summaryrefslogtreecommitdiff
path: root/servers/visual/visual_server_raster.h
blob: 81010c32d326480da68053ca013666f9ae5764f1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
/*************************************************************************/
/*  visual_server_raster.h                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2019 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.                */
/*************************************************************************/

#ifndef VISUAL_SERVER_RASTER_H
#define VISUAL_SERVER_RASTER_H

#include "core/math/octree.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual_server.h"
#include "visual_server_canvas.h"
#include "visual_server_globals.h"
#include "visual_server_scene.h"
#include "visual_server_viewport.h"
/**
	@author Juan Linietsky <reduzio@gmail.com>
*/

class VisualServerRaster : public VisualServer {

	enum {

		MAX_INSTANCE_CULL = 8192,
		MAX_INSTANCE_LIGHTS = 4,
		LIGHT_CACHE_DIRTY = -1,
		MAX_LIGHTS_CULLED = 256,
		MAX_ROOM_CULL = 32,
		MAX_EXTERIOR_PORTALS = 128,
		MAX_LIGHT_SAMPLERS = 256,
		INSTANCE_ROOMLESS_MASK = (1 << 20)

	};

	static int changes;
	RID test_cube;

	int black_margin[4];
	RID black_image[4];

	struct FrameDrawnCallbacks {

		ObjectID object;
		StringName method;
		Variant param;
	};

	List<FrameDrawnCallbacks> frame_drawn_callbacks;

	void _draw_margins();
	static void _changes_changed() {}

public:
	//if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
	//#define DEBUG_CHANGES

#ifdef DEBUG_CHANGES
	_FORCE_INLINE_ static void redraw_request() {
		changes++;
		_changes_changed();
	}

#define DISPLAY_CHANGED \
	changes++;          \
	_changes_changed();

#else
	_FORCE_INLINE_ static void redraw_request() { changes++; }

#define DISPLAY_CHANGED \
	changes++;
#endif

#define BIND0R(m_r, m_name) \
	m_r m_name() { return BINDBASE->m_name(); }
#define BIND1R(m_r, m_name, m_type1) \
	m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
#define BIND1RC(m_r, m_name, m_type1) \
	m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
#define BIND2R(m_r, m_name, m_type1, m_type2) \
	m_r m_name(m_type1 arg1, m_type2 arg2) { return BINDBASE->m_name(arg1, arg2); }
#define BIND2RC(m_r, m_name, m_type1, m_type2) \
	m_r m_name(m_type1 arg1, m_type2 arg2) const { return BINDBASE->m_name(arg1, arg2); }
#define BIND3RC(m_r, m_name, m_type1, m_type2, m_type3) \
	m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) const { return BINDBASE->m_name(arg1, arg2, arg3); }
#define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
	m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }

#define BIND1(m_name, m_type1) \
	void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
#define BIND2(m_name, m_type1, m_type2) \
	void m_name(m_type1 arg1, m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2); }
#define BIND2C(m_name, m_type1, m_type2) \
	void m_name(m_type1 arg1, m_type2 arg2) const { BINDBASE->m_name(arg1, arg2); }
#define BIND3(m_name, m_type1, m_type2, m_type3) \
	void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3); }
#define BIND4(m_name, m_type1, m_type2, m_type3, m_type4) \
	void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4); }
#define BIND5(m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
	void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
#define BIND6(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
	void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
#define BIND7(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7) \
	void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7); }
#define BIND8(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8) \
	void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8); }
#define BIND9(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9) \
	void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9); }
#define BIND10(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10) \
	void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10); }
#define BIND11(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11) \
	void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11); }
#define BIND12(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12) \
	void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); }
#define BIND13(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12, m_type13) \
	void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12, m_type13 arg13) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13); }

//from now on, calls forwarded to this singleton
#define BINDBASE VSG::storage

	/* TEXTURE API */

	BIND0R(RID, texture_create)
	BIND7(texture_allocate, RID, int, int, int, Image::Format, TextureType, uint32_t)
	BIND3(texture_set_data, RID, const Ref<Image> &, int)
	BIND10(texture_set_data_partial, RID, const Ref<Image> &, int, int, int, int, int, int, int, int)
	BIND2RC(Ref<Image>, texture_get_data, RID, int)
	BIND2(texture_set_flags, RID, uint32_t)
	BIND1RC(uint32_t, texture_get_flags, RID)
	BIND1RC(Image::Format, texture_get_format, RID)
	BIND1RC(TextureType, texture_get_type, RID)
	BIND1RC(uint32_t, texture_get_texid, RID)
	BIND1RC(uint32_t, texture_get_width, RID)
	BIND1RC(uint32_t, texture_get_height, RID)
	BIND1RC(uint32_t, texture_get_depth, RID)
	BIND4(texture_set_size_override, RID, int, int, int)

