diff options
Diffstat (limited to 'servers/visual_server.cpp')
-rw-r--r-- | servers/visual_server.cpp | 291 |
1 files changed, 287 insertions, 4 deletions
diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp index 663fce85e9..47577a3359 100644 --- a/servers/visual_server.cpp +++ b/servers/visual_server.cpp @@ -88,6 +88,40 @@ Array VisualServer::_shader_get_param_list_bind(RID p_shader) const { return convert_property_list(&l); } +static Array to_array(const Vector<ObjectID> &ids) { + Array a; + a.resize(ids.size()); + for (int i = 0; i < ids.size(); ++i) { + a[i] = ids[i]; + } + return a; +} + +Array VisualServer::_instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario) const { + + Vector<ObjectID> ids = instances_cull_aabb(p_aabb, p_scenario); + return to_array(ids); +} + +Array VisualServer::_instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const { + + Vector<ObjectID> ids = instances_cull_ray(p_from, p_to, p_scenario); + return to_array(ids); +} + +Array VisualServer::_instances_cull_convex_bind(const Array &p_convex, RID p_scenario) const { + + Vector<Plane> planes; + for (int i = 0; i < p_convex.size(); ++i) { + Variant v = p_convex[i]; + ERR_FAIL_COND_V(v.get_type() != Variant::PLANE, Array()); + planes.push_back(v); + } + + Vector<ObjectID> ids = instances_cull_convex(planes, p_scenario); + return to_array(ids); +} + RID VisualServer::get_test_texture() { if (test_texture.is_valid()) { @@ -1484,6 +1518,12 @@ void VisualServer::_bind_methods() { ClassDB::bind_method(D_METHOD("force_sync"), &VisualServer::sync); ClassDB::bind_method(D_METHOD("force_draw", "swap_buffers"), &VisualServer::draw, DEFVAL(true)); + // "draw" and "sync" are deprecated duplicates of "force_draw" and "force_sync" + // FIXME: Add deprecation messages using GH-4397 once available, and retire + // once the warnings have been enabled for a full release cycle + ClassDB::bind_method(D_METHOD("sync"), &VisualServer::sync); + ClassDB::bind_method(D_METHOD("draw", "swap_buffers"), &VisualServer::draw, DEFVAL(true)); + ClassDB::bind_method(D_METHOD("texture_create"), &VisualServer::texture_create); ClassDB::bind_method(D_METHOD("texture_create_from_image", "image", "flags"), &VisualServer::texture_create_from_image, DEFVAL(TEXTURE_FLAGS_DEFAULT)); ClassDB::bind_method(D_METHOD("texture_allocate", "texture", "width", "height", "format", "flags"), &VisualServer::texture_allocate, DEFVAL(TEXTURE_FLAGS_DEFAULT)); @@ -1546,7 +1586,141 @@ void VisualServer::_bind_methods() { ClassDB::bind_method(D_METHOD("mesh_get_custom_aabb", "mesh"), &VisualServer::mesh_get_custom_aabb); ClassDB::bind_method(D_METHOD("mesh_clear", "mesh"), &VisualServer::mesh_clear); - // TODO: multimesh_*, immediate_*, skeleton_*, light_*, reflection_probe_*, gi_probe_*, particles_*, camera_* + ClassDB::bind_method(D_METHOD("multimesh_allocate", "multimesh", "instances", "transform_format", "color_format"), &VisualServer::multimesh_allocate); + ClassDB::bind_method(D_METHOD("multimesh_get_instance_count", "multimesh"), &VisualServer::multimesh_get_instance_count); + ClassDB::bind_method(D_METHOD("multimesh_set_mesh", "multimesh", "mesh"), &VisualServer::multimesh_set_mesh); + ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform", "multimesh", "index", "transform"), &VisualServer::multimesh_instance_set_transform); + ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform_2d", "multimesh", "index", "transform"), &VisualServer::multimesh_instance_set_transform_2d); + ClassDB::bind_method(D_METHOD("multimesh_instance_set_color", "multimesh", "index", "color"), &VisualServer::multimesh_instance_set_color); + ClassDB::bind_method(D_METHOD("multimesh_get_mesh", "multimesh"), &VisualServer::multimesh_get_mesh); + ClassDB::bind_method(D_METHOD("multimesh_get_aabb", "multimesh"), &VisualServer::multimesh_get_aabb); + ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform", "multimesh", "index"), &VisualServer::multimesh_instance_get_transform); + ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform_2d", "multimesh", "index"), &VisualServer::multimesh_instance_get_transform_2d); + ClassDB::bind_method(D_METHOD("multimesh_instance_get_color", "multimesh", "index"), &VisualServer::multimesh_instance_get_color); + ClassDB::bind_method(D_METHOD("multimesh_set_visible_instances", "multimesh", "visible"), &VisualServer::multimesh_set_visible_instances); + ClassDB::bind_method(D_METHOD("multimesh_get_visible_instances", "multimesh"), &VisualServer::multimesh_get_visible_instances); + + ClassDB::bind_method(D_METHOD("immediate_create"), &VisualServer::immediate_create); + ClassDB::bind_method(D_METHOD("immediate_begin", "immediate", "primitive", "texture"), &VisualServer::immediate_begin, DEFVAL(RID())); + ClassDB::bind_method(D_METHOD("immediate_vertex", "immediate", "vertex"), &VisualServer::immediate_vertex); + ClassDB::bind_method(D_METHOD("immediate_vertex_2d", "immediate", "vertex"), &VisualServer::immediate_vertex_2d); + ClassDB::bind_method(D_METHOD("immediate_normal", "immediate", "normal"), &VisualServer::immediate_normal); + ClassDB::bind_method(D_METHOD("immediate_tangent", "immediate", "tangent"), &VisualServer::immediate_tangent); + ClassDB::bind_method(D_METHOD("immediate_color", "immediate", "color"), &VisualServer::immediate_color); + ClassDB::bind_method(D_METHOD("immediate_uv", "immediate", "tex_uv"), &VisualServer::immediate_uv); + ClassDB::bind_method(D_METHOD("immediate_uv2", "immediate", "tex_uv"), &VisualServer::immediate_uv2); + ClassDB::bind_method(D_METHOD("immediate_end", "immediate"), &VisualServer::immediate_end); + ClassDB::bind_method(D_METHOD("immediate_clear", "immediate"), &VisualServer::immediate_clear); + ClassDB::bind_method(D_METHOD("immediate_set_material", "immediate", "material"), &VisualServer::immediate_set_material); + ClassDB::bind_method(D_METHOD("immediate_get_material", "immediate"), &VisualServer::immediate_get_material); + + ClassDB::bind_method(D_METHOD("skeleton_create"), &VisualServer::skeleton_create); + ClassDB::bind_method(D_METHOD("skeleton_allocate", "skeleton", "bones", "is_2d_skeleton"), &VisualServer::skeleton_allocate, DEFVAL(false)); + ClassDB::bind_method(D_METHOD("skeleton_get_bone_count", "skeleton"), &VisualServer::skeleton_get_bone_count); + ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform", "skeleton", "bone", "transform"), &VisualServer::skeleton_bone_set_transform); + ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform", "skeleton", "bone"), &VisualServer::skeleton_bone_get_transform); + ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform_2d", "skeleton", "bone", "transform"), &VisualServer::skeleton_bone_set_transform_2d); + ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform_2d", "skeleton", "bone"), &VisualServer::skeleton_bone_get_transform_2d); + + ClassDB::bind_method(D_METHOD("directional_light_create"), &VisualServer::directional_light_create); + ClassDB::bind_method(D_METHOD("omni_light_create"), &VisualServer::omni_light_create); + ClassDB::bind_method(D_METHOD("spot_light_create"), &VisualServer::spot_light_create); + + ClassDB::bind_method(D_METHOD("light_set_color", "light", "color"), &VisualServer::light_set_color); + ClassDB::bind_method(D_METHOD("light_set_param", "light", "param", "value"), &VisualServer::light_set_param); + ClassDB::bind_method(D_METHOD("light_set_shadow", "light", "enabled"), &VisualServer::light_set_shadow); + ClassDB::bind_method(D_METHOD("light_set_shadow_color", "light", "color"), &VisualServer::light_set_shadow_color); + ClassDB::bind_method(D_METHOD("light_set_projector", "light", "texture"), &VisualServer::light_set_projector); + ClassDB::bind_method(D_METHOD("light_set_negative", "light", "enable"), &VisualServer::light_set_negative); + ClassDB::bind_method(D_METHOD("light_set_cull_mask", "light", "mask"), &VisualServer::light_set_cull_mask); + ClassDB::bind_method(D_METHOD("light_set_reverse_cull_face_mode", "light", "enabled"), &VisualServer::light_set_reverse_cull_face_mode); + + ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &VisualServer::light_omni_set_shadow_mode); + ClassDB::bind_method(D_METHOD("light_omni_set_shadow_detail", "light", "detail"), &VisualServer::light_omni_set_shadow_detail); + + ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &VisualServer::light_directional_set_shadow_mode); + ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &VisualServer::light_directional_set_blend_splits); + ClassDB::bind_method(D_METHOD("light_directional_set_shadow_depth_range_mode", "light", "range_mode"), &VisualServer::light_directional_set_shadow_depth_range_mode); + + ClassDB::bind_method(D_METHOD("reflection_probe_create"), &VisualServer::reflection_probe_create); + ClassDB::bind_method(D_METHOD("reflection_probe_set_update_mode", "probe", "mode"), &VisualServer::reflection_probe_set_update_mode); + ClassDB::bind_method(D_METHOD("reflection_probe_set_intensity", "probe", "intensity"), &VisualServer::reflection_probe_set_intensity); + ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient", "probe", "color"), &VisualServer::reflection_probe_set_interior_ambient); + ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_energy", "probe", "energy"), &VisualServer::reflection_probe_set_interior_ambient_energy); + ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_probe_contribution", "probe", "contrib"), &VisualServer::reflection_probe_set_interior_ambient_probe_contribution); + ClassDB::bind_method(D_METHOD("reflection_probe_set_max_distance", "probe", "distance"), &VisualServer::reflection_probe_set_max_distance); + ClassDB::bind_method(D_METHOD("reflection_probe_set_extents", "probe", "extents"), &VisualServer::reflection_probe_set_extents); + ClassDB::bind_method(D_METHOD("reflection_probe_set_origin_offset", "probe", "offset"), &VisualServer::reflection_probe_set_origin_offset); + ClassDB::bind_method(D_METHOD("reflection_probe_set_as_interior", "probe", "enable"), &VisualServer::reflection_probe_set_as_interior); + ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_box_projection", "probe", "enable"), &VisualServer::reflection_probe_set_enable_box_projection); + ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &VisualServer::reflection_probe_set_enable_shadows); + ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &VisualServer::reflection_probe_set_cull_mask); + + ClassDB::bind_method(D_METHOD("gi_probe_create"), &VisualServer::gi_probe_create); + ClassDB::bind_method(D_METHOD("gi_probe_set_bounds", "probe", "bounds"), &VisualServer::gi_probe_set_bounds); + ClassDB::bind_method(D_METHOD("gi_probe_get_bounds", "probe"), &VisualServer::gi_probe_get_bounds); + ClassDB::bind_method(D_METHOD("gi_probe_set_cell_size", "probe", "range"), &VisualServer::gi_probe_set_cell_size); + ClassDB::bind_method(D_METHOD("gi_probe_get_cell_size", "probe"), &VisualServer::gi_probe_get_cell_size); + ClassDB::bind_method(D_METHOD("gi_probe_set_to_cell_xform", "xform"), &VisualServer::gi_probe_set_to_cell_xform); + ClassDB::bind_method(D_METHOD("gi_probe_get_to_cell_xform"), &VisualServer::gi_probe_get_to_cell_xform); + ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_data", "data"), &VisualServer::gi_probe_set_dynamic_data); + ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_data"), &VisualServer::gi_probe_get_dynamic_data); + ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_range", "range"), &VisualServer::gi_probe_set_dynamic_range); + ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_range"), &VisualServer::gi_probe_get_dynamic_range); + ClassDB::bind_method(D_METHOD("gi_probe_set_energy", "energy"), &VisualServer::gi_probe_set_energy); + ClassDB::bind_method(D_METHOD("gi_probe_get_energy"), &VisualServer::gi_probe_get_energy); + ClassDB::bind_method(D_METHOD("gi_probe_set_bias", "bias"), &VisualServer::gi_probe_set_bias); + ClassDB::bind_method(D_METHOD("gi_probe_get_bias"), &VisualServer::gi_probe_get_bias); + ClassDB::bind_method(D_METHOD("gi_probe_set_normal_bias", "bias"), &VisualServer::gi_probe_set_normal_bias); + ClassDB::bind_method(D_METHOD("gi_probe_get_normal_bias"), &VisualServer::gi_probe_get_normal_bias); + ClassDB::bind_method(D_METHOD("gi_probe_set_propagation", "propagation"), &VisualServer::gi_probe_set_propagation); + ClassDB::bind_method(D_METHOD("gi_probe_get_propagation"), &VisualServer::gi_probe_get_propagation); + ClassDB::bind_method(D_METHOD("gi_probe_set_interior", "enable"), &VisualServer::gi_probe_set_interior); + ClassDB::bind_method(D_METHOD("gi_probe_is_interior"), &VisualServer::gi_probe_is_interior); + ClassDB::bind_method(D_METHOD("gi_probe_set_compress", "enable"), &VisualServer::gi_probe_set_compress); + ClassDB::bind_method(D_METHOD("gi_probe_is_compressed"), &VisualServer::gi_probe_is_compressed); + + ClassDB::bind_method(D_METHOD("lightmap_capture_create"), &VisualServer::lightmap_capture_create); + ClassDB::bind_method(D_METHOD("lightmap_capture_set_bounds", "capture", "bounds"), &VisualServer::lightmap_capture_set_bounds); + ClassDB::bind_method(D_METHOD("lightmap_capture_get_bounds", "capture"), &VisualServer::lightmap_capture_get_bounds); + ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree", "capture", "octree"), &VisualServer::lightmap_capture_set_octree); + ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_transform", "capture", "xform"), &VisualServer::lightmap_capture_set_octree_cell_transform); + ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_transform", "capture"), &VisualServer::lightmap_capture_get_octree_cell_transform); + ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_subdiv", "capture", "subdiv"), &VisualServer::lightmap_capture_set_octree_cell_subdiv); + ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_subdiv", "capture"), &VisualServer::lightmap_capture_get_octree_cell_subdiv); + ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree", "capture"), &VisualServer::lightmap_capture_get_octree); + ClassDB::bind_method(D_METHOD("lightmap_capture_set_energy", "capture", "energy"), &VisualServer::lightmap_capture_set_energy); + ClassDB::bind_method(D_METHOD("lightmap_capture_get_energy", "capture"), &VisualServer::lightmap_capture_get_energy); + + ClassDB::bind_method(D_METHOD("particles_create"), &VisualServer::particles_create); + ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &VisualServer::particles_set_emitting); + ClassDB::bind_method(D_METHOD("particles_get_emitting", "particles"), &VisualServer::particles_get_emitting); + ClassDB::bind_method(D_METHOD("particles_set_amount", "particles", "amount"), &VisualServer::particles_set_amount); + ClassDB::bind_method(D_METHOD("particles_set_lifetime", "particles", "lifetime"), &VisualServer::particles_set_lifetime); + ClassDB::bind_method(D_METHOD("particles_set_one_shot", "particles", "one_shot"), &VisualServer::particles_set_one_shot); + ClassDB::bind_method(D_METHOD("particles_set_pre_process_time", "particles", "time"), &VisualServer::particles_set_pre_process_time); + ClassDB::bind_method(D_METHOD("particles_set_explosiveness_ratio", "particles", "ratio"), &VisualServer::particles_set_explosiveness_ratio); + ClassDB::bind_method(D_METHOD("particles_set_randomness_ratio", "particles", "ratio"), &VisualServer::particles_set_randomness_ratio); + ClassDB::bind_method(D_METHOD("particles_set_custom_aabb", "particles", "aabb"), &VisualServer::particles_set_custom_aabb); + ClassDB::bind_method(D_METHOD("particles_set_speed_scale", "particles", "scale"), &VisualServer::particles_set_speed_scale); + ClassDB::bind_method(D_METHOD("particles_set_use_local_coordinates", "particles", "enable"), &VisualServer::particles_set_use_local_coordinates); + ClassDB::bind_method(D_METHOD("particles_set_process_material", "particles", "material"), &VisualServer::particles_set_process_material); + ClassDB::bind_method(D_METHOD("particles_set_fixed_fps", "particles", "fps"), &VisualServer::particles_set_fixed_fps); + ClassDB::bind_method(D_METHOD("particles_set_fractional_delta", "particles", "enable"), &VisualServer::particles_set_fractional_delta); + ClassDB::bind_method(D_METHOD("particles_restart", "particles"), &VisualServer::particles_restart); + ClassDB::bind_method(D_METHOD("particles_set_draw_order", "particles", "order"), &VisualServer::particles_set_draw_order); + ClassDB::bind_method(D_METHOD("particles_set_draw_passes", "particles", "count"), &VisualServer::particles_set_draw_passes); + ClassDB::bind_method(D_METHOD("particles_set_draw_pass_mesh", "particles", "pass", "mesh"), &VisualServer::particles_set_draw_pass_mesh); + ClassDB::bind_method(D_METHOD("particles_get_current_aabb", "particles"), &VisualServer::particles_get_current_aabb); + ClassDB::bind_method(D_METHOD("particles_set_emission_transform", "particles", "transform"), &VisualServer::particles_set_emission_transform); + + ClassDB::bind_method(D_METHOD("camera_create"), &VisualServer::camera_create); + ClassDB::bind_method(D_METHOD("camera_set_perspective", "camera", "fovy_degrees", "z_near", "z_far"), &VisualServer::camera_set_perspective); + ClassDB::bind_method(D_METHOD("camera_set_orthogonal", "camera", "size", "z_near", "z_far"), &VisualServer::camera_set_orthogonal); + ClassDB::bind_method(D_METHOD("camera_set_transform", "camera", "transform"), &VisualServer::camera_set_transform); + ClassDB::bind_method(D_METHOD("camera_set_cull_mask", "camera", "layers"), &VisualServer::camera_set_cull_mask); + ClassDB::bind_method(D_METHOD("camera_set_environment", "camera", "env"), &VisualServer::camera_set_environment); + ClassDB::bind_method(D_METHOD("camera_set_use_vertical_aspect", "camera", "enable"), &VisualServer::camera_set_use_vertical_aspect); ClassDB::bind_method(D_METHOD("viewport_create"), &VisualServer::viewport_create); ClassDB::bind_method(D_METHOD("viewport_set_use_arvr", "viewport", "use_arvr"), &VisualServer::viewport_set_use_arvr); @@ -1579,7 +1753,55 @@ void VisualServer::_bind_methods() { ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "info"), &VisualServer::viewport_get_render_info); ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &VisualServer::viewport_set_debug_draw); - // TODO: environment_*, scenario_*, instance_* + ClassDB::bind_method(D_METHOD("environment_create"), &VisualServer::environment_create); + ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &VisualServer::environment_set_background); + ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &VisualServer::environment_set_sky); + ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &VisualServer::environment_set_sky_custom_fov); + ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &VisualServer::environment_set_bg_color); + ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &VisualServer::environment_set_bg_energy); + ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &VisualServer::environment_set_canvas_max_layer); + ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "energy", "sky_contibution"), &VisualServer::environment_set_ambient_light, DEFVAL(1.0), DEFVAL(0.0)); + ClassDB::bind_method(D_METHOD("environment_set_dof_blur_near", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_near); + ClassDB::bind_method(D_METHOD("environment_set_dof_blur_far", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_far); + ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "level_flags", "intensity", "strength", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "bicubic_upscale"), &VisualServer::environment_set_glow); + ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &VisualServer::environment_set_tonemap); + ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &VisualServer::environment_set_adjustment); + ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance", "roughness"), &VisualServer::environment_set_ssr); + ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "radius2", "intensity2", "bias", "light_affect", "color", "quality", "blur", "bilateral_sharpness"), &VisualServer::environment_set_ssao); + ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "color", "sun_color", "sun_amount"), &VisualServer::environment_set_fog); + ClassDB::bind_method(D_METHOD("environment_set_fog_depth", "env", "enable", "depth_begin", "depth_curve", "transmit", "transmit_curve"), &VisualServer::environment_set_fog_depth); + ClassDB::bind_method(D_METHOD("environment_set_fog_height", "env", "enable", "min_height", "max_height", "height_curve"), &VisualServer::environment_set_fog_height); + + ClassDB::bind_method(D_METHOD("scenario_create"), &VisualServer::scenario_create); + ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &VisualServer::scenario_set_debug); + ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &VisualServer::scenario_set_environment); + ClassDB::bind_method(D_METHOD("scenario_set_reflection_atlas_size", "scenario", "p_size", "subdiv"), &VisualServer::scenario_set_reflection_atlas_size); + ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &VisualServer::scenario_set_fallback_environment); + + ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &VisualServer::instance_create2); + ClassDB::bind_method(D_METHOD("instance_create"), &VisualServer::instance_create); + ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &VisualServer::instance_set_base); + ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &VisualServer::instance_set_scenario); + ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &VisualServer::instance_set_layer_mask); + ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &VisualServer::instance_set_transform); + ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &VisualServer::instance_attach_object_instance_id); + ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &VisualServer::instance_set_blend_shape_weight); + ClassDB::bind_method(D_METHOD("instance_set_surface_material", "instance", "surface", "material"), &VisualServer::instance_set_surface_material); + ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &VisualServer::instance_set_visible); + ClassDB::bind_method(D_METHOD("instance_set_use_lightmap", "instance", "lightmap_instance", "lightmap"), &VisualServer::instance_set_use_lightmap); + ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &VisualServer::instance_set_custom_aabb); + ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &VisualServer::instance_attach_skeleton); + ClassDB::bind_method(D_METHOD("instance_set_exterior", "instance", "enabled"), &VisualServer::instance_set_exterior); + ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &VisualServer::instance_set_extra_visibility_margin); + ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &VisualServer::instance_geometry_set_flag); + ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &VisualServer::instance_geometry_set_cast_shadows_setting); + ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &VisualServer::instance_geometry_set_material_override); + ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &VisualServer::instance_geometry_set_draw_range); + ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &VisualServer::instance_geometry_set_as_instance_lod); + + ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &VisualServer::_instances_cull_aabb_bind, DEFVAL(RID())); + ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &VisualServer::_instances_cull_ray_bind, DEFVAL(RID())); + ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &VisualServer::_instances_cull_convex_bind, DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_create"), &VisualServer::canvas_create); ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &VisualServer::canvas_set_item_mirroring); @@ -1659,8 +1881,6 @@ void VisualServer::_bind_methods() { ClassDB::bind_method(D_METHOD("free_rid", "rid"), &VisualServer::free); // shouldn't conflict with Object::free() ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &VisualServer::request_frame_drawn_callback); - ClassDB::bind_method(D_METHOD("draw", "swap_buffers"), &VisualServer::draw, DEFVAL(true)); - ClassDB::bind_method(D_METHOD("sync"), &VisualServer::sync); ClassDB::bind_method(D_METHOD("has_changed"), &VisualServer::has_changed); ClassDB::bind_method(D_METHOD("init"), &VisualServer::init); ClassDB::bind_method(D_METHOD("finish"), &VisualServer::finish); @@ -1775,6 +1995,17 @@ void VisualServer::_bind_methods() { BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE); BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX); + BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID); + BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE); + BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_VERTICAL); + BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL); + + BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); + BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS); + BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS); + BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE); + BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED); + BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_DISABLED); BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE); BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE); @@ -1825,6 +2056,14 @@ void VisualServer::_bind_methods() { BIND_ENUM_CONSTANT(INSTANCE_MAX); BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK); + BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT); + BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX); + + BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF); + BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON); + BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED); + BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY); + BIND_ENUM_CONSTANT(NINE_PATCH_STRETCH); BIND_ENUM_CONSTANT(NINE_PATCH_TILE); BIND_ENUM_CONSTANT(NINE_PATCH_TILE_FIT); @@ -1859,6 +2098,50 @@ void VisualServer::_bind_methods() { BIND_ENUM_CONSTANT(FEATURE_SHADERS); BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED); + BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D); + BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D); + BIND_ENUM_CONSTANT(MULTIMESH_COLOR_NONE); + BIND_ENUM_CONSTANT(MULTIMESH_COLOR_8BIT); + BIND_ENUM_CONSTANT(MULTIMESH_COLOR_FLOAT); + + BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE); + BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS); + + BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX); + BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME); + BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_VIEW_DEPTH); + + BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR); + BIND_ENUM_CONSTANT(ENV_BG_COLOR); + BIND_ENUM_CONSTANT(ENV_BG_SKY); + BIND_ENUM_CONSTANT(ENV_BG_COLOR_SKY); + BIND_ENUM_CONSTANT(ENV_BG_CANVAS); + BIND_ENUM_CONSTANT(ENV_BG_KEEP); + BIND_ENUM_CONSTANT(ENV_BG_MAX); + + BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_LOW); + BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_MEDIUM); + BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_HIGH); + + BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE); + BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN); + BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT); + BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE); + + BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR); + BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARDT); + BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC); + BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES); + + BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW); + BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM); + BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH); + + BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_DISABLED); + BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_1x1); + BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_2x2); + BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_3x3); + ADD_SIGNAL(MethodInfo("frame_drawn_in_thread")); } |