32 viewport_get_global_canvas_transform(RID p_viewport) const;
- virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer);
- virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled);
- virtual bool viewport_has_transparent_background(RID p_viewport) const;
+ BIND3(viewport_set_size,RID,int ,int )
+ BIND2(viewport_set_active,RID ,bool )
+ BIND2(viewport_set_parent_viewport,RID,RID)
- /* ENVIRONMENT API */
+ BIND2(viewport_set_clear_mode,RID,ViewportClearMode )
- virtual RID environment_create();
+ BIND3(viewport_attach_to_screen,RID ,const Rect2& ,int )
+ BIND1(viewport_detach,RID)
- virtual void environment_set_background(RID p_env,EnvironmentBG p_bg);
- virtual EnvironmentBG environment_get_background(RID p_env) const;
+ BIND2(viewport_set_update_mode,RID,ViewportUpdateMode )
+ BIND2(viewport_set_vflip,RID,bool)
- virtual void environment_set_background_param(RID p_env,EnvironmentBGParam p_param, const Variant& p_value);
- virtual Variant environment_get_background_param(RID p_env,EnvironmentBGParam p_param) const;
- virtual void environment_set_enable_fx(RID p_env,EnvironmentFx p_effect,bool p_enabled);
- virtual bool environment_is_fx_enabled(RID p_env,EnvironmentFx p_effect) const;
+ BIND1RC(RID,viewport_get_texture,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 )
- virtual void environment_fx_set_param(RID p_env,EnvironmentFxParam p_effect,const Variant& p_param);
- virtual Variant environment_fx_get_param(RID p_env,EnvironmentFxParam p_effect) const;
+ BIND2(viewport_attach_camera,RID,RID )
+ BIND2(viewport_set_scenario,RID,RID )
+ BIND2(viewport_attach_canvas,RID,RID )
+ BIND2(viewport_remove_canvas,RID,RID )
+ BIND3(viewport_set_canvas_transform,RID ,RID ,const Transform2D& )
+ BIND2(viewport_set_transparent_background,RID ,bool )
- /* SCENARIO API */
+ 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 )
- virtual RID scenario_create();
- virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode);
- virtual void scenario_set_environment(RID p_scenario, RID p_environment);
- virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const;
- virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
+ /* ENVIRONMENT API */
+#undef BINDBASE
+//from now on, calls forwarded to this singleton
+#define BINDBASE VSG::scene_render
+ BIND0R(RID,environment_create)
- /* INSTANCING API */
+ 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 )
- virtual RID instance_create();
- virtual void instance_set_base(RID p_instance, RID p_base);
- virtual RID instance_get_base(RID p_instance) const;
- virtual void instance_set_scenario(RID p_instance, RID p_scenario);
- virtual RID instance_get_scenario(RID p_instance) const;
+ 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 )
- virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
- virtual uint32_t instance_get_layer_mask(RID p_instance) const;
+ BIND9(environment_set_tonemap,RID,EnvironmentToneMapper, float ,float ,bool, float ,float ,float,float )
- virtual AABB instance_get_base_aabb(RID p_instance) const;
+ BIND6(environment_set_adjustment,RID,bool ,float ,float ,float ,RID )
- virtual void instance_attach_object_instance_ID(RID p_instance,uint32_t p_ID);
- virtual uint32_t instance_get_object_instance_ID(RID p_instance) const;
- virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
- virtual RID instance_get_skeleton(RID p_instance) const;
+ /* SCENARIO API */
- virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight);
- virtual float instance_get_morph_target_weight(RID p_instance,int p_shape) const;
- virtual void instance_set_surface_material(RID p_instance,int p_surface, RID p_material);
+#undef BINDBASE
+#define BINDBASE VSG::scene
+ BIND0R(RID,scenario_create)
- virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
- virtual Transform instance_get_transform(RID p_instance) const;
+ 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 )
- virtual void instance_set_exterior( RID p_instance, bool p_enabled );
- virtual bool instance_is_exterior( RID p_instance) const;
- virtual void instance_set_room( RID p_instance, RID p_room );
- virtual RID instance_get_room( RID p_instance ) const ;
+ /* INSTANCING API */
+ // from can be mesh, light, area and portal so far.
