/*************************************************************************/ /* rendering_server.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 "rendering_server.h" #include "core/config/project_settings.h" RenderingServer *RenderingServer::singleton = nullptr; RenderingServer *(*RenderingServer::create_func)() = nullptr; RenderingServer *RenderingServer::get_singleton() { return singleton; } RenderingServer *RenderingServer::create() { ERR_FAIL_COND_V(singleton, nullptr); if (create_func) { return create_func(); } return nullptr; } Array RenderingServer::_texture_debug_usage_bind() { List list; texture_debug_usage(&list); Array arr; for (const List::Element *E = list.front(); E; E = E->next()) { Dictionary dict; dict["texture"] = E->get().texture; dict["width"] = E->get().width; dict["height"] = E->get().height; dict["depth"] = E->get().depth; dict["format"] = E->get().format; dict["bytes"] = E->get().bytes; dict["path"] = E->get().path; arr.push_back(dict); } return arr; } Array RenderingServer::_shader_get_param_list_bind(RID p_shader) const { List l; shader_get_param_list(p_shader, &l); return convert_property_list(&l); } static Array to_array(const Vector &ids) { Array a; a.resize(ids.size()); for (int i = 0; i < ids.size(); ++i) { a[i] = ids[i]; } return a; } Array RenderingServer::_instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario) const { Vector ids = instances_cull_aabb(p_aabb, p_scenario); return to_array(ids); } Array RenderingServer::_instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const { Vector ids = instances_cull_ray(p_from, p_to, p_scenario); return to_array(ids); } Array RenderingServer::_instances_cull_convex_bind(const Array &p_convex, RID p_scenario) const { Vector 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 ids = instances_cull_convex(planes, p_scenario); return to_array(ids); } RID RenderingServer::get_test_texture() { if (test_texture.is_valid()) { return test_texture; }; #define TEST_TEXTURE_SIZE 256 Vector test_data; test_data.resize(TEST_TEXTURE_SIZE * TEST_TEXTURE_SIZE * 3); { uint8_t *w = test_data.ptrw(); for (int x = 0; x < TEST_TEXTURE_SIZE; x++) { for (int y = 0; y < TEST_TEXTURE_SIZE; y++) { Color c; int r = 255 - (x + y) / 2; if ((x % (TEST_TEXTURE_SIZE / 8)) < 2 || (y % (TEST_TEXTURE_SIZE / 8)) < 2) { c.r = y; c.g = r; c.b = x; } else { c.r = r; c.g = x; c.b = y; } w[(y * TEST_TEXTURE_SIZE + x) * 3 + 0] = uint8_t(CLAMP(c.r * 255, 0, 255)); w[(y * TEST_TEXTURE_SIZE + x) * 3 + 1] = uint8_t(CLAMP(c.g * 255, 0, 255)); w[(y * TEST_TEXTURE_SIZE + x) * 3 + 2] = uint8_t(CLAMP(c.b * 255, 0, 255)); } } } Ref data = memnew(Image(TEST_TEXTURE_SIZE, TEST_TEXTURE_SIZE, false, Image::FORMAT_RGB8, test_data)); test_texture = texture_2d_create(data); return test_texture; } void RenderingServer::_free_internal_rids() { if (test_texture.is_valid()) { free(test_texture); } if (white_texture.is_valid()) { free(white_texture); } if (test_material.is_valid()) { free(test_material); } } RID RenderingServer::_make_test_cube() { Vector vertices; Vector normals; Vector tangents; Vector uvs; #define ADD_VTX(m_idx) \ vertices.push_back(face_points[m_idx]); \ normals.push_back(normal_points[m_idx]); \ tangents.push_back(normal_points[m_idx][1]); \ tangents.push_back(normal_points[m_idx][2]); \ tangents.push_back(normal_points[m_idx][0]); \ tangents.push_back(1.0); \ uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); for (int i = 0; i < 6; i++) { Vector3 face_points[4]; Vector3 normal_points[4]; float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 }; for (int j = 0; j < 4; j++) { float v[3]; v[0] = 1.0; v[1] = 1 - 2 * ((j >> 1) & 1); v[2] = v[1] * (1 - 2 * (j & 1)); for (int k = 0; k < 3; k++) { if (i < 3) { face_points[j][(i + k) % 3] = v[k]; } else { face_points[3 - j][(i + k) % 3] = -v[k]; } } normal_points[j] = Vector3(); normal_points[j][i % 3] = (i >= 3 ? -1 : 1); } //tri 1 ADD_VTX(0); ADD_VTX(1); ADD_VTX(2); //tri 2 ADD_VTX(2); ADD_VTX(3); ADD_VTX(0); } RID test_cube = mesh_create(); Array d; d.resize(RS::ARRAY_MAX); d[RenderingServer::ARRAY_NORMAL] = normals; d[RenderingServer::ARRAY_TANGENT] = tangents; d[RenderingServer::ARRAY_TEX_UV] = uvs; d[RenderingServer::ARRAY_VERTEX] = vertices; Vector indices; indices.resize(vertices.size()); for (int i = 0; i < vertices.size(); i++) { indices.set(i, i); } d[RenderingServer::ARRAY_INDEX] = indices; mesh_add_surface_from_arrays(test_cube, PRIMITIVE_TRIANGLES, d); /* test_material = fixed_material_create(); //material_set_flag(material, MATERIAL_FLAG_BILLBOARD_TOGGLE,true); fixed_material_set_texture( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, get_test_texture() ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR_EXP, 70 ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_EMISSION, Color(0.2,0.2,0.2) ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, Color(1, 1, 1) ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR, Color(1,1,1) ); */ mesh_surface_set_material(test_cube, 0, test_material); return test_cube; } RID RenderingServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) { Vector vertices; Vector normals; const double lat_step = Math_TAU / p_lats; const double lon_step = Math_TAU / p_lons; for (int i = 1; i <= p_lats; i++) { double lat0 = lat_step * (i - 1) - Math_TAU / 4; double z0 = Math::sin(lat0); double zr0 = Math::cos(lat0); double lat1 = lat_step * i - Math_TAU / 4; double z1 = Math::sin(lat1); double zr1 = Math::cos(lat1); for (int j = p_lons; j >= 1; j--) { double lng0 = lon_step * (j - 1); double x0 = Math::cos(lng0); double y0 = Math::sin(lng0); double lng1 = lon_step * j; double x1 = Math::cos(lng1); double y1 = Math::sin(lng1); Vector3 v[4] = { Vector3(x1 * zr0, z0, y1 * zr0), Vector3(x1 * zr1, z1, y1 * zr1), Vector3(x0 * zr1, z1, y0 * zr1), Vector3(x0 * zr0, z0, y0 * zr0) }; #define ADD_POINT(m_idx) \ normals.push_back(v[m_idx]); \ vertices.push_back(v[m_idx] * p_radius); ADD_POINT(0); ADD_POINT(1); ADD_POINT(2); ADD_POINT(2); ADD_POINT(3); ADD_POINT(0); } } RID mesh = mesh_create(); Array d; d.resize(RS::ARRAY_MAX); d[ARRAY_VERTEX] = vertices; d[ARRAY_NORMAL] = normals; mesh_add_surface_from_arrays(mesh, PRIMITIVE_TRIANGLES, d); return mesh; } RID RenderingServer::get_white_texture() { if (white_texture.is_valid()) { return white_texture; } Vector wt; wt.resize(16 * 3); { uint8_t *w = wt.ptrw(); for (int i = 0; i < 16 * 3; i++) { w[i] = 255; } } Ref white = memnew(Image(4, 4, 0, Image::FORMAT_RGB8, wt)); white_texture = texture_2d_create(white); return white_texture; } #define SMALL_VEC2 Vector2(0.00001, 0.00001) #define SMALL_VEC3 Vector3(0.00001, 0.00001, 0.00001) Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_vertex_stride, uint32_t p_attrib_stride, uint32_t p_skin_stride, Vector &r_vertex_array, Vector &r_attrib_array, Vector &r_skin_array, int p_vertex_array_len, Vector &r_index_array, int p_index_array_len, AABB &r_aabb, Vector &r_bone_aabb) { uint8_t *vw = r_vertex_array.ptrw(); uint8_t *aw = r_attrib_array.ptrw(); uint8_t *sw = r_skin_array.ptrw(); uint8_t *iw = nullptr; if (r_index_array.size()) { iw = r_index_array.ptrw(); } int max_bone = 0; for (int ai = 0; ai < RS::ARRAY_MAX; ai++) { if (!(p_format & (1 << ai))) { // no array continue; } switch (ai) { case RS::ARRAY_VERTEX: { if (p_format & RS::ARRAY_FLAG_USE_2D_VERTICES) { Vector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); const Vector2 *src = array.ptr(); // setting vertices means regenerating the AABB Rect2 aabb; { for (int i = 0; i < p_vertex_array_len; i++) { float vector[2] = { src[i].x, src[i].y }; copymem(&vw[p_offsets[ai] + i * p_vertex_stride], vector, sizeof(float) * 2); if (i == 0) { aabb = Rect2(src[i], SMALL_VEC2); //must have a bit of size } else { aabb.expand_to(src[i]); } } } r_aabb = AABB(Vector3(aabb.position.x, aabb.position.y, 0), Vector3(aabb.size.x, aabb.size.y, 0)); } else { Vector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); const Vector3 *src = array.ptr(); // setting vertices means regenerating the AABB AABB aabb; { for (int i = 0; i < p_vertex_array_len; i++) { float vector[3] = { src[i].x, src[i].y, src[i].z }; copymem(&vw[p_offsets[ai] + i * p_vertex_stride], vector, sizeof(float) * 3); if (i == 0) { aabb = AABB(src[i], SMALL_VEC3); } else { aabb.expand_to(src[i]); } } } r_aabb = aabb; } } break; case RS::ARRAY_NORMAL: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_VECTOR3_ARRAY, ERR_INVALID_PARAMETER); Vector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); const Vector3 *src = array.ptr(); for (int i = 0; i < p_vertex_array_len; i++) { Vector3 n = src[i] * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5); uint32_t value = 0; value |= CLAMP(int(n.x * 1023.0), 0, 1023); value |= CLAMP(int(n.y * 1023.0), 0, 1023) << 10; value |= CLAMP(int(n.z * 1023.0), 0, 1023) << 20; copymem(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4); } } break; case RS::ARRAY_TANGENT: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER); Vector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER); const real_t *src = array.ptr(); for (int i = 0; i < p_vertex_array_len; i++) { uint32_t value = 0; value |= CLAMP(int((src[i * 4 + 0] * 0.5 + 0.5) * 1023.0), 0, 1023); value |= CLAMP(int((src[i * 4 + 1] * 0.5 + 0.5) * 1023.0), 0, 1023) << 10; value |= CLAMP(int((src[i * 4 + 2] * 0.5 + 0.5) * 1023.0), 0, 1023) << 20; value |= CLAMP(int((src[i * 4 + 3] * 0.5 + 0.5) * 3.0), 0, 3) << 30; copymem(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4); } } break; case RS::ARRAY_COLOR: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_COLOR_ARRAY, ERR_INVALID_PARAMETER); Vector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); const Color *src = array.ptr(); uint16_t color16[4]; for (int i = 0; i < p_vertex_array_len; i++) { color16[0] = Math::make_half_float(src[i].r); color16[1] = Math::make_half_float(src[i].g); color16[2] = Math::make_half_float(src[i].b); color16[3] = Math::make_half_float(src[i].a); copymem(&aw[p_offsets[ai] + i * p_attrib_stride], color16, 8); } } break; case RS::ARRAY_TEX_UV: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::PACKED_VECTOR2_ARRAY, ERR_INVALID_PARAMETER); Vector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); const Vector2 *src = array.ptr(); for (int i = 0; i < p_vertex_array_len; i++) { float uv[2] = { src[i].x, src[i].y }; copymem(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 4); } } break; case RS::ARRAY_TEX_UV2: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::PACKED_VECTOR2_ARRAY, ERR_INVALID_PARAMETER); Vector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); const Vector2 *src = array.ptr(); for (int i = 0; i < p_vertex_array_len; i++) { uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) }; copymem(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 2); } } break; case RS::ARRAY_CUSTOM0: case RS::ARRAY_CUSTOM1: case RS::ARRAY_CUSTOM2: case RS::ARRAY_CUSTOM3: { uint32_t type = (p_format >> (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * (RS::ARRAY_CUSTOM0 - ai))) & ARRAY_FORMAT_CUSTOM_MASK; switch (type) { case ARRAY_CUSTOM_RGBA8_UNORM: case ARRAY_CUSTOM_RGBA8_SNORM: case ARRAY_CUSTOM_RG_HALF: { //size 4 ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_BYTE_ARRAY, ERR_INVALID_PARAMETER); Vector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER); const uint8_t *src = array.ptr(); for (int i = 0; i < p_vertex_array_len; i++) { copymem(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * 4], 4); } } break; case ARRAY_CUSTOM_RGBA_HALF: { //size 8 ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_BYTE_ARRAY, ERR_INVALID_PARAMETER); Vector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 8, ERR_INVALID_PARAMETER); const uint8_t *src = array.ptr(); for (int i = 0; i < p_vertex_array_len; i++) { copymem(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * 8], 8); } } break; case ARRAY_CUSTOM_R_FLOAT: case ARRAY_CUSTOM_RG_FLOAT: case ARRAY_CUSTOM_RGB_FLOAT: case ARRAY_CUSTOM_RGBA_FLOAT: { //RF ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER); Vector array = p_arrays[ai]; int32_t s = ARRAY_CUSTOM_R_FLOAT - ai + 1; ERR_FAIL_COND_V(array.size() != p_vertex_array_len * s, ERR_INVALID_PARAMETER); const float *src = array.ptr(); for (int i = 0; i < p_vertex_array_len; i++) { copymem(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * s], 4 * s); } } break; default: { } } } break; case RS::ARRAY_WEIGHTS: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER); uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4; Vector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != (int32_t)(p_vertex_array_len * bone_count), ERR_INVALID_PARAMETER); const real_t *src = array.ptr(); { uint16_t data[8]; for (int i = 0; i < p_vertex_array_len; i++) { for (uint32_t j = 0; j < bone_count; j++) { data[j] = CLAMP(src[i * bone_count + j] * 65535, 0, 65535); } copymem(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count); } } } break; case RS::ARRAY_BONES: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_INT32_ARRAY && p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER); Vector array = p_arrays[ai]; uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4; ERR_FAIL_COND_V(array.size() != (int32_t)(p_vertex_array_len * bone_count), ERR_INVALID_PARAMETER); const int *src = array.ptr(); uint16_t data[8]; for (int i = 0; i < p_vertex_array_len; i++) { for (uint32_t j = 0; j < bone_count; j++) { data[j] = src[i * bone_count + j]; max_bone = MAX(data[j], max_bone); } copymem(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count); } } break; case RS::ARRAY_INDEX: { ERR_FAIL_NULL_V(iw, ERR_INVALID_DATA); ERR_FAIL_COND_V(p_index_array_len <= 0, ERR_INVALID_DATA); ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_INT32_ARRAY, ERR_INVALID_PARAMETER); Vector indices = p_arrays[ai]; ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER); ERR_FAIL_COND_V(indices.size() != p_index_array_len, ERR_INVALID_PARAMETER); /* determine whether using 16 or 32 bits indices */ const int *src = indices.ptr(); for (int i = 0; i < p_index_array_len; i++) { if (p_vertex_array_len < (1 << 16)) { uint16_t v = src[i]; copymem(&iw[i * 2], &v, 2); } else { uint32_t v = src[i]; copymem(&iw[i * 4], &v, 4); } } } break; default: { ERR_FAIL_V(ERR_INVALID_DATA); } } } if (p_format & RS::ARRAY_FORMAT_BONES) { //create AABBs for each detected bone int total_bones = max_bone + 1; bool first = r_bone_aabb.size() == 0; r_bone_aabb.resize(total_bones); int weight_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4; if (first) { for (int i = 0; i < total_bones; i++) { r_bone_aabb.write[i].size = Vector3(-1, -1, -1); //negative means unused } } Vector vertices = p_arrays[RS::ARRAY_VERTEX]; Vector bones = p_arrays[RS::ARRAY_BONES]; Vector weights = p_arrays[RS::ARRAY_WEIGHTS]; bool any_valid = false; if (vertices.size() && bones.size() == vertices.size() * weight_count && weights.size() == bones.size()) { int vs = vertices.size(); const Vector3 *rv = vertices.ptr(); const int *rb = bones.ptr(); const float *rw = weights.ptr(); AABB *bptr = r_bone_aabb.ptrw(); for (int i = 0; i < vs; i++) { Vector3 v = rv[i]; for (int j = 0; j < weight_count; j++) { int idx = rb[i * weight_count + j]; float w = rw[i * weight_count + j]; if (w == 0) { continue; //break; } ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA); if (bptr[idx].size.x < 0) { //first bptr[idx] = AABB(v, SMALL_VEC3); any_valid = true; } else { bptr[idx].expand_to(v); } } } } if (!any_valid && first) { r_bone_aabb.clear(); } } return OK; } uint32_t RenderingServer::mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_array_index) const { p_format &= ~ARRAY_FORMAT_INDEX; uint32_t offsets[ARRAY_MAX]; uint32_t vstr; uint32_t astr; uint32_t sstr; mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr); return offsets[p_array_index]; } uint32_t RenderingServer::mesh_surface_get_format_vertex_stride(uint32_t p_format, int p_vertex_len) const { p_format &= ~ARRAY_FORMAT_INDEX; uint32_t offsets[ARRAY_MAX]; uint32_t vstr; uint32_t astr; uint32_t sstr; mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr); return vstr; } uint32_t RenderingServer::mesh_surface_get_format_attribute_stride(uint32_t p_format, int p_vertex_len) const { p_format &= ~ARRAY_FORMAT_INDEX; uint32_t offsets[ARRAY_MAX]; uint32_t vstr; uint32_t astr; uint32_t sstr; mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr); return astr; } uint32_t RenderingServer::mesh_surface_get_format_skin_stride(uint32_t p_format, int p_vertex_len) const { p_format &= ~ARRAY_FORMAT_INDEX; uint32_t offsets[ARRAY_MAX]; uint32_t vstr; uint32_t astr; uint32_t sstr; mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr); return sstr; } void RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets, uint32_t &r_vertex_element_size, uint32_t &r_attrib_element_size, uint32_t &r_skin_element_size) const { r_vertex_element_size = 0; r_attrib_element_size = 0; r_skin_element_size = 0; uint32_t *size_accum; for (int i = 0; i < RS::ARRAY_MAX; i++) { r_offsets[i] = 0; //reset if (i == RS::ARRAY_VERTEX) { size_accum = &r_vertex_element_size; } else if (i == RS::ARRAY_COLOR) { size_accum = &r_attrib_element_size; } else if (i == RS::ARRAY_BONES) { size_accum = &r_skin_element_size; } if (!(p_format & (1 << i))) { // no array continue; } int elem_size = 0; switch (i) { case RS::ARRAY_VERTEX: { if (p_format & ARRAY_FLAG_USE_2D_VERTICES) { elem_size = 2; } else { elem_size = 3; } { elem_size *= sizeof(float); } if (elem_size == 6) { elem_size = 8; } } break; case RS::ARRAY_NORMAL: { elem_size = 4; } break; case RS::ARRAY_TANGENT: { elem_size = 4; } break; case RS::ARRAY_COLOR: { elem_size = 8; } break; case RS::ARRAY_TEX_UV: { elem_size = 8; } break; case RS::ARRAY_TEX_UV2: { elem_size = 8; } break; case RS::ARRAY_CUSTOM0: case RS::ARRAY_CUSTOM1: case RS::ARRAY_CUSTOM2: case RS::ARRAY_CUSTOM3: { uint32_t format = (p_format >> (ARRAY_FORMAT_CUSTOM_BASE + (ARRAY_FORMAT_CUSTOM_BITS * (i - ARRAY_CUSTOM0)))) & ARRAY_FORMAT_CUSTOM_MASK; switch (format) { case ARRAY_CUSTOM_RGBA8_UNORM: { elem_size = 4; } break; case ARRAY_CUSTOM_RGBA8_SNORM: { elem_size = 4; } break; case ARRAY_CUSTOM_RG_HALF: { elem_size = 4; } break; case ARRAY_CUSTOM_RGBA_HALF: { elem_size = 8; } break; case ARRAY_CUSTOM_R_FLOAT: { elem_size = 4; } break; case ARRAY_CUSTOM_RG_FLOAT: { elem_size = 8; } break; case ARRAY_CUSTOM_RGB_FLOAT: { elem_size = 12; } break; case ARRAY_CUSTOM_RGBA_FLOAT: { elem_size = 16; } break; } } break; case RS::ARRAY_WEIGHTS: { uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4; elem_size = sizeof(uint16_t) * bone_count; } break; case RS::ARRAY_BONES: { uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4; elem_size = sizeof(uint16_t) * bone_count; } break; case RS::ARRAY_INDEX: { if (p_index_len <= 0) { ERR_PRINT("index_array_len==NO_INDEX_ARRAY"); break; } /* determine whether using 16 or 32 bits indices */ if (p_vertex_len >= (1 << 16)) { elem_size = 4; } else { elem_size = 2; } r_offsets[i] = elem_size; continue; } default: { ERR_FAIL(); } } r_offsets[i] = (*size_accum); (*size_accum) += elem_size; } } Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surface_data, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, uint32_t p_compress_format) { ERR_FAIL_INDEX_V(p_primitive, RS::PRIMITIVE_MAX, ERR_INVALID_PARAMETER); ERR_FAIL_COND_V(p_arrays.size() != RS::ARRAY_MAX, ERR_INVALID_PARAMETER); uint32_t format = 0; // validation int index_array_len = 0; int array_len = 0; for (int i = 0; i < p_arrays.size(); i++) { if (p_arrays[i].get_type() == Variant::NIL) { continue; } format |= (1 << i); if (i == RS::ARRAY_VERTEX) { switch (p_arrays[i].get_type()) { case Variant::PACKED_VECTOR2_ARRAY: { Vector v2 = p_arrays[i]; array_len = v2.size(); } break; case Variant::PACKED_VECTOR3_ARRAY: { Vector v3 = p_arrays[i]; array_len = v3.size(); } break; default: { ERR_FAIL_V(ERR_INVALID_DATA); } break; } ERR_FAIL_COND_V(array_len == 0, ERR_INVALID_DATA); } else if (i == RS::ARRAY_BONES) { switch (p_arrays[i].get_type()) { case Variant::PACKED_INT32_ARRAY: { Vector vertexes = p_arrays[RS::ARRAY_VERTEX]; Vector bones = p_arrays[i]; int32_t bone_8_group_count = bones.size() / (ARRAY_WEIGHTS_SIZE * 2); int32_t vertex_count = vertexes.size(); if (vertex_count == bone_8_group_count) { format |= RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS; } } break; default: { ERR_FAIL_V(ERR_INVALID_DATA); } break; } } else if (i == RS::ARRAY_INDEX) { index_array_len = PackedInt32Array(p_arrays[i]).size(); } } ERR_FAIL_COND_V((format & RS::ARRAY_FORMAT_VERTEX) == 0, ERR_INVALID_PARAMETER); // mandatory if (p_blend_shapes.size()) { //validate format for morphs for (int i = 0; i < p_blend_shapes.size(); i++) { uint32_t bsformat = 0; Array arr = p_blend_shapes[i]; for (int j = 0; j < arr.size(); j++) { if (arr[j].get_type() != Variant::NIL) { bsformat |= (1 << j); } } ERR_FAIL_COND_V((bsformat) != (format & (RS::ARRAY_FORMAT_INDEX - 1)), ERR_INVALID_PARAMETER); } } uint32_t offsets[RS::ARRAY_MAX]; uint32_t vertex_element_size; uint32_t attrib_element_size; uint32_t skin_element_size; mesh_surface_make_offsets_from_format(format, array_len, index_array_len, offsets, vertex_element_size, attrib_element_size, skin_element_size); uint32_t mask = (1 << ARRAY_MAX) - 1; format |= (~mask) & p_compress_format; //make the full format int vertex_array_size = vertex_element_size * array_len; int attrib_array_size = attrib_element_size * array_len; int skin_array_size = skin_element_size * array_len; int index_array_size = offsets[RS::ARRAY_INDEX] * index_array_len; Vector vertex_array; vertex_array.resize(vertex_array_size); Vector attrib_array; attrib_array.resize(attrib_array_size); Vector skin_array; skin_array.resize(skin_array_size); Vector index_array; index_array.resize(index_array_size); AABB aabb; Vector bone_aabb; Error err = _surface_set_data(p_arrays, format, offsets, vertex_element_size, attrib_element_size, skin_element_size, vertex_array, attrib_array, skin_array, array_len, index_array, index_array_len, aabb, bone_aabb); ERR_FAIL_COND_V_MSG(err != OK, ERR_INVALID_DATA, "Invalid array format for surface."); Vector blend_shape_data; uint32_t blend_shape_count = 0; if (p_blend_shapes.size()) { uint32_t bs_format = format & RS::ARRAY_FORMAT_BLEND_SHAPE_MASK; for (int i = 0; i < p_blend_shapes.size(); i++) { Vector vertex_array_shape; vertex_array_shape.resize(vertex_array_size); Vector noindex; Vector noattrib; Vector noskin; AABB laabb; Error err2 = _surface_set_data(p_blend_shapes[i], bs_format, offsets, vertex_element_size, 0, 0, vertex_array_shape, noattrib, noskin, array_len, noindex, 0, laabb, bone_aabb); aabb.merge_with(laabb); ERR_FAIL_COND_V_MSG(err2 != OK, ERR_INVALID_DATA, "Invalid blend shape array format for surface."); blend_shape_data.append_array(vertex_array_shape); blend_shape_count++; } } Vector lods; if (index_array_len) { List keys; p_lods.get_key_list(&keys); for (List::Element *E = keys.front(); E; E = E->next()) { float distance = E->get(); ERR_CONTINUE(distance <= 0.0); Vector indices = p_lods[E->get()]; ERR_CONTINUE(indices.size() == 0); uint32_t index_count = indices.size(); ERR_CONTINUE(index_count >= (uint32_t)index_array_len); //should be smaller.. const int *r = indices.ptr(); Vector data; if (array_len <= 65536) { //16 bits indices data.resize(indices.size() * 2); uint8_t *w = data.ptrw(); uint16_t *index_ptr = (uint16_t *)w; for (uint32_t i = 0; i < index_count; i++) { index_ptr[i] = r[i]; } } else { //32 bits indices data.resize(indices.size() * 4); uint8_t *w = data.ptrw(); uint32_t *index_ptr = (uint32_t *)w; for (uint32_t i = 0; i < index_count; i++) { index_ptr[i] = r[i]; } } SurfaceData::LOD lod; lod.edge_length = distance; lod.index_data = data; lods.push_back(lod); } } SurfaceData &surface_data = *r_surface_data; surface_data.format = format; surface_data.primitive = p_primitive; surface_data.aabb = aabb; surface_data.vertex_data = vertex_array; surface_data.attribute_data = attrib_array; surface_data.skin_data = skin_array; surface_data.vertex_count = array_len; surface_data.index_data = index_array; surface_data.index_count = index_array_len; surface_data.blend_shape_data = blend_shape_data; surface_data.bone_aabbs = bone_aabb; surface_data.lods = lods; return OK; } void RenderingServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, uint32_t p_compress_format) { SurfaceData sd; Error err = mesh_create_surface_data_from_arrays(&sd, p_primitive, p_arrays, p_blend_shapes, p_lods, p_compress_format); if (err != OK) { return; } mesh_add_surface(p_mesh, sd); } Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector p_vertex_data, Vector p_attrib_data, Vector p_skin_data, int p_vertex_len, Vector p_index_data, int p_index_len) const { uint32_t offsets[RS::ARRAY_MAX]; uint32_t vertex_elem_size; uint32_t attrib_elem_size; uint32_t skin_elem_size; mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets, vertex_elem_size, attrib_elem_size, skin_elem_size); Array ret; ret.resize(RS::ARRAY_MAX); const uint8_t *r = p_vertex_data.ptr(); const uint8_t *ar = p_attrib_data.ptr(); const uint8_t *sr = p_skin_data.ptr(); for (int i = 0; i < RS::ARRAY_MAX; i++) { if (!