	BIND3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
	BIND3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)
	BIND3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)

	BIND2(texture_set_path, RID, const String &)
	BIND1RC(String, texture_get_path, RID)
	BIND1(texture_set_shrink_all_x2_on_set_data, bool)
	BIND1(texture_debug_usage, List<TextureInfo> *)

	BIND1(textures_keep_original, bool)

	BIND2(texture_set_proxy, RID, RID)

	BIND2(texture_set_force_redraw_if_visible, RID, bool)

	/* SKY API */

	BIND0R(RID, sky_create)
	BIND3(sky_set_texture, RID, RID, int)

	/* SHADER API */

	BIND0R(RID, shader_create)

	BIND2(shader_set_code, RID, const String &)
	BIND1RC(String, shader_get_code, RID)

	BIND2C(shader_get_param_list, RID, List<PropertyInfo> *)

	BIND3(shader_set_default_texture_param, RID, const StringName &, RID)
	BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)

	/* COMMON MATERIAL API */

	BIND0R(RID, material_create)

	BIND2(material_set_shader, RID, RID)
	BIND1RC(RID, material_get_shader, RID)

	BIND3(material_set_param, RID, const StringName &, const Variant &)
	BIND2RC(Variant, material_get_param, RID, const StringName &)
	BIND2RC(Variant, material_get_param_default, RID, const StringName &)

	BIND2(material_set_render_priority, RID, int)
	BIND2(material_set_line_width, RID, float)
	BIND2(material_set_next_pass, RID, RID)

	/* MESH API */

	BIND0R(RID, mesh_create)

	BIND10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const AABB &, const Vector<PoolVector<uint8_t> > &, const Vector<AABB> &)

	BIND2(mesh_set_blend_shape_count, RID, int)
	BIND1RC(int, mesh_get_blend_shape_count, RID)

	BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
	BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)

	BIND4(mesh_surface_update_region, RID, int, int, const PoolVector<uint8_t> &)

	BIND3(mesh_surface_set_material, RID, int, RID)
	BIND2RC(RID, mesh_surface_get_material, RID, int)

	BIND2RC(int, mesh_surface_get_array_len, RID, int)
	BIND2RC(int, mesh_surface_get_array_index_len, RID, int)

	BIND2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)
	BIND2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)

	BIND2RC(uint32_t, mesh_surface_get_format, RID, int)
	BIND2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)

	BIND2RC(AABB, mesh_surface_get_aabb, RID, int)
	BIND2RC(Vector<PoolVector<uint8_t> >, mesh_surface_get_blend_shapes, RID, int)
	BIND2RC(Vector<AABB>, mesh_surface_get_skeleton_aabb, RID, int)

	BIND2(mesh_remove_surface, RID, int)
	BIND1RC(int, mesh_get_surface_count, RID)

	BIND2(mesh_set_custom_aabb, RID, const AABB &)
	BIND1RC(AABB, mesh_get_custom_aabb, RID)

	BIND1(mesh_clear, RID)

	/* MULTIMESH API */

	BIND0R(RID, multimesh_create)

	BIND5(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat, MultimeshCustomDataFormat)
	BIND1RC(int, multimesh_get_instance_count, RID)

	BIND2(multimesh_set_mesh, RID, RID)
	BIND3(multimesh_instance_set_transform, RID, int, const Transform &)
	BIND3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
	BIND3(multimesh_instance_set_color, RID, int, const Color &)
	BIND3(multimesh_instance_set_custom_data, RID, int, const Color &)

	BIND1RC(RID, multimesh_get_mesh, RID)
	BIND1RC(AABB, multimesh_get_aabb, RID)

	BIND2RC(Transform, multimesh_instance_get_transform, RID, int)
	BIND2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
	BIND2RC(Color, multimesh_instance_get_color, RID, int)
	BIND2RC(Color, multimesh_instance_get_custom_data, RID, int)

	BIND2(multimesh_set_as_bulk_array, RID, const PoolVector<float> &)