+ BIND0R(RID,instance_create)
- virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
- virtual real_t instance_get_extra_visibility_margin( RID p_instance ) const;
+ 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)
- virtual Vector<RID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
- virtual Vector<RID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
- virtual Vector<RID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
- virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
- virtual bool instance_geometry_get_flag(RID p_instance,InstanceFlags p_flags) const;
+ BIND2(instance_attach_skeleton,RID,RID )
+ BIND2(instance_set_exterior, RID, bool )
+ BIND2(instance_set_room, RID, RID )
- virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting);
- virtual VS::ShadowCastingSetting instance_geometry_get_cast_shadows_setting(RID p_instance) const;
+ BIND2(instance_set_extra_visibility_margin, RID, real_t )
- virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
- virtual RID instance_geometry_get_material_override(RID p_instance) const;
+ // 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)
- virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max);
- virtual float instance_geometry_get_draw_range_max(RID p_instance) const;
- virtual float instance_geometry_get_draw_range_min(RID p_instance) const;
- virtual void instance_geometry_set_baked_light(RID p_instance,RID p_baked_light);
- virtual RID instance_geometry_get_baked_light(RID p_instance) const;
+ 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 )
- virtual void instance_geometry_set_baked_light_sampler(RID p_instance,RID p_baked_light_sampler);
- virtual RID instance_geometry_get_baked_light_sampler(RID p_instance) const;
- virtual void instance_geometry_set_baked_light_texture_index(RID p_instance,int p_tex_id);
- virtual int instance_geometry_get_baked_light_texture_index(RID p_instance) const;
+ BIND5(instance_geometry_set_draw_range,RID,float ,float ,float ,float )
+ BIND2(instance_geometry_set_as_instance_lod,RID,RID )
- virtual void instance_light_set_enabled(RID p_instance,bool p_enabled);
- virtual bool instance_light_is_enabled(RID p_instance) const;
+#undef BINDBASE
+//from now on, calls forwarded to this singleton
+#define BINDBASE VSG::canvas
/* CANVAS (2D) */
- virtual RID canvas_create();
- virtual void canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring);
- virtual Point2 canvas_get_item_mirroring(RID p_canvas,RID p_item) const;
- virtual void canvas_set_modulate(RID p_canvas,const Color& p_color);
-
-
- virtual RID canvas_item_create();
+ BIND0R(RID,canvas_create)
+ BIND3(canvas_set_item_mirroring,RID ,RID ,const Point2& )
+ BIND2(canvas_set_modulate,RID,const Color&)
- virtual void canvas_item_set_parent(RID p_item,RID p_parent_item);
- virtual RID canvas_item_get_parent(RID p_canvas_item) const;
- virtual void canvas_item_set_visible(RID p_item,bool p_visible);
- virtual bool canvas_item_is_visible(RID p_item) const;
+ BIND0R(RID,canvas_item_create)
+ BIND2(canvas_item_set_parent,RID ,RID)
- virtual void canvas_item_set_blend_mode(RID p_canvas_item,MaterialBlendMode p_blend);
- virtual void canvas_item_set_light_mask(RID p_canvas_item,int p_mask);
+ 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 )
- //virtual void canvas_item_set_rect(RID p_item, const Rect2& p_rect);
- virtual void canvas_item_set_transform(RID p_item, const Matrix32& p_transform);
- virtual void canvas_item_set_clip(RID p_item, bool p_clip);
- virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable);
- virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect=Rect2());
- virtual void canvas_item_set_opacity(RID p_item, float p_opacity);
- virtual float canvas_item_get_opacity(RID p_item, float p_opacity) const;
- virtual void canvas_item_set_on_top(RID p_item, bool p_on_top);
- virtual bool canvas_item_is_on_top(RID p_item) const;
- virtual void canvas_item_set_self_opacity(RID p_item, float p_self_opacity);
- virtual float canvas_item_get_self_opacity(RID p_item, float p_self_opacity) const;
+ 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& )
- virtual void canvas_item_attach_viewport(RID p_item, RID p_viewport);
+ BIND1(canvas_item_clear,RID )
+ BIND2(canvas_item_set_draw_index,RID,int)
- virtual void canvas_item_add_line(RID p_item, const Point2& p_from, const Point2& p_to, const Color& p_color, float p_width=1.0, bool p_antialiased=false);
- virtual void canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color);
- virtual void canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color);
- virtual void canvas_item_add_texture_rect(RID p_item, const Rect2& p_rect, RID p_texture,bool p_tile=false,const Color& p_modulate=Color(1,1,1),bool p_transpose=false);
- virtual void canvas_item_add_texture_rect_region(RID p_item, const Rect2& p_rect, RID p_texture,const Rect2& p_src_rect,const Color& p_modulate=Color(1,1,1),bool p_transpose=false);
- virtual void canvas_item_add_style_box(RID p_item, const Rect2& p_rect, const Rect2& p_source, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
- virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width=1.0);
- virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID());
- virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int>& p_indices, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID(), int p_count=-1);
