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/*************************************************************************/
/*  visual_server_raster.h                                               */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 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 "allocators.h"
#include "octree.h"
#include "servers/visual/rasterizer.h"
#include "servers/visual_server.h"
#include "visual_server_canvas.h"
#include "visual_server_global.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;
	bool draw_extra_frame;
	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
//	print_line(String("CHANGED: ") + __FUNCTION__);

#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); }

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

	/* TEXTURE API */

	BIND0R(RID, texture_create)
	BIND5(texture_allocate, RID, int, int, Image::Format, uint32_t)
	BIND3(texture_set_data, RID, const Ref<Image> &, CubeMapSide)
	BIND2RC(Ref<Image>, texture_get_data, RID, CubeMapSide)
	BIND2(texture_set_flags, RID, uint32_t)
	BIND1RC(uint32_t, texture_get_flags, RID)
	BIND1RC(Image::Format, texture_get_format, RID)
	BIND1RC(uint32_t, texture_get_texid, RID)
	BIND1RC(uint32_t, texture_get_width, RID)
	BIND1RC(uint32_t, texture_get_height, RID)
	BIND3(texture_set_size_override, RID, 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)

	/* 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 &)

	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 Rect3 &, const Vector<PoolVector<uint8_t> > &, const Vector<Rect3> &)

	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(Rect3, mesh_surface_get_aabb, RID, int)
	BIND2RC(Vector<PoolVector<uint8_t> >, mesh_surface_get_blend_shapes, RID, int)
	BIND2RC(Vector<Rect3>, mesh_surface_get_skeleton_aabb, RID, int)

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

	BIND2(mesh_set_custom_aabb, RID, const Rect3 &)
	BIND1RC(Rect3, mesh_get_custom_aabb, RID)

	BIND1(mesh_clear, RID)

	/* MULTIMESH API */

	BIND0R(RID, multimesh_create)

	BIND4(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat)
	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 &)

	BIND1RC(RID, multimesh_get_mesh, RID)
	BIND1RC(Rect3, 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)

	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)

	/* 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_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)

	/* BAKED LIGHT API */

	BIND0R(RID, gi_probe_create)

	BIND2(gi_probe_set_bounds, RID, const Rect3 &)
	BIND1RC(Rect3, 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)

	/* PARTICLES */

	BIND0R(RID, particles_create)

	BIND2(particles_set_emitting, RID, bool)
	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 Rect3 &)
	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(Rect3, 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)
	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)
	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_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 &)
	BIND3(viewport_set_canvas_layer, RID, RID, int)
	BIND2(viewport_set_shadow_atlas_size, RID, int)
	BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
	BIND2(viewport_set_msaa, RID, ViewportMSAA)
	BIND2(viewport_set_hdr, RID, bool)
	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_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)
	BIND12(environment_set_ssao, RID, bool, 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)
	BIND10(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, 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)
	BIND6(environment_set_fog_depth, RID, bool, 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)

	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 Rect3 &, 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 &)

	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_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)
	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)
	BIND8(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int, RID)
	BIND3(canvas_item_add_mesh, RID, const RID &, RID)
	BIND3(canvas_item_add_multimesh, RID, RID, RID)
	BIND6(canvas_item_add_particles, RID, RID, RID, RID, int, int)
	BIND2(canvas_item_add_set_transform, RID, const Transform2D &)
	BIND2(canvas_item_add_clip_ignore, RID, bool)
	BIND2(canvas_item_set_sort_children_by_y, RID, bool)
	BIND2(canvas_item_set_z, RID, int)
	BIND2(canvas_item_set_z_as_relative_to_parent, RID, bool)
	BIND3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)

	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();
	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);
	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);

	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