	BIND2(multimesh_set_visible_instances, RID, int)
	BIND1RC(int, multimesh_get_visible_instances, RID)

	/* IMMEDIATE API */

	BIND0R(RID, immediate_create)
	BIND3(immediate_begin, RID, PrimitiveType, RID)
	BIND2(immediate_vertex, RID, const Vector3 &)
	BIND2(immediate_normal, RID, const Vector3 &)
	BIND2(immediate_tangent, RID, const Plane &)
	BIND2(immediate_color, RID, const Color &)
	BIND2(immediate_uv, RID, const Vector2 &)
	BIND2(immediate_uv2, RID, const Vector2 &)
	BIND1(immediate_end, RID)
	BIND1(immediate_clear, RID)
	BIND2(immediate_set_material, RID, RID)
	BIND1RC(RID, immediate_get_material, RID)

	/* SKELETON API */

	BIND0R(RID, skeleton_create)
	BIND3(skeleton_allocate, RID, int, bool)
	BIND1RC(int, skeleton_get_bone_count, RID)
	BIND3(skeleton_bone_set_transform, RID, int, const Transform &)
	BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
	BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
	BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
	BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
	BIND3(skeleton_set_world_transform, RID, bool, const Transform &)

	/* Light API */

	BIND0R(RID, directional_light_create)
	BIND0R(RID, omni_light_create)
	BIND0R(RID, spot_light_create)

	BIND2(light_set_color, RID, const Color &)
	BIND3(light_set_param, RID, LightParam, float)
	BIND2(light_set_shadow, RID, bool)
	BIND2(light_set_shadow_color, RID, const Color &)
	BIND2(light_set_projector, RID, RID)
	BIND2(light_set_negative, RID, bool)
	BIND2(light_set_cull_mask, RID, uint32_t)
	BIND2(light_set_reverse_cull_face_mode, RID, bool)
	BIND2(light_set_use_gi, RID, bool)

	BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
	BIND2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)

	BIND2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
	BIND2(light_directional_set_blend_splits, RID, bool)
	BIND2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)

	/* PROBE API */

	BIND0R(RID, reflection_probe_create)

	BIND2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
	BIND2(reflection_probe_set_intensity, RID, float)
	BIND2(reflection_probe_set_interior_ambient, RID, const Color &)
	BIND2(reflection_probe_set_interior_ambient_energy, RID, float)
	BIND2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)
	BIND2(reflection_probe_set_max_distance, RID, float)
	BIND2(reflection_probe_set_extents, RID, const Vector3 &)
	BIND2(reflection_probe_set_origin_offset, RID, const Vector3 &)
	BIND2(reflection_probe_set_as_interior, RID, bool)
	BIND2(reflection_probe_set_enable_box_projection, RID, bool)
	BIND2(reflection_probe_set_enable_shadows, RID, bool)
	BIND2(reflection_probe_set_cull_mask, RID, uint32_t)
	BIND2(reflection_probe_set_resolution, RID, int)

	/* BAKED LIGHT API */

	BIND0R(RID, gi_probe_create)

	BIND2(gi_probe_set_bounds, RID, const AABB &)
	BIND1RC(AABB, gi_probe_get_bounds, RID)

	BIND2(gi_probe_set_cell_size, RID, float)
	BIND1RC(float, gi_probe_get_cell_size, RID)

	BIND2(gi_probe_set_to_cell_xform, RID, const Transform &)
	BIND1RC(Transform, gi_probe_get_to_cell_xform, RID)

	BIND2(gi_probe_set_dynamic_range, RID, int)
	BIND1RC(int, gi_probe_get_dynamic_range, RID)

	BIND2(gi_probe_set_energy, RID, float)
	BIND1RC(float, gi_probe_get_energy, RID)

	BIND2(gi_probe_set_bias, RID, float)
	BIND1RC(float, gi_probe_get_bias, RID)

	BIND2(gi_probe_set_normal_bias, RID, float)
	BIND1RC(float, gi_probe_get_normal_bias, RID)

	BIND2(gi_probe_set_propagation, RID, float)
	BIND1RC(float, gi_probe_get_propagation, RID)

	BIND2(gi_probe_set_interior, RID, bool)
	BIND1RC(bool, gi_probe_is_interior, RID)

	BIND2(gi_probe_set_compress, RID, bool)
	BIND1RC(bool, gi_probe_is_compressed, RID)