- virtual void canvas_item_add_triangle_array_ptr(RID p_item, int p_count, const int* p_indices, const Point2* p_points, const Color* p_colors,const Point2* p_uvs=NULL, RID p_texture=RID());
- virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform);
- virtual void canvas_item_add_set_blend_mode(RID p_item, MaterialBlendMode p_blend);
- virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
- virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
- virtual void canvas_item_set_z(RID p_item, int p_z);
- virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
- virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable,const Rect2& p_rect);
+ BIND2(canvas_item_set_material,RID, RID )
- virtual void canvas_item_set_material(RID p_item, RID p_material);
- virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
+ BIND2(canvas_item_set_use_parent_material,RID, bool )
- virtual RID canvas_light_create();
- virtual void canvas_light_attach_to_canvas(RID p_light,RID p_canvas);
- virtual void canvas_light_set_enabled(RID p_light, bool p_enabled);
- virtual void canvas_light_set_transform(RID p_light, const Matrix32& p_transform);
- virtual void canvas_light_set_scale(RID p_light, float p_scale);
- virtual void canvas_light_set_texture(RID p_light, RID p_texture);
- virtual void canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset);
- virtual void canvas_light_set_color(RID p_light, const Color& p_color);
- virtual void canvas_light_set_height(RID p_light, float p_height);
- virtual void canvas_light_set_energy(RID p_light, float p_energy);
- virtual void canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z);
- virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer,int p_max_layer);
- virtual void canvas_light_set_item_mask(RID p_light, int p_mask);
- virtual void canvas_light_set_item_shadow_mask(RID p_light, int p_mask);
- virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode);
- virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
- virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
- virtual void canvas_light_set_shadow_esm_multiplier(RID p_light, float p_multiplier);
- virtual void canvas_light_set_shadow_color(RID p_light, const Color& p_color);
+ 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& )
- virtual RID canvas_light_occluder_create();
- virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder,RID p_canvas);
- virtual void canvas_light_occluder_set_enabled(RID p_occluder,bool p_enabled);
- virtual void canvas_light_occluder_set_polygon(RID p_occluder,RID p_polygon);
- virtual void canvas_light_occluder_set_transform(RID p_occluder,const Matrix32& p_xform);
- virtual void canvas_light_occluder_set_light_mask(RID p_occluder,int p_mask);
- virtual RID canvas_occluder_polygon_create();
- virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon,const DVector<Vector2>& p_shape,bool p_close);
- virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon,const DVector<Vector2>& p_shape);
- virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon,CanvasOccluderPolygonCullMode p_mode);
+ 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>&)
- virtual void canvas_item_clear(RID p_item);
- virtual void canvas_item_raise(RID p_item);
-
- /* CANVAS ITEM MATERIAL */
-
- virtual RID canvas_item_material_create();
- virtual void canvas_item_material_set_shader(RID p_material, RID p_shader);
- virtual void canvas_item_material_set_shader_param(RID p_material, const StringName& p_param, const Variant& p_value);
- virtual Variant canvas_item_material_get_shader_param(RID p_material, const StringName& p_param) const;
- virtual void canvas_item_material_set_shading_mode(RID p_material, CanvasItemShadingMode p_mode);
+ 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, 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);
/* 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 );
- /* CUSTOM SHADE MODEL */
+ /* FREE */
- virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
- virtual RID custom_shade_model_get_shader(int p_model) const;
- virtual void custom_shade_model_set_name(int p_model, const String& p_name);
- virtual String custom_shade_model_get_name(int p_model) const;
- virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info);
- virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const;
+ virtual void free( RID p_rid ); ///< free RIDs associated with the visual server
/* EVENT QUEUING */
virtual void draw();
virtual void sync();
-
+ virtual bool has_changed() const;
virtual void init();
virtual void finish();
- virtual bool has_changed() const;
+ /* STATUS INFORMATION */
- /* RENDER INFO */
virtual int get_render_info(RenderInfo p_info);
- virtual bool has_feature(Features p_feature) const;
- RID get_test_cube();
+ virtual RID get_test_cube();
- virtual void set_boot_image(const Image& p_image, const Color& p_color, bool p_scale);
+
+ /* 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 Color get_default_clear_color() const;
- VisualServerRaster(Rasterizer *p_rasterizer);
+ virtual bool has_feature(Features p_feature) const;
+
+
+ VisualServerRaster();
~VisualServerRaster();
+#undef DISPLAY_CHANGED
+
+#undef BIND0R
+#undef BIND1RC
+#undef BIND2RC
+#undef BIND3RC
+#undef BIND4RC
+
+#undef BIND1
+#undef BIND2
+#undef BIND3
+#undef BIND4
+#undef BIND5
+#undef BIND6
+#undef BIND7
+#undef BIND8
+#undef BIND9
+#undef BIND10
+
};
#endif