(p_format & (1 << i))) { continue; } switch (i) { case RS::ARRAY_VERTEX: { if (p_format & ARRAY_FLAG_USE_2D_VERTICES) { Vector arr_2d; arr_2d.resize(p_vertex_len); { Vector2 *w = arr_2d.ptrw(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * vertex_elem_size + offsets[i]]; w[j] = Vector2(v[0], v[1]); } } ret[i] = arr_2d; } else { Vector arr_3d; arr_3d.resize(p_vertex_len); { Vector3 *w = arr_3d.ptrw(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * vertex_elem_size + offsets[i]]; w[j] = Vector3(v[0], v[1], v[2]); } } ret[i] = arr_3d; } } break; case RS::ARRAY_NORMAL: { Vector arr; arr.resize(p_vertex_len); Vector3 *w = arr.ptrw(); for (int j = 0; j < p_vertex_len; j++) { const uint32_t v = *(const uint32_t *)&r[j * vertex_elem_size + offsets[i]]; w[j] = Vector3((v & 0x3FF) / 1023.0, ((v >> 10) & 0x3FF) / 1023.0, ((v >> 20) & 0x3FF) / 1023.0) * Vector3(2, 2, 2) - Vector3(1, 1, 1); } ret[i] = arr; } break; case RS::ARRAY_TANGENT: { Vector arr; arr.resize(p_vertex_len * 4); float *w = arr.ptrw(); for (int j = 0; j < p_vertex_len; j++) { const uint32_t v = *(const uint32_t *)&r[j * vertex_elem_size + offsets[i]]; w[j * 4 + 0] = ((v & 0x3FF) / 1023.0) * 2.0 - 1.0; w[j * 4 + 1] = (((v >> 10) & 0x3FF) / 1023.0) * 2.0 - 1.0; w[j * 4 + 2] = (((v >> 20) & 0x3FF) / 1023.0) * 2.0 - 1.0; w[j * 4 + 3] = ((v >> 30) / 3.0) * 2.0 - 1.0; } ret[i] = arr; } break; case RS::ARRAY_COLOR: { Vector arr; arr.resize(p_vertex_len); Color *w = arr.ptrw(); for (int32_t j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&ar[j * attrib_elem_size + offsets[i]]; w[j] = Color(Math::half_to_float(v[0]), Math::half_to_float(v[1]), Math::half_to_float(v[2]), Math::half_to_float(v[3])); } ret[i] = arr; } break; case RS::ARRAY_TEX_UV: { Vector arr; arr.resize(p_vertex_len); Vector2 *w = arr.ptrw(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&ar[j * attrib_elem_size + offsets[i]]; w[j] = Vector2(v[0], v[1]); } ret[i] = arr; } break; case RS::ARRAY_TEX_UV2: { Vector arr; arr.resize(p_vertex_len); Vector2 *w = arr.ptrw(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&ar[j * attrib_elem_size + offsets[i]]; w[j] = Vector2(v[0], v[1]); } ret[i] = arr; } break; case RS::ARRAY_CUSTOM0: case RS::ARRAY_CUSTOM1: case RS::ARRAY_CUSTOM2: case RS::ARRAY_CUSTOM3: { uint32_t type = (p_format >> (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * (RS::ARRAY_CUSTOM0 - i))) & ARRAY_FORMAT_CUSTOM_MASK; switch (type) { case ARRAY_CUSTOM_RGBA8_UNORM: case ARRAY_CUSTOM_RGBA8_SNORM: case ARRAY_CUSTOM_RG_HALF: case ARRAY_CUSTOM_RGBA_HALF: { //size 4 int s = type == ARRAY_CUSTOM_RGBA_HALF ? 8 : 4; Vector arr; arr.resize(p_vertex_len * s); uint8_t *w = arr.ptrw(); for (int j = 0; j < p_vertex_len; j++) { const uint8_t *v = (const uint8_t *)&ar[j * attrib_elem_size + offsets[i]]; copymem(&w[j * s], v, s); } ret[i] = arr; } break; case ARRAY_CUSTOM_R_FLOAT: case ARRAY_CUSTOM_RG_FLOAT: case ARRAY_CUSTOM_RGB_FLOAT: case ARRAY_CUSTOM_RGBA_FLOAT: { uint32_t s = type - ARRAY_CUSTOM_R_FLOAT + 1; Vector arr; float *w = arr.ptrw(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&ar[j * attrib_elem_size + offsets[i]]; copymem(&w[j * s], v, s * sizeof(float)); } ret[i] = arr; } break; default: { } } } break; case RS::ARRAY_WEIGHTS: { uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4; Vector arr; arr.resize(p_vertex_len * bone_count); { float *w = arr.ptrw(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&sr[j * skin_elem_size + offsets[i]]; for (uint32_t k = 0; k < bone_count; k++) { w[j * bone_count + k] = float(v[k] / 65535.0); } } } ret[i] = arr; } break; case RS::ARRAY_BONES: { uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4; Vector arr; arr.resize(p_vertex_len * bone_count); int *w = arr.ptrw(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&sr[j * skin_elem_size + offsets[i]]; for (uint32_t k = 0; k < bone_count; k++) { w[j * bone_count + k] = v[k]; } } ret[i] = arr; } break; case RS::ARRAY_INDEX: { /* determine whether using 16 or 32 bits indices */ const uint8_t *ir = p_index_data.ptr(); Vector arr; arr.resize(p_index_len); if (p_vertex_len < (1 << 16)) { int *w = arr.ptrw(); for (int j = 0; j < p_index_len; j++) { const uint16_t *v = (const uint16_t *)&ir[j * 2]; w[j] = *v; } } else { int *w = arr.ptrw(); for (int j = 0; j < p_index_len; j++) { const int *v = (const int *)&ir[j * 4]; w[j] = *v; } } ret[i] = arr; } break; default: { ERR_FAIL_V(ret); } } } return ret; } Array RenderingServer::mesh_surface_get_arrays(RID p_mesh, int p_surface) const { SurfaceData sd = mesh_get_surface(p_mesh, p_surface); return mesh_create_arrays_from_surface_data(sd); } Dictionary RenderingServer::mesh_surface_get_lods(RID p_mesh, int p_surface) const { SurfaceData sd = mesh_get_surface(p_mesh, p_surface); ERR_FAIL_COND_V(sd.vertex_count == 0, Dictionary()); Dictionary ret; for (int i = 0; i < sd.lods.size(); i++) { Vector lods; if (sd.vertex_count <= 65536) { uint32_t lc = sd.lods[i].index_data.size() / 2; lods.resize(lc); const uint8_t *r = sd.lods[i].index_data.ptr(); const uint16_t *rptr = (const uint16_t *)r; int *w = lods.ptrw(); for (uint32_t j = 0; j < lc; j++) { w[j] = rptr[i]; } } else { uint32_t lc = sd.lods[i].index_data.size() / 4; lods.resize(lc); const uint8_t *r = sd.lods[i].index_data.ptr(); const uint32_t *rptr = (const uint32_t *)r; int *w = lods.ptrw(); for (uint32_t j = 0; j < lc; j++) { w[j] = rptr[i]; } } ret[sd.lods[i].edge_length] = lods; } return ret; } Array RenderingServer::mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const { SurfaceData sd = mesh_get_surface(p_mesh, p_surface); ERR_FAIL_COND_V(sd.vertex_count == 0, Array()); Vector blend_shape_data = sd.blend_shape_data; if (blend_shape_data.size() > 0) { uint32_t bs_offsets[RS::ARRAY_MAX]; uint32_t bs_format = (sd.format & RS::ARRAY_FORMAT_BLEND_SHAPE_MASK); uint32_t vertex_elem_size; uint32_t attrib_elem_size; uint32_t skin_elem_size; mesh_surface_make_offsets_from_format(bs_format, sd.vertex_count, 0, bs_offsets, vertex_elem_size, attrib_elem_size, skin_elem_size); int divisor = vertex_elem_size * sd.vertex_count; ERR_FAIL_COND_V((blend_shape_data.size() % divisor) != 0, Array()); uint32_t blend_shape_count = blend_shape_data.size() / divisor; ERR_FAIL_COND_V(blend_shape_count != (uint32_t)mesh_get_blend_shape_count(p_mesh), Array()); Array blend_shape_array; blend_shape_array.resize(mesh_get_blend_shape_count(p_mesh)); for (uint32_t i = 0; i < blend_shape_count; i++) { Vector bs_data = blend_shape_data.subarray(i * divisor, (i + 1) * divisor - 1); Vector unused; blend_shape_array.set(i, _get_array_from_surface(bs_format, bs_data, unused, unused, sd.vertex_count, unused, 0)); } return blend_shape_array; } else { return Array(); } } Array RenderingServer::mesh_create_arrays_from_surface_data(const SurfaceData &p_data) const { Vector vertex_data = p_data.vertex_data; Vector attrib_data = p_data.attribute_data; Vector skin_data = p_data.skin_data; ERR_FAIL_COND_V(vertex_data.size() == 0, Array()); int vertex_len = p_data.vertex_count; Vector index_data = p_data.index_data; int index_len = p_data.index_count; uint32_t format = p_data.format; return _get_array_from_surface(format, vertex_data, attrib_data, skin_data, vertex_len, index_data, index_len); } #if 0 Array RenderingServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const { Vector vec = RS::get_singleton()->mesh_surface_get_skeleton_aabb(p_mesh, p_surface); Array arr; for (int i = 0; i < vec.size(); i++) { arr[i] = vec[i]; } return arr; } #endif ShaderLanguage::DataType RenderingServer::global_variable_type_get_shader_datatype(GlobalVariableType p_type) { switch (p_type) { case RS::GLOBAL_VAR_TYPE_BOOL: return ShaderLanguage::TYPE_BOOL; case RS::GLOBAL_VAR_TYPE_BVEC2: return ShaderLanguage::TYPE_BVEC2; case RS::GLOBAL_VAR_TYPE_BVEC3: return ShaderLanguage::TYPE_BVEC3; case RS::GLOBAL_VAR_TYPE_BVEC4: return ShaderLanguage::TYPE_BVEC4; case RS::GLOBAL_VAR_TYPE_INT: return ShaderLanguage::TYPE_INT; case RS::GLOBAL_VAR_TYPE_IVEC2: return ShaderLanguage::TYPE_IVEC2; case RS::GLOBAL_VAR_TYPE_IVEC3: return ShaderLanguage::TYPE_IVEC3; case RS::GLOBAL_VAR_TYPE_IVEC4: return ShaderLanguage::TYPE_IVEC4; case RS::GLOBAL_VAR_TYPE_RECT2I: return ShaderLanguage::TYPE_IVEC4; case RS::GLOBAL_VAR_TYPE_UINT: return ShaderLanguage::TYPE_UINT; case RS::GLOBAL_VAR_TYPE_UVEC2: return ShaderLanguage::TYPE_UVEC2; case RS::GLOBAL_VAR_TYPE_UVEC3: return ShaderLanguage::TYPE_UVEC3; case RS::GLOBAL_VAR_TYPE_UVEC4: return ShaderLanguage::TYPE_UVEC4; case RS::GLOBAL_VAR_TYPE_FLOAT: return ShaderLanguage::TYPE_FLOAT; case RS::GLOBAL_VAR_TYPE_VEC2: return ShaderLanguage::TYPE_VEC2; case RS::GLOBAL_VAR_TYPE_VEC3: return ShaderLanguage::TYPE_VEC3; case RS::GLOBAL_VAR_TYPE_VEC4: return ShaderLanguage::TYPE_VEC4; case RS::GLOBAL_VAR_TYPE_COLOR: return ShaderLanguage::TYPE_VEC4; case RS::GLOBAL_VAR_TYPE_RECT2: return ShaderLanguage::TYPE_VEC4; case RS::GLOBAL_VAR_TYPE_MAT2: return ShaderLanguage::TYPE_MAT2; case RS::GLOBAL_VAR_TYPE_MAT3: return ShaderLanguage::TYPE_MAT3; case RS::GLOBAL_VAR_TYPE_MAT4: return ShaderLanguage::TYPE_MAT4; case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: return ShaderLanguage::TYPE_MAT3; case RS::GLOBAL_VAR_TYPE_TRANSFORM: return ShaderLanguage::TYPE_MAT4; case RS::GLOBAL_VAR_TYPE_SAMPLER2D: return ShaderLanguage::TYPE_SAMPLER2D; case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: return ShaderLanguage::TYPE_SAMPLER2DARRAY; case RS::GLOBAL_VAR_TYPE_SAMPLER3D: return ShaderLanguage::TYPE_SAMPLER3D; case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: return ShaderLanguage::TYPE_SAMPLERCUBE; default: return ShaderLanguage::TYPE_MAX; //invalid or not found } } RenderingDevice *RenderingServer::create_local_rendering_device() const { return RenderingDevice::get_singleton()->create_local_device(); } void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("force_sync"), &RenderingServer::sync); ClassDB::bind_method(D_METHOD("force_draw", "swap_buffers", "frame_step"), &RenderingServer::draw, DEFVAL(true), DEFVAL(0.0)); ClassDB::bind_method(D_METHOD("create_local_rendering_device"), &RenderingServer::create_local_rendering_device); #ifndef _MSC_VER #warning TODO all texture methods need re-binding #endif ClassDB::bind_method(D_METHOD("texture_2d_create", "image"), &RenderingServer::texture_2d_create); ClassDB::bind_method(D_METHOD("texture_2d_get", "texture"), &RenderingServer::texture_2d_get); #ifndef _3D_DISABLED ClassDB::bind_method(D_METHOD("sky_create"), &RenderingServer::sky_create); ClassDB::bind_method(D_METHOD("sky_set_material", "sky", "material"), &RenderingServer::sky_set_material); #endif ClassDB::bind_method(D_METHOD("shader_create"), &RenderingServer::shader_create); ClassDB::bind_method(D_METHOD("shader_set_code", "shader", "code"), &RenderingServer::shader_set_code); ClassDB::bind_method(D_METHOD("shader_get_code", "shader"), &RenderingServer::shader_get_code); ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &RenderingServer::_shader_get_param_list_bind); ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "name", "texture"), &RenderingServer::shader_set_default_texture_param); ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "name"), &RenderingServer::shader_get_default_texture_param); ClassDB::bind_method(D_METHOD("shader_get_param_default", "material", "parameter"), &RenderingServer::shader_get_param_default); ClassDB::bind_method(D_METHOD("material_create"), &RenderingServer::material_create); ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &RenderingServer::material_set_shader); ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &RenderingServer::material_set_param); ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &RenderingServer::material_get_param); ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &RenderingServer::material_set_render_priority); ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &RenderingServer::material_set_next_pass); ClassDB::bind_method(D_METHOD("mesh_create"), &RenderingServer::mesh_create); ClassDB::bind_method(D_METHOD("mesh_surface_get_format_offset", "format", "vertex_count", "array_index"), &RenderingServer::mesh_surface_get_format_offset); ClassDB::bind_method(D_METHOD("mesh_surface_get_format_vertex_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_vertex_stride); ClassDB::bind_method(D_METHOD("mesh_surface_get_format_attribute_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_attribute_stride); ClassDB::bind_method(D_METHOD("mesh_surface_get_format_skin_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_skin_stride); //ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primitive", "arrays", "blend_shapes", "lods", "compress_format"), &RenderingServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(ARRAY_COMPRESS_DEFAULT)); ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_count", "mesh"), &RenderingServer::mesh_get_blend_shape_count); ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_mode", "mesh", "mode"), &RenderingServer::mesh_set_blend_shape_mode); ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_mode", "mesh"), &RenderingServer::mesh_get_blend_shape_mode); ClassDB::bind_method(D_METHOD("mesh_surface_update_region", "mesh", "surface", "offset", "data"), &RenderingServer::mesh_surface_update_region); ClassDB::bind_method(D_METHOD("mesh_surface_set_material", "mesh", "surface", "material"), &RenderingServer::mesh_surface_set_material); ClassDB::bind_method(D_METHOD("mesh_surface_get_material", "mesh", "surface"), &RenderingServer::mesh_surface_get_material); ClassDB::bind_method(D_METHOD("mesh_surface_get_arrays", "mesh", "surface"), &RenderingServer::mesh_surface_get_arrays); ClassDB::bind_method(D_METHOD("mesh_surface_get_blend_shape_arrays", "mesh", "surface"), &RenderingServer::mesh_surface_get_blend_shape_arrays); ClassDB::bind_method(D_METHOD("mesh_get_surface_count", "mesh"), &RenderingServer::mesh_get_surface_count); ClassDB::bind_method(D_METHOD("mesh_set_custom_aabb", "mesh", "aabb"), &RenderingServer::mesh_set_custom_aabb); ClassDB::bind_method(D_METHOD("mesh_get_custom_aabb", "mesh"), &RenderingServer::mesh_get_custom_aabb); ClassDB::bind_method(D_METHOD("mesh_clear", "mesh"), &RenderingServer::mesh_clear); ClassDB::bind_method(D_METHOD("multimesh_create"), &RenderingServer::multimesh_create); ClassDB::bind_method(D_METHOD("multimesh_allocate_data", "multimesh", "instances", "transform_format", "color_format", "custom_data_format"), &RenderingServer::multimesh_allocate_data, DEFVAL(false), DEFVAL(false)); ClassDB::bind_method(D_METHOD("multimesh_get_instance_count", "multimesh"), &RenderingServer::multimesh_get_instance_count); ClassDB::bind_method(D_METHOD("multimesh_set_mesh", "multimesh", "mesh"), &RenderingServer::multimesh_set_mesh); ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform", "multimesh", "index", "transform"), &RenderingServer::multimesh_instance_set_transform); ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform_2d", "multimesh", "index", "transform"), &RenderingServer::multimesh_instance_set_transform_2d); ClassDB::bind_method(D_METHOD("multimesh_instance_set_color", "multimesh", "index", "color"), &RenderingServer::multimesh_instance_set_color); ClassDB::bind_method(D_METHOD("multimesh_instance_set_custom_data", "multimesh", "index", "custom_data"), &RenderingServer::multimesh_instance_set_custom_data); ClassDB::bind_method(D_METHOD("multimesh_get_mesh", "multimesh"), &RenderingServer::multimesh_get_mesh); ClassDB::bind_method(D_METHOD("multimesh_get_aabb", "multimesh"), &RenderingServer::multimesh_get_aabb); ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform", "multimesh", "index"), &RenderingServer::multimesh_instance_get_transform); ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform_2d", "multimesh", "index"), &RenderingServer::multimesh_instance_get_transform_2d); ClassDB::bind_method(D_METHOD("multimesh_instance_get_color", "multimesh", "index"), &RenderingServer::multimesh_instance_get_color); ClassDB::bind_method(D_METHOD("multimesh_instance_get_custom_data", "multimesh", "index"), &RenderingServer::multimesh_instance_get_custom_data); ClassDB::bind_method(D_METHOD("multimesh_set_visible_instances", "multimesh", "visible"), &RenderingServer::multimesh_set_visible_instances); ClassDB::bind_method(D_METHOD("multimesh_get_visible_instances", "multimesh"), &RenderingServer::multimesh_get_visible_instances); ClassDB::bind_method(D_METHOD("multimesh_set_buffer", "multimesh", "buffer"), &RenderingServer::multimesh_set_buffer); ClassDB::bind_method(D_METHOD("multimesh_get_buffer", "multimesh"), &RenderingServer::multimesh_get_buffer); #ifndef _3D_DISABLED ClassDB::bind_method(D_METHOD("immediate_create"), &RenderingServer::immediate_create); ClassDB::bind_method(D_METHOD("immediate_begin", "immediate", "primitive", "texture"), &RenderingServer::immediate_begin, DEFVAL(RID())); ClassDB::bind_method(D_METHOD("immediate_vertex", "immediate", "vertex"), &RenderingServer::immediate_vertex); ClassDB::bind_method(D_METHOD("immediate_vertex_2d", "immediate", "vertex"), &RenderingServer::immediate_vertex_2d); ClassDB::bind_method(D_METHOD("immediate_normal", "immediate", "normal"), &RenderingServer::immediate_normal); ClassDB::bind_method(D_METHOD("immediate_tangent", "immediate", "tangent"), &RenderingServer::immediate_tangent); ClassDB::bind_method(D_METHOD("immediate_color", "immediate", "color"), &RenderingServer::immediate_color); ClassDB::bind_method(D_METHOD("immediate_uv", "immediate", "tex_uv"), &RenderingServer::immediate_uv); ClassDB::bind_method(D_METHOD("immediate_uv2", "immediate", "tex_uv"), &RenderingServer::immediate_uv2); ClassDB::bind_method(D_METHOD("immediate_end", "immediate"), &RenderingServer::immediate_end); ClassDB::bind_method(D_METHOD("immediate_clear", "immediate"), &RenderingServer::immediate_clear); ClassDB::bind_method(D_METHOD("immediate_set_material", "immediate", "material"), &RenderingServer::immediate_set_material); ClassDB::bind_method(D_METHOD("immediate_get_material", "immediate"), &RenderingServer::immediate_get_material); #endif ClassDB::bind_method(D_METHOD("skeleton_create"), &RenderingServer::skeleton_create); ClassDB::bind_method(D_METHOD("skeleton_allocate_data", "skeleton", "bones", "is_2d_skeleton"), &RenderingServer::skeleton_allocate_data, DEFVAL(false)); ClassDB::bind_method(D_METHOD("skeleton_get_bone_count", "skeleton"), &RenderingServer::skeleton_get_bone_count); ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform", "skeleton", "bone", "transform"), &RenderingServer::skeleton_bone_set_transform); ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform", "skeleton", "bone"), &RenderingServer::skeleton_bone_get_transform); ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform_2d", "skeleton", "bone", "transform"), &RenderingServer::skeleton_bone_set_transform_2d); ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform_2d", "skeleton", "bone"), &RenderingServer::skeleton_bone_get_transform_2d); #ifndef _3D_DISABLED ClassDB::bind_method(D_METHOD("directional_light_create"), &RenderingServer::directional_light_create); ClassDB::bind_method(D_METHOD("omni_light_create"), &RenderingServer::omni_light_create); ClassDB::bind_method(D_METHOD("spot_light_create"), &RenderingServer::spot_light_create); ClassDB::bind_method(D_METHOD("light_set_color", "light", "color"), &RenderingServer::light_set_color); ClassDB::bind_method(D_METHOD("light_set_param", "light", "param", "value"), &RenderingServer::light_set_param); ClassDB::bind_method(D_METHOD("light_set_shadow", "light", "enabled"), &RenderingServer::light_set_shadow); ClassDB::bind_method(D_METHOD("light_set_shadow_color", "light", "color"), &RenderingServer::light_set_shadow_color); ClassDB::bind_method(D_METHOD("light_set_projector", "light", "texture"), &RenderingServer::light_set_projector); ClassDB::bind_method(D_METHOD("light_set_negative", "light", "enable"), &RenderingServer::light_set_negative); ClassDB::bind_method(D_METHOD("light_set_cull_mask", "light", "mask"), &RenderingServer::light_set_cull_mask); ClassDB::bind_method(D_METHOD("light_set_reverse_cull_face_mode", "light", "enabled"), &RenderingServer::light_set_reverse_cull_face_mode); ClassDB::bind_method(D_METHOD("light_set_bake_mode", "light", "bake_mode"), &RenderingServer::light_set_bake_mode); ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &RenderingServer::light_omni_set_shadow_mode); ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &RenderingServer::light_directional_set_shadow_mode); ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits); ClassDB::bind_method(D_METHOD("light_directional_set_sky_only", "light", "enable"), &RenderingServer::light_directional_set_sky_only); ClassDB::bind_method(D_METHOD("light_directional_set_shadow_depth_range_mode", "light", "range_mode"), &RenderingServer::light_directional_set_shadow_depth_range_mode); ClassDB::bind_method(D_METHOD("reflection_probe_create"), &RenderingServer::reflection_probe_create); ClassDB::bind_method(D_METHOD("reflection_probe_set_update_mode", "probe", "mode"), &RenderingServer::reflection_probe_set_update_mode); ClassDB::bind_method(D_METHOD("reflection_probe_set_intensity", "probe", "intensity"), &RenderingServer::reflection_probe_set_intensity); ClassDB::bind_method(D_METHOD("reflection_probe_set_ambient_mode", "probe", "mode"), &RenderingServer::reflection_probe_set_ambient_mode); ClassDB::bind_method(D_METHOD("reflection_probe_set_ambient_color", "probe", "color"), &RenderingServer::reflection_probe_set_ambient_color); ClassDB::bind_method(D_METHOD("reflection_probe_set_ambient_energy", "probe", "energy"), &RenderingServer::reflection_probe_set_ambient_energy); ClassDB::bind_method(D_METHOD("reflection_probe_set_max_distance", "probe", "distance"), &RenderingServer::reflection_probe_set_max_distance); ClassDB::bind_method(D_METHOD("reflection_probe_set_extents", "probe", "extents"), &RenderingServer::reflection_probe_set_extents); ClassDB::bind_method(D_METHOD("reflection_probe_set_origin_offset", "probe", "offset"), &RenderingServer::reflection_probe_set_origin_offset); ClassDB::bind_method(D_METHOD("reflection_probe_set_as_interior", "probe", "enable"), &RenderingServer::reflection_probe_set_as_interior); ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_box_projection", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_box_projection); ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_shadows); ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &RenderingServer::reflection_probe_set_cull_mask); #ifndef _MSC_VER #warning TODO all giprobe methods need re-binding #endif #if 0 ClassDB::bind_method(D_METHOD("gi_probe_create"), &RenderingServer::gi_probe_create); ClassDB::bind_method(D_METHOD("gi_probe_set_bounds", "probe", "bounds"), &RenderingServer::gi_probe_set_bounds); ClassDB::bind_method(D_METHOD("gi_probe_get_bounds", "probe"), &RenderingServer::gi_probe_get_bounds); ClassDB::bind_method(D_METHOD("gi_probe_set_cell_size", "probe", "range"), &RenderingServer::gi_probe_set_cell_size); ClassDB::bind_method(D_METHOD("gi_probe_get_cell_size", "probe"), &RenderingServer::gi_probe_get_cell_size); ClassDB::bind_method(D_METHOD("gi_probe_set_to_cell_xform", "probe", "xform"), &RenderingServer::gi_probe_set_to_cell_xform); ClassDB::bind_method(D_METHOD("gi_probe_get_to_cell_xform", "probe"), &RenderingServer::gi_probe_get_to_cell_xform); ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_data", "probe", "data"), &RenderingServer::gi_probe_set_dynamic_data); ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_data", "probe"), &RenderingServer::gi_probe_get_dynamic_data); ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_range", "probe", "range"), &RenderingServer::gi_probe_set_dynamic_range); ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_range", "probe"), &RenderingServer::gi_probe_get_dynamic_range); ClassDB::bind_method(D_METHOD("gi_probe_set_energy", "probe", "energy"), &RenderingServer::gi_probe_set_energy); ClassDB::bind_method(D_METHOD("gi_probe_get_energy", "probe"), &RenderingServer::gi_probe_get_energy); ClassDB::bind_method(D_METHOD("gi_probe_set_bias", "probe", "bias"), &RenderingServer::gi_probe_set_bias); ClassDB::bind_method(D_METHOD("gi_probe_get_bias", "probe"), &RenderingServer::gi_probe_get_bias); ClassDB::bind_method(D_METHOD("gi_probe_set_normal_bias", "probe", "bias"), &RenderingServer::gi_probe_set_normal_bias); ClassDB::bind_method(D_METHOD("gi_probe_get_normal_bias", "probe"), &RenderingServer::gi_probe_get_normal_bias); ClassDB::bind_method(D_METHOD("gi_probe_set_propagation", "probe", "propagation"), &RenderingServer::gi_probe_set_propagation); ClassDB::bind_method(D_METHOD("gi_probe_get_propagation", "probe"), &RenderingServer::gi_probe_get_propagation); ClassDB::bind_method(D_METHOD("gi_probe_set_interior", "probe", "enable"), &RenderingServer::gi_probe_set_interior); ClassDB::bind_method(D_METHOD("gi_probe_is_interior", "probe"), &RenderingServer::gi_probe_is_interior); ClassDB::bind_method(D_METHOD("gi_probe_set_compress", "probe", "enable"), &RenderingServer::gi_probe_set_compress); ClassDB::bind_method(D_METHOD("gi_probe_is_compressed", "probe"), &RenderingServer::gi_probe_is_compressed); #endif /* ClassDB::bind_method(D_METHOD("lightmap_create()"), &RenderingServer::lightmap_capture_create); ClassDB::bind_method(D_METHOD("lightmap_capture_set_bounds", "capture", "bounds"), &RenderingServer::lightmap_capture_set_bounds); ClassDB::bind_method(D_METHOD("lightmap_capture_get_bounds", "capture"), &RenderingServer::lightmap_capture_get_bounds); ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree", "capture", "octree"), &RenderingServer::lightmap_capture_set_octree); ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_transform", "capture", "xform"), &RenderingServer::lightmap_capture_set_octree_cell_transform); ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_transform", "capture"), &RenderingServer::lightmap_capture_get_octree_cell_transform); ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_subdiv", "capture", "subdiv"), &RenderingServer::lightmap_capture_set_octree_cell_subdiv); ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_subdiv", "capture"), &RenderingServer::lightmap_capture_get_octree_cell_subdiv); ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree", "capture"), &RenderingServer::lightmap_capture_get_octree); ClassDB::bind_method(D_METHOD("lightmap_capture_set_energy", "capture", "energy"), &RenderingServer::lightmap_capture_set_energy); ClassDB::bind_method(D_METHOD("lightmap_capture_get_energy", "capture"), &RenderingServer::lightmap_capture_get_energy); */ ClassDB::bind_method(D_METHOD("occluder_create"), &RenderingServer::occluder_create); ClassDB::bind_method(D_METHOD("occluder_set_mesh"), &RenderingServer::occluder_set_mesh); #endif ClassDB::bind_method(D_METHOD("particles_create"), &RenderingServer::particles_create); ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &RenderingServer::particles_set_emitting); ClassDB::bind_method(D_METHOD("particles_get_emitting", "particles"), &RenderingServer::particles_get_emitting); ClassDB::bind_method(D_METHOD("particles_set_amount", "particles", "amount"), &RenderingServer::particles_set_amount); ClassDB::bind_method(D_METHOD("particles_set_lifetime", "particles", "lifetime"), &RenderingServer::particles_set_lifetime); ClassDB::bind_method(D_METHOD("particles_set_one_shot", "particles", "one_shot"), &RenderingServer::particles_set_one_shot); ClassDB::bind_method(D_METHOD("particles_set_pre_process_time", "particles", "time"), &RenderingServer::particles_set_pre_process_time); ClassDB::bind_method(D_METHOD("particles_set_explosiveness_ratio", "particles", "ratio"), &RenderingServer::particles_set_explosiveness_ratio); ClassDB::bind_method(D_METHOD("particles_set_randomness_ratio", "particles", "ratio"), &RenderingServer::particles_set_randomness_ratio); ClassDB::bind_method(D_METHOD("particles_set_custom_aabb", "particles", "aabb"), &RenderingServer::particles_set_custom_aabb); ClassDB::bind_method(D_METHOD("particles_set_speed_scale", "particles", "scale"), &RenderingServer::particles_set_speed_scale); ClassDB::bind_method(D_METHOD("particles_set_use_local_coordinates", "particles", "enable"), &RenderingServer::particles_set_use_local_coordinates); ClassDB::bind_method(D_METHOD("particles_set_process_material", "particles", "material"), &RenderingServer::particles_set_process_material); ClassDB::bind_method(D_METHOD("particles_set_fixed_fps", "particles", "fps"), &RenderingServer::particles_set_fixed_fps); ClassDB::bind_method(D_METHOD("particles_set_fractional_delta", "particles", "enable"), &RenderingServer::particles_set_fractional_delta); ClassDB::bind_method(D_METHOD("particles_is_inactive", "particles"), &RenderingServer::particles_is_inactive); ClassDB::bind_method(D_METHOD("particles_request_process", "particles"), &RenderingServer::particles_request_process); ClassDB::bind_method(D_METHOD("particles_restart", "particles"), &RenderingServer::particles_restart); ClassDB::bind_method(D_METHOD("particles_set_draw_order", "particles", "order"), &RenderingServer::particles_set_draw_order); ClassDB::bind_method(D_METHOD("particles_set_draw_passes", "particles", "count"), &RenderingServer::particles_set_draw_passes); ClassDB::bind_method(D_METHOD("particles_set_draw_pass_mesh", "particles", "pass", "mesh"), &RenderingServer::particles_set_draw_pass_mesh); ClassDB::bind_method(D_METHOD("particles_get_current_aabb", "particles"), &RenderingServer::particles_get_current_aabb); ClassDB::bind_method(D_METHOD("particles_set_emission_transform", "particles", "transform"), &RenderingServer::particles_set_emission_transform); ClassDB::bind_method(D_METHOD("camera_create"), &RenderingServer::camera_create); ClassDB::bind_method(D_METHOD("camera_set_perspective", "camera", "fovy_degrees", "z_near", "z_far"), &RenderingServer::camera_set_perspective); ClassDB::bind_method(D_METHOD("camera_set_orthogonal", "camera", "size", "z_near", "z_far"), &RenderingServer::camera_set_orthogonal); ClassDB::bind_method(D_METHOD("camera_set_frustum", "camera", "size", "offset", "z_near", "z_far"), &RenderingServer::camera_set_frustum); ClassDB::bind_method(D_METHOD("camera_set_transform", "camera", "transform"), &RenderingServer::camera_set_transform); ClassDB::bind_method(D_METHOD("camera_set_cull_mask", "camera", "layers"), &RenderingServer::camera_set_cull_mask); ClassDB::bind_method(D_METHOD("camera_set_environment", "camera", "env"), &RenderingServer::camera_set_environment); ClassDB::bind_method(D_METHOD("camera_set_use_vertical_aspect", "camera", "enable"), &RenderingServer::camera_set_use_vertical_aspect); ClassDB::bind_method(D_METHOD("viewport_create"), &RenderingServer::viewport_create); ClassDB::bind_method(D_METHOD("viewport_set_use_xr", "viewport", "use_xr"), &RenderingServer::viewport_set_use_xr); ClassDB::bind_method(D_METHOD("viewport_set_size", "viewport", "width", "height"), &RenderingServer::viewport_set_size); ClassDB::bind_method(D_METHOD("viewport_set_active", "viewport", "active"), &RenderingServer::viewport_set_active); ClassDB::bind_method(D_METHOD("viewport_set_parent_viewport", "viewport", "parent_viewport"), &RenderingServer::viewport_set_parent_viewport); ClassDB::bind_method(D_METHOD("viewport_attach_to_screen", "viewport", "rect", "screen"), &RenderingServer::viewport_attach_to_screen, DEFVAL(Rect2()), DEFVAL(DisplayServer::MAIN_WINDOW_ID)); ClassDB::bind_method(D_METHOD("viewport_set_render_direct_to_screen", "viewport", "enabled"), &RenderingServer::viewport_set_render_direct_to_screen); ClassDB::bind_method(D_METHOD("viewport_set_update_mode", "viewport", "update_mode"), &RenderingServer::viewport_set_update_mode); ClassDB::bind_method(D_METHOD("viewport_set_clear_mode", "viewport", "clear_mode"), &RenderingServer::viewport_set_clear_mode); ClassDB::bind_method(D_METHOD("viewport_get_texture", "viewport"), &RenderingServer::viewport_get_texture); ClassDB::bind_method(D_METHOD("viewport_set_hide_scenario", "viewport", "hidden"), &RenderingServer::viewport_set_hide_scenario); ClassDB::bind_method(D_METHOD("viewport_set_hide_canvas", "viewport", "hidden"), &RenderingServer::viewport_set_hide_canvas); ClassDB::bind_method(D_METHOD("viewport_set_disable_environment", "viewport", "disabled"), &RenderingServer::viewport_set_disable_environment); ClassDB::bind_method(D_METHOD("viewport_attach_camera", "viewport", "camera"), &RenderingServer::viewport_attach_camera); ClassDB::bind_method(D_METHOD("viewport_set_scenario", "viewport", "scenario"), &RenderingServer::viewport_set_scenario); ClassDB::bind_method(D_METHOD("viewport_attach_canvas", "viewport", "canvas"), &RenderingServer::viewport_attach_canvas); ClassDB::bind_method(D_METHOD("viewport_remove_canvas", "viewport", "canvas"), &RenderingServer::viewport_remove_canvas); ClassDB::bind_method(D_METHOD("viewport_set_canvas_transform", "viewport", "canvas", "offset"), &RenderingServer::viewport_set_canvas_transform); ClassDB::bind_method(D_METHOD("viewport_set_transparent_background", "viewport", "enabled"), &RenderingServer::viewport_set_transparent_background); ClassDB::bind_method(D_METHOD("viewport_set_global_canvas_transform", "viewport", "transform"), &RenderingServer::viewport_set_global_canvas_transform); ClassDB::bind_method(D_METHOD("viewport_set_canvas_stacking", "viewport", "canvas", "layer", "sublayer"), &RenderingServer::viewport_set_canvas_stacking); ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_size", "viewport", "size", "use_16_bits"), &RenderingServer::viewport_set_shadow_atlas_size, DEFVAL(false)); ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &RenderingServer::viewport_set_shadow_atlas_quadrant_subdivision); ClassDB::bind_method(D_METHOD("viewport_set_msaa", "viewport", "msaa"), &RenderingServer::viewport_set_msaa); ClassDB::bind_method(D_METHOD("viewport_set_use_debanding", "viewport", "enable"), &RenderingServer::viewport_set_use_debanding); ClassDB::bind_method(D_METHOD("viewport_set_use_occlusion_culling", "viewport", "enable"), &RenderingServer::viewport_set_use_occlusion_culling); ClassDB::bind_method(D_METHOD("viewport_set_occlusion_rays_per_thread", "rays_per_thread"), &RenderingServer::viewport_set_occlusion_rays_per_thread); ClassDB::bind_method(D_METHOD("viewport_set_occlusion_culling_build_quality", "quality"), &RenderingServer::viewport_set_occlusion_culling_build_quality); ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "info"), &RenderingServer::viewport_get_render_info); ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &RenderingServer::viewport_set_debug_draw); ClassDB::bind_method(D_METHOD("viewport_set_measure_render_time", "viewport", "enable"), &RenderingServer::viewport_set_measure_render_time); ClassDB::bind_method(D_METHOD("viewport_get_measured_render_time_cpu", "viewport"), &RenderingServer::viewport_get_measured_render_time_cpu); ClassDB::bind_method(D_METHOD("viewport_get_measured_render_time_gpu", "viewport"), &RenderingServer::viewport_get_measured_render_time_gpu); ClassDB::bind_method(D_METHOD("environment_create"), &RenderingServer::environment_create); ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &RenderingServer::environment_set_background); ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &RenderingServer::environment_set_sky); ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &RenderingServer::environment_set_sky_custom_fov); ClassDB::bind_method(D_METHOD("environment_set_sky_orientation", "env", "orientation"), &RenderingServer::environment_set_sky_orientation); ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &RenderingServer::environment_set_bg_color); ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &RenderingServer::environment_set_bg_energy); ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &RenderingServer::environment_set_canvas_max_layer); ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "ambient", "energy", "sky_contibution", "reflection_source", "ao_color"), &RenderingServer::environment_set_ambient_light, DEFVAL(RS::ENV_AMBIENT_SOURCE_BG), DEFVAL(1.0), DEFVAL(0.0), DEFVAL(RS::ENV_REFLECTION_SOURCE_BG), DEFVAL(Color())); ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "levels", "intensity", "strength", "mix", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap"), &RenderingServer::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"), &RenderingServer::environment_set_tonemap); ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "use_1d_color_correction", "color_correction"), &RenderingServer::environment_set_adjustment); ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr); ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "power", "detail", "horizon", "sharpness", "light_affect", "ao_channel_affect"), &RenderingServer::environment_set_ssao); ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective"), &RenderingServer::environment_set_fog); ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create); ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &RenderingServer::scenario_set_debug); ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &RenderingServer::scenario_set_environment); ClassDB::bind_method(D_METHOD("scenario_set_camera_effects", "scenario", "effects"), &RenderingServer::scenario_set_camera_effects); ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &RenderingServer::scenario_set_fallback_environment); #ifndef _3D_DISABLED ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &RenderingServer::instance_create2); ClassDB::bind_method(D_METHOD("instance_create"), &RenderingServer::instance_create); ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &RenderingServer::instance_set_base); ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &RenderingServer::instance_set_scenario); ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &RenderingServer::instance_set_layer_mask); ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &RenderingServer::instance_set_transform); ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &RenderingServer::instance_attach_object_instance_id); ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight); ClassDB::bind_method(D_METHOD("instance_set_surface_override_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_override_material); ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &RenderingServer::instance_set_visible); // ClassDB::bind_method(D_METHOD("instance_set_use_lightmap", "instance", "lightmap_instance", "lightmap"), &RenderingServer::instance_set_use_lightmap); ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &RenderingServer::instance_set_custom_aabb); ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton); ClassDB::bind_method(D_METHOD("instance_set_exterior", "instance", "enabled"), &RenderingServer::instance_set_exterior); ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &RenderingServer::instance_set_extra_visibility_margin); ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &RenderingServer::instance_geometry_set_flag); ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &RenderingServer::instance_geometry_set_cast_shadows_setting); ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &RenderingServer::instance_geometry_set_material_override); ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &RenderingServer::instance_geometry_set_draw_range); ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &RenderingServer::instance_geometry_set_as_instance_lod); ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &RenderingServer::_instances_cull_aabb_bind, DEFVAL(RID())); ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &RenderingServer::_instances_cull_ray_bind, DEFVAL(RID())); ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &RenderingServer::_instances_cull_convex_bind, DEFVAL(RID())); #endif ClassDB::bind_method(D_METHOD("canvas_create"), &RenderingServer::canvas_create); ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &RenderingServer::canvas_set_item_mirroring); ClassDB::bind_method(D_METHOD("canvas_set_modulate", "canvas", "color"), &RenderingServer::canvas_set_modulate); #ifndef _MSC_VER #warning TODO method bindings need to be fixed #endif #if 0 ClassDB::bind_method(D_METHOD("canvas_item_create"), &RenderingServer::canvas_item_create); ClassDB::bind_method(D_METHOD("canvas_item_set_parent", "item", "parent"), &RenderingServer::canvas_item_set_parent); ClassDB::bind_method(D_METHOD("canvas_item_set_visible", "item", "visible"), &RenderingServer::canvas_item_set_visible); ClassDB::bind_method(D_METHOD("canvas_item_set_light_mask", "item", "mask"), &RenderingServer::canvas_item_set_light_mask); ClassDB::bind_method(D_METHOD("canvas_item_set_transform", "item", "transform"), &RenderingServer::canvas_item_set_transform); ClassDB::bind_method(D_METHOD("canvas_item_set_clip", "item", "clip"), &RenderingServer::canvas_item_set_clip); ClassDB::bind_method(D_METHOD("canvas_item_set_distance_field_mode", "item", "enabled"), &RenderingServer::canvas_item_set_distance_field_mode); ClassDB::bind_method(D_METHOD("canvas_item_set_custom_rect", "item", "use_custom_rect", "rect"), &RenderingServer::canvas_item_set_custom_rect, DEFVAL(Rect2())); ClassDB::bind_method(D_METHOD("canvas_item_set_modulate", "item", "color"), &RenderingServer::canvas_item_set_modulate); ClassDB::bind_method(D_METHOD("canvas_item_set_self_modulate", "item", "color"), &RenderingServer::canvas_item_set_self_modulate); ClassDB::bind_method(D_METHOD("canvas_item_set_draw_behind_parent", "item", "enabled"), &RenderingServer::canvas_item_set_draw_behind_parent); ClassDB::bind_method(D_METHOD("canvas_item_add_line", "item", "from", "to", "color", "width", "antialiased"), &RenderingServer::canvas_item_add_line, DEFVAL(1.0), DEFVAL(false)); ClassDB::bind_method(D_METHOD("canvas_item_add_polyline", "item", "points", "colors", "width", "antialiased"), &RenderingServer::canvas_item_add_polyline, DEFVAL(1.0), DEFVAL(false)); ClassDB::bind_method(D_METHOD("canvas_item_add_rect", "item", "rect", "color"), &RenderingServer::canvas_item_add_rect); ClassDB::bind_method(D_METHOD("canvas_item_add_circle", "item", "pos", "radius", "color"), &RenderingServer::canvas_item_add_circle); ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect", "item", "rect", "texture", "tile", "modulate", "transpose", "normal_map"), &RenderingServer::canvas_item_add_texture_rect, DEFVAL(false), DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect_region", "item", "rect", "texture", "src_rect", "modulate", "transpose", "normal_map", "clip_uv"), &RenderingServer::canvas_item_add_texture_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID()), DEFVAL(true)); ClassDB::bind_method(D_METHOD("canvas_item_add_nine_patch", "item", "rect", "source", "texture", "topleft", "bottomright", "x_axis_mode", "y_axis_mode", "draw_center", "modulate", "normal_map"), &RenderingServer::canvas_item_add_nine_patch, DEFVAL(NINE_PATCH_STRETCH), DEFVAL(NINE_PATCH_STRETCH), DEFVAL(true), DEFVAL(Color(1, 1, 1)), DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture", "width", "normal_map"), &RenderingServer::canvas_item_add_primitive, DEFVAL(1.0), DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_polygon", "item", "points", "colors", "uvs", "texture", "normal_map", "antialiased"), &RenderingServer::canvas_item_add_polygon, DEFVAL(Vector()), DEFVAL(RID()), DEFVAL(RID()), DEFVAL(false)); ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "bones", "weights", "texture", "count", "normal_map", "antialiased"), &RenderingServer::canvas_item_add_triangle_array, DEFVAL(Vector()), DEFVAL(Vector()), DEFVAL(Vector()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID()), DEFVAL(false)); ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "transform", "modulate", "texture", "normal_map"), &RenderingServer::canvas_item_add_mesh, DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()), DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "texture", "normal_map"), &RenderingServer::canvas_item_add_multimesh, DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture", "normal_map"), &RenderingServer::canvas_item_add_particles); ClassDB::bind_method(D_METHOD("canvas_item_add_set_transform", "item", "transform"), &RenderingServer::canvas_item_add_set_transform); ClassDB::bind_method(D_METHOD("canvas_item_add_clip_ignore", "item", "ignore"), &RenderingServer::canvas_item_add_clip_ignore); ClassDB::bind_method(D_METHOD("canvas_item_set_sort_children_by_y", "item", "enabled"), &RenderingServer::canvas_item_set_sort_children_by_y); #endif ClassDB::bind_method(D_METHOD("canvas_item_set_z_index", "item", "z_index"), &RenderingServer::canvas_item_set_z_index); ClassDB::bind_method(D_METHOD("canvas_item_set_z_as_relative_to_parent", "item", "enabled"), &RenderingServer::canvas_item_set_z_as_relative_to_parent); ClassDB::bind_method(D_METHOD("canvas_item_set_copy_to_backbuffer", "item", "enabled", "rect"), &RenderingServer::canvas_item_set_copy_to_backbuffer); ClassDB::bind_method(D_METHOD("canvas_item_clear", "item"), &RenderingServer::canvas_item_clear); ClassDB::bind_method(D_METHOD("canvas_item_set_draw_index", "item", "index"), &RenderingServer::canvas_item_set_draw_index); ClassDB::bind_method(D_METHOD("canvas_item_set_material", "item", "material"), &RenderingServer::canvas_item_set_material); ClassDB::bind_method(D_METHOD("canvas_item_set_use_parent_material", "item", "enabled"), &RenderingServer::canvas_item_set_use_parent_material); ClassDB::bind_method(D_METHOD("canvas_light_create"), &RenderingServer::canvas_light_create); ClassDB::bind_method(D_METHOD("canvas_light_attach_to_canvas", "light", "canvas"), &RenderingServer::canvas_light_attach_to_canvas); ClassDB::bind_method(D_METHOD("canvas_light_set_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_enabled); ClassDB::bind_method(D_METHOD("canvas_light_set_texture_scale", "light", "scale"), &RenderingServer::canvas_light_set_texture_scale); ClassDB::bind_method(D_METHOD("canvas_light_set_transform", "light", "transform"), &RenderingServer::canvas_light_set_transform); ClassDB::bind_method(D_METHOD("canvas_light_set_texture", "light", "texture"), &RenderingServer::canvas_light_set_texture); ClassDB::bind_method(D_METHOD("canvas_light_set_texture_offset", "light", "offset"), &RenderingServer::canvas_light_set_texture_offset); ClassDB::bind_method(D_METHOD("canvas_light_set_color", "light", "color"), &RenderingServer::canvas_light_set_color); ClassDB::bind_method(D_METHOD("canvas_light_set_height", "light", "height"), &RenderingServer::canvas_light_set_height); ClassDB::bind_method(D_METHOD("canvas_light_set_energy", "light", "energy"), &RenderingServer::canvas_light_set_energy); ClassDB::bind_method(D_METHOD("canvas_light_set_z_range", "light", "min_z", "max_z"), &RenderingServer::canvas_light_set_z_range); ClassDB::bind_method(D_METHOD("canvas_light_set_layer_range", "light", "min_layer", "max_layer"), &RenderingServer::canvas_light_set_layer_range); ClassDB::bind_method(D_METHOD("canvas_light_set_item_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_cull_mask); ClassDB::bind_method(D_METHOD("canvas_light_set_item_shadow_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_shadow_cull_mask); ClassDB::bind_method(D_METHOD("canvas_light_set_mode", "light", "mode"), &RenderingServer::canvas_light_set_mode); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_shadow_enabled); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_filter", "light", "filter"), &RenderingServer::canvas_light_set_shadow_filter); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_color", "light", "color"), &RenderingServer::canvas_light_set_shadow_color); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_smooth", "light", "smooth"), &RenderingServer::canvas_light_set_shadow_smooth); ClassDB::bind_method(D_METHOD("canvas_light_occluder_create"), &RenderingServer::canvas_light_occluder_create); ClassDB::bind_method(D_METHOD("canvas_light_occluder_attach_to_canvas", "occluder", "canvas"), &RenderingServer::canvas_light_occluder_attach_to_canvas); ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_enabled", "occluder", "enabled"), &RenderingServer::canvas_light_occluder_set_enabled); ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_polygon", "occluder", "polygon"), &RenderingServer::canvas_light_occluder_set_polygon); ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_transform", "occluder", "transform"), &RenderingServer::canvas_light_occluder_set_transform); ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_light_mask", "occluder", "mask"), &RenderingServer::canvas_light_occluder_set_light_mask); ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_create"), &RenderingServer::canvas_occluder_polygon_create); ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape", "occluder_polygon", "shape", "closed"), &RenderingServer::canvas_occluder_polygon_set_shape); ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_cull_mode", "occluder_polygon", "mode"), &RenderingServer::canvas_occluder_polygon_set_cull_mode); ClassDB::bind_method(D_METHOD("global_variable_add", "name", "type", "default_value"), &RenderingServer::global_variable_add); ClassDB::bind_method(D_METHOD("global_variable_remove", "name"), &RenderingServer::global_variable_remove); ClassDB::bind_method(D_METHOD("global_variable_get_list"), &RenderingServer::global_variable_get_list); ClassDB::bind_method(D_METHOD("global_variable_set", "name", "value"), &RenderingServer::global_variable_set); ClassDB::bind_method(D_METHOD("global_variable_get", "name"), &RenderingServer::global_variable_get); ClassDB::bind_method(D_METHOD("global_variable_get_type", "name"), &RenderingServer::global_variable_get_type); ClassDB::bind_method(D_METHOD("black_bars_set_margins", "left", "top", "right", "bottom"), &RenderingServer::black_bars_set_margins); ClassDB::bind_method(D_METHOD("black_bars_set_images", "left", "top", "right", "bottom"), &RenderingServer::black_bars_set_images); ClassDB::bind_method(D_METHOD("free_rid", "rid"), &RenderingServer::free); // shouldn't conflict with Object::free() ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &RenderingServer::request_frame_drawn_callback); ClassDB::bind_method(D_METHOD("has_changed"), &RenderingServer::has_changed); ClassDB::bind_method(D_METHOD("init"), &RenderingServer::init); ClassDB::bind_method(D_METHOD("finish"), &RenderingServer::finish); ClassDB::bind_method(D_METHOD("get_render_info", "info"), &RenderingServer::get_render_info); ClassDB::bind_method(D_METHOD("get_video_adapter_name"), &RenderingServer::get_video_adapter_name); ClassDB::bind_method(D_METHOD("get_video_adapter_vendor"), &RenderingServer::get_video_adapter_vendor); #ifndef _3D_DISABLED ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &RenderingServer::make_sphere_mesh); ClassDB::bind_method(D_METHOD("get_test_cube"), &RenderingServer::get_test_cube); #endif ClassDB::bind_method(D_METHOD("get_test_texture"), &RenderingServer::get_test_texture); ClassDB::bind_method(D_METHOD("get_white_texture"), &RenderingServer::get_white_texture); ClassDB::bind_method(D_METHOD("set_boot_image", "image", "color", "scale", "use_filter"), &RenderingServer::set_boot_image, DEFVAL(true)); ClassDB::bind_method(D_METHOD("set_default_clear_color", "color"), &RenderingServer::set_default_clear_color); ClassDB::bind_method(D_METHOD("has_feature", "feature"), &RenderingServer::has_feature); ClassDB::bind_method(D_METHOD("has_os_feature", "feature"), &RenderingServer::has_os_feature); ClassDB::bind_method(D_METHOD("set_debug_generate_wireframes", "generate"), &RenderingServer::set_debug_generate_wireframes); ClassDB::bind_method(D_METHOD("is_render_loop_enabled"), &RenderingServer::is_render_loop_enabled); ClassDB::bind_method(D_METHOD("set_render_loop_enabled", "enabled"), &RenderingServer::set_render_loop_enabled); ClassDB::bind_method(D_METHOD("get_frame_setup_time_cpu"), &RenderingServer::get_frame_setup_time_cpu); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "render_loop_enabled"), "set_render_loop_enabled", "is_render_loop_enabled"); BIND_CONSTANT(NO_INDEX_ARRAY); BIND_CONSTANT(ARRAY_WEIGHTS_SIZE); BIND_CONSTANT(CANVAS_ITEM_Z_MIN); BIND_CONSTANT(CANVAS_ITEM_Z_MAX); BIND_CONSTANT(MAX_GLOW_LEVELS); BIND_CONSTANT(MAX_CURSORS); BIND_ENUM_CONSTANT(TEXTURE_LAYERED_2D_ARRAY); BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP); BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP_ARRAY); BIND_ENUM_CONSTANT(CUBEMAP_LAYER_LEFT); BIND_ENUM_CONSTANT(CUBEMAP_LAYER_RIGHT); BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BOTTOM); BIND_ENUM_CONSTANT(CUBEMAP_LAYER_TOP); BIND_ENUM_CONSTANT(CUBEMAP_LAYER_FRONT); BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BACK); BIND_ENUM_CONSTANT(SHADER_SPATIAL); BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM); BIND_ENUM_CONSTANT(SHADER_PARTICLES); BIND_ENUM_CONSTANT(SHADER_SKY); BIND_ENUM_CONSTANT(SHADER_MAX); BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN); BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MAX); BIND_ENUM_CONSTANT(ARRAY_VERTEX); BIND_ENUM_CONSTANT(ARRAY_NORMAL); BIND_ENUM_CONSTANT(ARRAY_TANGENT); BIND_ENUM_CONSTANT(ARRAY_COLOR); BIND_ENUM_CONSTANT(ARRAY_TEX_UV); BIND_ENUM_CONSTANT(ARRAY_TEX_UV2); BIND_ENUM_CONSTANT(ARRAY_CUSTOM0); BIND_ENUM_CONSTANT(ARRAY_CUSTOM1); BIND_ENUM_CONSTANT(ARRAY_CUSTOM2); BIND_ENUM_CONSTANT(ARRAY_CUSTOM3); BIND_ENUM_CONSTANT(ARRAY_BONES); BIND_ENUM_CONSTANT(ARRAY_WEIGHTS); BIND_ENUM_CONSTANT(ARRAY_INDEX); BIND_ENUM_CONSTANT(ARRAY_MAX); BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX); BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL); BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT); BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR); BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV); BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2); BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM0); BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM1); BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM2); BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM3); BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES); BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS); BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX); BIND_ENUM_CONSTANT(ARRAY_FORMAT_BLEND_SHAPE_MASK); BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM_BASE); BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM0_SHIFT); BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM1_SHIFT); BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM2_SHIFT); BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM3_SHIFT); BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM_MASK); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_FLAGS_BASE); BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES); BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_DYNAMIC_UPDATE); BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_8_BONE_WEIGHTS); BIND_ENUM_CONSTANT(PRIMITIVE_POINTS); BIND_ENUM_CONSTANT(PRIMITIVE_LINES); BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP); BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES); BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP); BIND_ENUM_CONSTANT(PRIMITIVE_MAX); BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED); BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE); BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D); BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D); BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL); BIND_ENUM_CONSTANT(LIGHT_OMNI); BIND_ENUM_CONSTANT(LIGHT_SPOT); BIND_ENUM_CONSTANT(LIGHT_PARAM_ENERGY); BIND_ENUM_CONSTANT(LIGHT_PARAM_INDIRECT_ENERGY); BIND_ENUM_CONSTANT(LIGHT_PARAM_SPECULAR); BIND_ENUM_CONSTANT(LIGHT_PARAM_RANGE); BIND_ENUM_CONSTANT(LIGHT_PARAM_SIZE); BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION); BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ANGLE); BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ATTENUATION); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_MAX_DISTANCE); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_FADE_START); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_PANCAKE_SIZE); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BLUR); BIND_ENUM_CONSTANT(LIGHT_PARAM_TRANSMITTANCE_BIAS); BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX); BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED); BIND_ENUM_CONSTANT(LIGHT_BAKE_DYNAMIC); BIND_ENUM_CONSTANT(LIGHT_BAKE_STATIC); BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID); BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE); 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(REFLECTION_PROBE_UPDATE_ONCE); BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS); BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_DISABLED); BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_ENVIRONMENT); BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_COLOR); BIND_ENUM_CONSTANT(DECAL_TEXTURE_ALBEDO); BIND_ENUM_CONSTANT(DECAL_TEXTURE_NORMAL); BIND_ENUM_CONSTANT(DECAL_TEXTURE_ORM); BIND_ENUM_CONSTANT(DECAL_TEXTURE_EMISSION); BIND_ENUM_CONSTANT(DECAL_TEXTURE_MAX); 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(VIEWPORT_UPDATE_DISABLED); BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE); BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE); BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE); BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ALWAYS); BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ALWAYS); BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_NEVER); BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ONLY_NEXT_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_DISABLED); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_2X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_16X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_MAX); BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_DISABLED); BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_FXAA); BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_MAX); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MAX); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DISABLED); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_UNSHADED); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_LIGHTING); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OVERDRAW); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_WIREFRAME); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_PSSM_SPLITS); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DECAL_ATLAS); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI_PROBES); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_BUFFER); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OCCLUDERS); BIND_ENUM_CONSTANT(SKY_MODE_QUALITY); BIND_ENUM_CONSTANT(SKY_MODE_REALTIME); BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR); BIND_ENUM_CONSTANT(ENV_BG_COLOR); BIND_ENUM_CONSTANT(ENV_BG_SKY); BIND_ENUM_CONSTANT(ENV_BG_CANVAS); BIND_ENUM_CONSTANT(ENV_BG_KEEP); BIND_ENUM_CONSTANT(ENV_BG_CAMERA_FEED); BIND_ENUM_CONSTANT(ENV_BG_MAX); BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_BG); BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_DISABLED); BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_COLOR); BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_SKY); BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_BG); BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_DISABLED); BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_SKY); BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_ADDITIVE); BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_SCREEN); BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_SOFTLIGHT); BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_REPLACE); BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_MIX); BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR); BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD); BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC); BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES); BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_DISABLED); BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_LOW); BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_MEDIUM); BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_HIGH); BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_VERY_LOW); 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_QUALITY_ULTRA); BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_DISABLED); BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_LOW); BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_MEDIUM); BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_HIGH); BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_VERY_LOW); BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW); BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM); BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH); BIND_ENUM_CONSTANT(DOF_BOKEH_BOX); BIND_ENUM_CONSTANT(DOF_BOKEH_HEXAGON); BIND_ENUM_CONSTANT(DOF_BOKEH_CIRCLE); BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD); BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_LOW); BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_MEDIUM); BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_HIGH); BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_ULTRA); BIND_ENUM_CONSTANT(SHADOW_QUALITY_MAX); BIND_ENUM_CONSTANT(SCENARIO_DEBUG_DISABLED); BIND_ENUM_CONSTANT(SCENARIO_DEBUG_WIREFRAME); BIND_ENUM_CONSTANT(SCENARIO_DEBUG_OVERDRAW); BIND_ENUM_CONSTANT(SCENARIO_DEBUG_SHADELESS); BIND_ENUM_CONSTANT(VIEWPORT_OCCLUSION_BUILD_QUALITY_LOW); BIND_ENUM_CONSTANT(VIEWPORT_OCCLUSION_BUILD_QUALITY_MEDIUM); BIND_ENUM_CONSTANT(VIEWPORT_OCCLUSION_BUILD_QUALITY_HIGH); BIND_ENUM_CONSTANT(INSTANCE_NONE); BIND_ENUM_CONSTANT(INSTANCE_MESH); BIND_ENUM_CONSTANT(INSTANCE_MULTIMESH); BIND_ENUM_CONSTANT(INSTANCE_IMMEDIATE); BIND_ENUM_CONSTANT(INSTANCE_PARTICLES); BIND_ENUM_CONSTANT(INSTANCE_PARTICLES_COLLISION); BIND_ENUM_CONSTANT(INSTANCE_LIGHT); BIND_ENUM_CONSTANT(INSTANCE_REFLECTION_PROBE); BIND_ENUM_CONSTANT(INSTANCE_DECAL); BIND_ENUM_CONSTANT(INSTANCE_GI_PROBE); BIND_ENUM_CONSTANT(INSTANCE_LIGHTMAP); BIND_ENUM_CONSTANT(INSTANCE_OCCLUDER); BIND_ENUM_CONSTANT(INSTANCE_MAX); BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK); BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT); BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_DYNAMIC_GI); BIND_ENUM_CONSTANT(INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE); BIND_ENUM_CONSTANT(INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING); 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); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_DEFAULT); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_MAX); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MIRROR); BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MAX); BIND_ENUM_CONSTANT(CANVAS_GROUP_MODE_DISABLED); BIND_ENUM_CONSTANT(CANVAS_GROUP_MODE_OPAQUE); BIND_ENUM_CONSTANT(CANVAS_GROUP_MODE_TRANSPARENT); BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_POINT); BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_DIRECTIONAL); BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_ADD); BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_SUB); BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_MIX); BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_NONE); BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF5); BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF13); BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_MAX); BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_DISABLED); BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE); BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BOOL); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC2); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC3); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC4); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_INT); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC2); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC3); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC4); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_RECT2I); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UINT); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UVEC2); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UVEC3); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UVEC4); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_FLOAT); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_VEC2); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_VEC3); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_VEC4); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_COLOR); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_RECT2); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAT2); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAT3); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAT4); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_TRANSFORM_2D); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_TRANSFORM); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLER2D); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLER2DARRAY); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLER3D); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLERCUBE); BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAX); BIND_ENUM_CONSTANT(INFO_OBJECTS_IN_FRAME); BIND_ENUM_CONSTANT(INFO_VERTICES_IN_FRAME); BIND_ENUM_CONSTANT(INFO_MATERIAL_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(INFO_SHADER_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(INFO_SURFACE_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(INFO_DRAW_CALLS_IN_FRAME); BIND_ENUM_CONSTANT(INFO_USAGE_VIDEO_MEM_TOTAL); BIND_ENUM_CONSTANT(INFO_VIDEO_MEM_USED); BIND_ENUM_CONSTANT(INFO_TEXTURE_MEM_USED); BIND_ENUM_CONSTANT(INFO_VERTEX_MEM_USED); BIND_ENUM_CONSTANT(FEATURE_SHADERS); BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED); ADD_SIGNAL(MethodInfo("frame_pre_draw")); ADD_SIGNAL(MethodInfo("frame_post_draw")); } void RenderingServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry3D::MeshData &p_mesh_data) { Vector vertices; Vector normals; for (int i = 0; i < p_mesh_data.faces.size(); i++) { const Geometry3D::MeshData::Face &f = p_mesh_data.faces[i]; for (int j = 2; j < f.indices.size(); j++) { #define _ADD_VERTEX(m_idx) \ vertices.push_back(p_mesh_data.vertices[f.indices[m_idx]]); \ normals.push_back(f.plane.normal); _ADD_VERTEX(0); _ADD_VERTEX(j - 1); _ADD_VERTEX(j); } } Array d; d.resize(RS::ARRAY_MAX); d[ARRAY_VERTEX] = vertices; d[ARRAY_NORMAL] = normals; mesh_add_surface_from_arrays(p_mesh, PRIMITIVE_TRIANGLES, d); } void RenderingServer::mesh_add_surface_from_planes(RID p_mesh, const Vector &p_planes) { Geometry3D::MeshData mdata = Geometry3D::build_convex_mesh(p_planes); mesh_add_surface_from_mesh_data(p_mesh, mdata); } void RenderingServer::immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex) { immediate_vertex(p_immediate, Vector3(p_vertex.x, p_vertex.y, 0)); } RID RenderingServer::instance_create2(RID p_base, RID p_scenario) { RID instance = instance_create(); instance_set_base(instance, p_base); instance_set_scenario(instance, p_scenario); return instance; } bool RenderingServer::is_render_loop_enabled() const { return render_loop_enabled; } void RenderingServer::set_render_loop_enabled(bool p_enabled) { render_loop_enabled = p_enabled; } RenderingServer::RenderingServer() { //ERR_FAIL_COND(singleton); thread_pool = memnew(RendererThreadPool); singleton = this; GLOBAL_DEF_RST("rendering/textures/vram_compression/import_bptc", false); GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc", true); GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc", false); GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2", true); GLOBAL_DEF_RST("rendering/textures/vram_compression/import_pvrtc", false); GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600); ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/time/time_rollover_secs", PropertyInfo(Variant::FLOAT, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater")); GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096); GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048); ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384")); GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 2); GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true); GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 2); GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048); GLOBAL_DEF("rendering/driver/rd_renderer/use_low_end_renderer", false); GLOBAL_DEF("rendering/driver/rd_renderer/use_low_end_renderer.mobile", true); GLOBAL_DEF("rendering/reflections/sky_reflections/roughness_layers", 8); GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections", true); GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections.mobile", false); GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples", 1024); GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples.mobile", 128); GLOBAL_DEF("rendering/reflections/sky_reflections/fast_filter_high_quality", false); GLOBAL_DEF("rendering/reflections/reflection_atlas/reflection_size", 256); GLOBAL_DEF("rendering/reflections/reflection_atlas/reflection_size.mobile", 128); GLOBAL_DEF("rendering/reflections/reflection_atlas/reflection_count", 64); GLOBAL_DEF("rendering/global_illumination/gi/use_half_resolution", false); GLOBAL_DEF("rendering/global_illumination/gi_probes/anisotropic", false); GLOBAL_DEF("rendering/global_illumination/gi_probes/quality", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/gi_probes/quality", PropertyInfo(Variant::INT, "rendering/global_illumination/gi_probes/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)")); GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading", false); GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading.mobile", true); GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley", false); GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley.mobile", true); GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx", false); GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx.mobile", true); GLOBAL_DEF("rendering/driver/depth_prepass/enable", true); GLOBAL_DEF("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple"); GLOBAL_DEF("rendering/textures/default_filters/use_nearest_mipmap_filter", false); GLOBAL_DEF("rendering/textures/default_filters/anisotropic_filtering_level", 2); ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/default_filters/anisotropic_filtering_level", PropertyInfo(Variant::INT, "rendering/textures/default_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, "Disabled (Fastest),2x (Faster),4x (Fast),8x (Average),16x (Slow)")); GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_bokeh_shape", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/camera/depth_of_field/depth_of_field_bokeh_shape", PropertyInfo(Variant::INT, "rendering/camera/depth_of_field/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fast),Hexagon (Average),Circle (Slow)")); GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_bokeh_quality", 2); ProjectSettings::get_singleton()->set_custom_property_info("rendering/camera/depth_of_field/depth_of_field_bokeh_quality", PropertyInfo(Variant::INT, "rendering/camera/depth_of_field/depth_of_field_bokeh_quality", PROPERTY_HINT_ENUM, "Very Low (Fastest),Low (Fast),Medium (Average),High (Slow)")); GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_use_jitter", false); GLOBAL_DEF("rendering/environment/ssao/quality", 2); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/quality", PropertyInfo(Variant::INT, "rendering/environment/ssao/quality", PROPERTY_HINT_ENUM, "Very Low (Fast),Low (Fast),Medium (Average),High (Slow),Ultra (Custom)")); GLOBAL_DEF("rendering/environment/ssao/half_size", false); GLOBAL_DEF("rendering/environment/ssao/half_size.mobile", true); GLOBAL_DEF("rendering/environment/ssao/adaptive_target", 0.5); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/adaptive_target", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/adaptive_target", PROPERTY_HINT_RANGE, "0.0,1.0,0.01")); GLOBAL_DEF("rendering/environment/ssao/blur_passes", 2); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/blur_passes", PropertyInfo(Variant::INT, "rendering/environment/ssao/blur_passes", PROPERTY_HINT_RANGE, "0,6")); GLOBAL_DEF("rendering/environment/ssao/fadeout_from", 50.0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/fadeout_from", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/fadeout_from", PROPERTY_HINT_RANGE, "0.0,512,0.1,or_greater")); GLOBAL_DEF("rendering/environment/ssao/fadeout_to", 300.0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/fadeout_to", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater")); GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/enabled", true); GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/amount", 0.25); GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/limit", 0.18); ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/amount", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/amount", PROPERTY_HINT_RANGE, "0.01,4.0,0.01")); ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/limit", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/limit", PROPERTY_HINT_RANGE, "0.01,1.0,0.01")); GLOBAL_DEF_RST("rendering/occlusion_culling/occlusion_rays_per_thread", 512); GLOBAL_DEF_RST("rendering/occlusion_culling/bvh_build_quality", 2); ProjectSettings::get_singleton()->set_custom_property_info("rendering/occlusion_culling/bvh_build_quality", PropertyInfo(Variant::INT, "rendering/occlusion_culling/bvh_build_quality", PROPERTY_HINT_ENUM, "Low,Medium,High")); GLOBAL_DEF("rendering/environment/glow/upscale_mode", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/glow/upscale_mode", PropertyInfo(Variant::INT, "rendering/environment/glow/upscale_mode", PROPERTY_HINT_ENUM, "Linear (Fast),Bicubic (Slow)")); GLOBAL_DEF("rendering/environment/glow/upscale_mode.mobile", 0); GLOBAL_DEF("rendering/environment/glow/use_high_quality", false); GLOBAL_DEF("rendering/environment/screen_space_reflection/roughness_quality", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/screen_space_reflection/roughness_quality", PropertyInfo(Variant::INT, "rendering/environment/screen_space_reflection/roughness_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)")); GLOBAL_DEF("rendering/environment/subsurface_scattering/subsurface_scattering_quality", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/subsurface_scattering/subsurface_scattering_quality", PropertyInfo(Variant::INT, "rendering/environment/subsurface_scattering/subsurface_scattering_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)")); GLOBAL_DEF("rendering/environment/subsurface_scattering/subsurface_scattering_scale", 0.05); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/subsurface_scattering/subsurface_scattering_scale", PropertyInfo(Variant::FLOAT, "rendering/environment/subsurface_scattering/subsurface_scattering_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001")); GLOBAL_DEF("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale", 0.01); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale", PropertyInfo(Variant::FLOAT, "rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001")); GLOBAL_DEF("rendering/limits/global_shader_variables/buffer_size", 65536); GLOBAL_DEF("rendering/lightmapping/probe_capture/update_speed", 15); ProjectSettings::get_singleton()->set_custom_property_info("rendering/lightmapping/probe_capture/update_speed", PropertyInfo(Variant::FLOAT, "rendering/lightmapping/probe_capture/update_speed", PROPERTY_HINT_RANGE, "0.001,256,0.001")); GLOBAL_DEF("rendering/global_illumination/sdfgi/probe_ray_count", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/probe_ray_count", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/probe_ray_count", PROPERTY_HINT_ENUM, "8 (Fastest),16,32,64,96,128 (Slowest)")); GLOBAL_DEF("rendering/global_illumination/sdfgi/frames_to_converge", 4); ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/frames_to_converge", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/frames_to_converge", PROPERTY_HINT_ENUM, "5 (Less Latency but Lower Quality),10,15,20,25,30 (More Latency but Higher Quality)")); GLOBAL_DEF("rendering/global_illumination/sdfgi/frames_to_update_lights", 2); ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/frames_to_update_lights", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/frames_to_update_lights", PROPERTY_HINT_ENUM, "1 (Slower),2,4,8,16 (Faster)")); GLOBAL_DEF("rendering/environment/volumetric_fog/volume_size", 64); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/volume_size", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_size", PROPERTY_HINT_RANGE, "16,512,1")); GLOBAL_DEF("rendering/environment/volumetric_fog/volume_depth", 128); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/volume_depth", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_depth", PROPERTY_HINT_RANGE, "16,512,1")); GLOBAL_DEF("rendering/environment/volumetric_fog/use_filter", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/use_filter", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/use_filter", PROPERTY_HINT_ENUM, "No (Faster),Yes (Higher Quality)")); GLOBAL_DEF("rendering/limits/spatial_indexer/update_iterations_per_frame", 10); ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/spatial_indexer/update_iterations_per_frame", PropertyInfo(Variant::INT, "rendering/limits/spatial_indexer/update_iterations_per_frame", PROPERTY_HINT_RANGE, "0,1024,1")); GLOBAL_DEF("rendering/limits/spatial_indexer/threaded_cull_minimum_instances", 1000); ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/spatial_indexer/threaded_cull_minimum_instances", PropertyInfo(Variant::INT, "rendering/limits/spatial_indexer/threaded_cull_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1")); GLOBAL_DEF("rendering/limits/forward_renderer/threaded_render_minimum_instances", 500); ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/forward_renderer/threaded_render_minimum_instances", PropertyInfo(Variant::INT, "rendering/limits/forward_renderer/threaded_render_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1")); GLOBAL_DEF("rendering/limits/cluster_builder/max_clustered_elements", 512); ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/cluster_builder/max_clustered_elements", PropertyInfo(Variant::FLOAT, "rendering/limits/cluster_builder/max_clustered_elements", PROPERTY_HINT_RANGE, "32,8192,1")); } RenderingServer::~RenderingServer() { memdelete(thread_pool); singleton = nullptr; }