	BIND2(gi_probe_set_dynamic_data, RID, const PoolVector<int> &)
	BIND1RC(PoolVector<int>, gi_probe_get_dynamic_data, RID)

	/* LIGHTMAP CAPTURE */

	BIND0R(RID, lightmap_capture_create)

	BIND2(lightmap_capture_set_bounds, RID, const AABB &)
	BIND1RC(AABB, lightmap_capture_get_bounds, RID)

	BIND2(lightmap_capture_set_octree, RID, const PoolVector<uint8_t> &)
	BIND1RC(PoolVector<uint8_t>, lightmap_capture_get_octree, RID)

	BIND2(lightmap_capture_set_octree_cell_transform, RID, const Transform &)
	BIND1RC(Transform, lightmap_capture_get_octree_cell_transform, RID)
	BIND2(lightmap_capture_set_octree_cell_subdiv, RID, int)
	BIND1RC(int, lightmap_capture_get_octree_cell_subdiv, RID)

	BIND2(lightmap_capture_set_energy, RID, float)
	BIND1RC(float, lightmap_capture_get_energy, RID)

	/* PARTICLES */

	BIND0R(RID, particles_create)

	BIND2(particles_set_emitting, RID, bool)
	BIND1R(bool, particles_get_emitting, RID)
	BIND2(particles_set_amount, RID, int)
	BIND2(particles_set_lifetime, RID, float)
	BIND2(particles_set_one_shot, RID, bool)
	BIND2(particles_set_pre_process_time, RID, float)
	BIND2(particles_set_explosiveness_ratio, RID, float)
	BIND2(particles_set_randomness_ratio, RID, float)
	BIND2(particles_set_custom_aabb, RID, const AABB &)
	BIND2(particles_set_speed_scale, RID, float)
	BIND2(particles_set_use_local_coordinates, RID, bool)
	BIND2(particles_set_process_material, RID, RID)
	BIND2(particles_set_fixed_fps, RID, int)
	BIND2(particles_set_fractional_delta, RID, bool)
	BIND1(particles_restart, RID)

	BIND2(particles_set_draw_order, RID, VS::ParticlesDrawOrder)

	BIND2(particles_set_draw_passes, RID, int)
	BIND3(particles_set_draw_pass_mesh, RID, int, RID)

	BIND1R(AABB, particles_get_current_aabb, RID)
	BIND2(particles_set_emission_transform, RID, const Transform &)

#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::scene

	/* CAMERA API */

	BIND0R(RID, camera_create)
	BIND4(camera_set_perspective, RID, float, float, float)
	BIND4(camera_set_orthogonal, RID, float, float, float)
	BIND5(camera_set_frustum, RID, float, Vector2, float, float)
	BIND2(camera_set_transform, RID, const Transform &)
	BIND2(camera_set_cull_mask, RID, uint32_t)
	BIND2(camera_set_environment, RID, RID)
	BIND2(camera_set_use_vertical_aspect, RID, bool)

#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::viewport

	/* VIEWPORT TARGET API */

	BIND0R(RID, viewport_create)

	BIND2(viewport_set_use_arvr, RID, bool)
	BIND3(viewport_set_size, RID, int, int)

	BIND2(viewport_set_active, RID, bool)
	BIND2(viewport_set_parent_viewport, RID, RID)

	BIND2(viewport_set_clear_mode, RID, ViewportClearMode)

	BIND3(viewport_attach_to_screen, RID, const Rect2 &, int)
	BIND2(viewport_set_render_direct_to_screen, RID, bool)
	BIND1(viewport_detach, RID)

	BIND2(viewport_set_update_mode, RID, ViewportUpdateMode)
	BIND2(viewport_set_vflip, RID, bool)

	BIND1RC(RID, viewport_get_texture, RID)

	BIND2(viewport_set_hide_scenario, RID, bool)
	BIND2(viewport_set_hide_canvas, RID, bool)
	BIND2(viewport_set_disable_environment, RID, bool)
	BIND2(viewport_set_disable_3d, RID, bool)
	BIND2(viewport_set_keep_3d_linear, RID, bool)

	BIND2(viewport_attach_camera, RID, RID)
	BIND2(viewport_set_scenario, RID, RID)
	BIND2(viewport_attach_canvas, RID, RID)

	BIND2(viewport_remove_canvas, RID, RID)
	BIND3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
	BIND2(viewport_set_transparent_background, RID, bool)

	BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &)
	BIND4(viewport_set_canvas_stacking, RID, RID, int, int)
	BIND2(viewport_set_shadow_atlas_size, RID, int)
	BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
	BIND2(viewport_set_msaa, RID, ViewportMSAA)
	BIND2(viewport_set_hdr, RID, bool)
	BIND2(viewport_set_usage, RID, ViewportUsage)

	BIND2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
	BIND2(viewport_set_debug_draw, RID, ViewportDebugDraw)

	/* ENVIRONMENT API */

#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::scene_render

	BIND0R(RID, environment_create)

	BIND2(environment_set_background, RID, EnvironmentBG)
	BIND2(environment_set_sky, RID, RID)
	BIND2(environment_set_sky_custom_fov, RID, float)
	BIND2(environment_set_sky_orientation, RID, const Basis &)
	BIND2(environment_set_bg_color, RID, const Color &)
	BIND2(environment_set_bg_energy, RID, float)
	BIND2(environment_set_canvas_max_layer, RID, int)
	BIND4(environment_set_ambient_light, RID, const Color &, float, float)
	BIND7(environment_set_ssr, RID, bool, int, float, float, float, bool)
	BIND13(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float)

	BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
	BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
	BIND11(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, float, bool)

	BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)

	BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)

	BIND5(environment_set_fog, RID, bool, const Color &, const Color &, float)
	BIND7(environment_set_fog_depth, RID, bool, float, float, float, bool, float)
	BIND5(environment_set_fog_height, RID, bool, float, float, float)

	/* SCENARIO API */

#undef BINDBASE
#define BINDBASE VSG::scene

	BIND0R(RID, scenario_create)

	BIND2(scenario_set_debug, RID, ScenarioDebugMode)
	BIND2(scenario_set_environment, RID, RID)
	BIND3(scenario_set_reflection_atlas_size, RID, int, int)
	BIND2(scenario_set_fallback_environment, RID, RID)

	/* INSTANCING API */
	// from can be mesh, light,  area and portal so far.
	BIND0R(RID, instance_create)

	BIND2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
	BIND2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
	BIND2(instance_set_layer_mask, RID, uint32_t)
	BIND2(instance_set_transform, RID, const Transform &)
	BIND2(instance_attach_object_instance_id, RID, ObjectID)
	BIND3(instance_set_blend_shape_weight, RID, int, float)
	BIND3(instance_set_surface_material, RID, int, RID)
	BIND2(instance_set_visible, RID, bool)
	BIND3(instance_set_use_lightmap, RID, RID, RID)

	BIND2(instance_set_custom_aabb, RID, AABB)

	BIND2(instance_attach_skeleton, RID, RID)
	BIND2(instance_set_exterior, RID, bool)

	BIND2(instance_set_extra_visibility_margin, RID, real_t)

	// don't use these in a game!
	BIND2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
	BIND3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
	BIND2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)

	BIND3(instance_geometry_set_flag, RID, InstanceFlags, bool)
	BIND2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
	BIND2(instance_geometry_set_material_override, RID, RID)

	BIND5(instance_geometry_set_draw_range, RID, float, float, float, float)
	BIND2(instance_geometry_set_as_instance_lod, RID, RID)

#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::canvas

	/* CANVAS (2D) */

	BIND0R(RID, canvas_create)
	BIND3(canvas_set_item_mirroring, RID, RID, const Point2 &)
	BIND2(canvas_set_modulate, RID, const Color &)
	BIND3(canvas_set_parent, RID, RID, float)
	BIND1(canvas_set_disable_scale, bool)

	BIND0R(RID, canvas_item_create)
	BIND2(canvas_item_set_parent, RID, RID)

	BIND2(canvas_item_set_visible, RID, bool)
	BIND2(canvas_item_set_light_mask, RID, int)

	BIND2(canvas_item_set_update_when_visible, RID, bool)

	BIND2(canvas_item_set_transform, RID, const Transform2D &)
	BIND2(canvas_item_set_clip, RID, bool)
	BIND2(canvas_item_set_distance_field_mode, RID, bool)
	BIND3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
	BIND2(canvas_item_set_modulate, RID, const Color &)
	BIND2(canvas_item_set_self_modulate, RID, const Color &)

	BIND2(canvas_item_set_draw_behind_parent, RID, bool)

	BIND6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
	BIND5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
	BIND5(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
	BIND3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
	BIND4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
	BIND7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID)
	BIND8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool)
	BIND11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
	BIND7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
	BIND7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
	BIND10(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID)
	BIND6(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID)
	BIND4(canvas_item_add_multimesh, RID, RID, RID, RID)
	BIND4(canvas_item_add_particles, RID, RID, RID, RID)
	BIND2(canvas_item_add_set_transform, RID, const Transform2D &)
	BIND2(canvas_item_add_clip_ignore, RID, bool)
	BIND2(canvas_item_set_sort_children_by_y, RID, bool)
	BIND2(canvas_item_set_z_index, RID, int)
	BIND2(canvas_item_set_z_as_relative_to_parent, RID, bool)
	BIND3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
	BIND2(canvas_item_attach_skeleton, RID, RID)

	BIND1(canvas_item_clear, RID)
	BIND2(canvas_item_set_draw_index, RID, int)

	BIND2(canvas_item_set_material, RID, RID)

	BIND2(canvas_item_set_use_parent_material, RID, bool)

	BIND0R(RID, canvas_light_create)
	BIND2(canvas_light_attach_to_canvas, RID, RID)
	BIND2(canvas_light_set_enabled, RID, bool)
	BIND2(canvas_light_set_scale, RID, float)
	BIND2(canvas_light_set_transform, RID, const Transform2D &)
	BIND2(canvas_light_set_texture, RID, RID)
	BIND2(canvas_light_set_texture_offset, RID, const Vector2 &)
	BIND2(canvas_light_set_color, RID, const Color &)
	BIND2(canvas_light_set_height, RID, float)
	BIND2(canvas_light_set_energy, RID, float)
	BIND3(canvas_light_set_z_range, RID, int, int)
	BIND3(canvas_light_set_layer_range, RID, int, int)
	BIND2(canvas_light_set_item_cull_mask, RID, int)
	BIND2(canvas_light_set_item_shadow_cull_mask, RID, int)

	BIND2(canvas_light_set_mode, RID, CanvasLightMode)

	BIND2(canvas_light_set_shadow_enabled, RID, bool)
	BIND2(canvas_light_set_shadow_buffer_size, RID, int)
	BIND2(canvas_light_set_shadow_gradient_length, RID, float)
	BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
	BIND2(canvas_light_set_shadow_color, RID, const Color &)
	BIND2(canvas_light_set_shadow_smooth, RID, float)

	BIND0R(RID, canvas_light_occluder_create)
	BIND2(canvas_light_occluder_attach_to_canvas, RID, RID)
	BIND2(canvas_light_occluder_set_enabled, RID, bool)
	BIND2(canvas_light_occluder_set_polygon, RID, RID)
	BIND2(canvas_light_occluder_set_transform, RID, const Transform2D &)
	BIND2(canvas_light_occluder_set_light_mask, RID, int)

	BIND0R(RID, canvas_occluder_polygon_create)
	BIND3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
	BIND2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)

	BIND2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)

	/* BLACK BARS */

	virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
	virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);

	/* FREE */

	virtual void free(RID p_rid); ///< free RIDs associated with the visual server

	/* EVENT QUEUING */

	virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata);

	virtual void draw(bool p_swap_buffers, double frame_step);
	virtual void sync();
	virtual bool has_changed() const;
	virtual void init();
	virtual void finish();

	/* STATUS INFORMATION */

	virtual int get_render_info(RenderInfo p_info);

	virtual RID get_test_cube();

	/* TESTING */

	virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true);
	virtual void set_default_clear_color(const Color &p_color);

	virtual bool has_feature(Features p_feature) const;

	virtual bool has_os_feature(const String &p_feature) const;
	virtual void set_debug_generate_wireframes(bool p_generate);

	virtual void call_set_use_vsync(bool p_enable);

	virtual bool is_low_end() const;

	VisualServerRaster();
	~VisualServerRaster();

#undef DISPLAY_CHANGED

#undef BIND0R
#undef BIND1RC
#undef BIND2RC
#undef BIND3RC
#undef BIND4RC

#undef BIND1
#undef BIND2
#undef BIND3
#undef BIND4
#undef BIND5
#undef BIND6
#undef BIND7
#undef BIND8
#undef BIND9
#undef BIND10
};

#endif