godot/servers/visual/visual_server_raster.h

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/*************************************************************************/
/* visual_server_raster.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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 "servers/visual_server.h"
#include "servers/visual/rasterizer.h"
#include "allocators.h"
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#include "octree.h"
#include "visual_server_global.h"
#include "visual_server_viewport.h"
#include "visual_server_canvas.h"
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/**
@author Juan Linietsky <reduzio@gmail.com>
*/
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class VisualServerRaster : public VisualServer {
enum {
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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,
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INSTANCE_ROOMLESS_MASK=(1<<20)
};
int changes;
bool draw_extra_frame;
RID test_cube;
#if 0
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struct Room {
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bool occlude_exterior;
BSP_Tree bounds;
Room() { occlude_exterior=true; }
};
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BalloonAllocator<> octree_allocator;
struct OctreeAllocator {
static BalloonAllocator<> *allocator;
_FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
_FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }
};
struct Portal {
bool enabled;
float disable_distance;
Color disable_color;
float connect_range;
Vector<Point2> shape;
Rect2 bounds;
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Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
};
struct BakedLight {
Rasterizer::BakedLightData data;
DVector<int> sampler;
AABB octree_aabb;
Size2i octree_tex_size;
Size2i light_tex_size;
};
struct BakedLightSampler {
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float params[BAKED_LIGHT_SAMPLER_MAX];
int resolution;
Vector<Vector3> dp_cache;
BakedLightSampler() {
params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
resolution=16;
}
};
void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
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struct Camera {
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enum Type {
PERSPECTIVE,
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ORTHOGONAL
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};
Type type;
float fov;
float znear,zfar;
float size;
uint32_t visible_layers;
bool vaspect;
RID env;
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Transform transform;
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Camera() {
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visible_layers=0xFFFFFFFF;
fov=60;
type=PERSPECTIVE;
znear=0.1; zfar=100;
size=1.0;
vaspect=false;
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}
};
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struct Instance;
typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
struct Scenario;
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struct Instance {
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enum {
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MAX_LIGHTS=4
};
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RID self;
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OctreeElementID octree_id;
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Scenario *scenario;
bool update;
bool update_aabb;
bool update_materials;
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Instance *update_next;
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InstanceType base_type;
RID base_rid;
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AABB aabb;
AABB transformed_aabb;
uint32_t object_ID;
bool visible;
bool visible_in_all_rooms;
uint32_t layer_mask;
float draw_range_begin;
float draw_range_end;
float extra_margin;
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Rasterizer::InstanceData data;
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Set<Instance*> auto_rooms;
Set<Instance*> valid_auto_rooms;
Instance *room;
List<Instance*>::Element *RE;
Instance *baked_light;
List<Instance*>::Element *BLE;
Instance *sampled_light;
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bool exterior;
uint64_t last_render_pass;
uint64_t last_frame_pass;
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uint64_t version; // changes to this, and changes to base increase version
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InstanceSet lights;
bool light_cache_dirty;
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struct RoomInfo {
Transform affine_inverse;
Room *room;
List<Instance*> owned_geometry_instances;
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List<Instance*> owned_portal_instances;
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List<Instance*> owned_room_instances;
List<Instance*> owned_light_instances; //not used, but just for the sake of it
Set<Instance*> disconnected_child_portals;
Set<Instance*> owned_autoroom_geometry;
uint64_t last_visited_pass;
RoomInfo() { last_visited_pass=0; }
};
struct PortalInfo {
Portal *portal;
Set<Instance*> candidate_set;
Instance *connected;
uint64_t last_visited_pass;
Plane plane_cache;
Vector<Vector3> transformed_point_cache;
PortalInfo() { connected=NULL; last_visited_pass=0;}
};
struct LightInfo {
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RID instance;
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int light_set_index;
uint64_t last_version;
uint64_t last_add_pass;
List<RID>::Element *D; // directional light in scenario
InstanceSet affected;
bool enabled;
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float dtc; //distance to camera, used for sorting
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LightInfo() {
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D=NULL;
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light_set_index=-1;
last_add_pass=0;
enabled=true;
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}
};
struct BakedLightInfo {
BakedLight *baked_light;
Transform affine_inverse;
List<Instance*> owned_instances;
};
struct BakedLightSamplerInfo {
Set<Instance*> baked_lights;
Set<Instance*> owned_instances;
BakedLightSampler *sampler;
int resolution;
Vector<Color> light_bufer;
RID sampled_light;
uint64_t last_pass;
Transform xform; // viewspace normal to lightspace, might not use one.
BakedLightSamplerInfo() {
sampler=NULL;
last_pass=0;
resolution=0;
}
};
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struct ParticlesInfo {
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RID instance;
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};
RoomInfo *room_info;
LightInfo *light_info;
ParticlesInfo *particles_info;
PortalInfo * portal_info;
BakedLightInfo * baked_light_info;
BakedLightSamplerInfo * baked_light_sampler_info;
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Instance() {
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octree_id=0;
update_next=0;
object_ID=0;
last_render_pass=0;
last_frame_pass=0;
light_info=0;
particles_info=0;
update_next=NULL;
update=false;
visible=true;
data.cast_shadows=SHADOW_CASTING_SETTING_ON;
data.receive_shadows=true;
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data.depth_scale=false;
data.billboard=false;
data.billboard_y=false;
data.baked_light=NULL;
data.baked_light_octree_xform=NULL;
data.baked_lightmap_id=-1;
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version=1;
room_info=NULL;
room=NULL;
RE=NULL;
portal_info=NULL;
exterior=false;
layer_mask=1;
draw_range_begin=0;
draw_range_end=0;
extra_margin=0;
visible_in_all_rooms=false;
update_aabb=false;
update_materials=false;
baked_light=NULL;
baked_light_info=NULL;
baked_light_sampler_info=NULL;
sampled_light=NULL;
BLE=NULL;
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light_cache_dirty=true;
}
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~Instance() {
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if (light_info)
memdelete(light_info);
if (particles_info)
memdelete(particles_info);
if (room_info)
memdelete(room_info);
if (portal_info)
memdelete(portal_info);
if (baked_light_info)
memdelete(baked_light_info);
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};
};
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struct _InstanceLightsort {
bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
};
struct Scenario {
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ScenarioDebugMode debug;
RID self;
// well wtf, balloon allocator is slower?
typedef ::Octree<Instance,true> Octree;
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Octree octree;
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List<RID> directional_lights;
RID environment;
RID fallback_environment;
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Instance *dirty_instances;
Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
};
mutable RID_Owner<Rasterizer::CanvasItemMaterial> canvas_item_material_owner;
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struct Viewport {
RID self;
RID parent;
VisualServer::ViewportRect rect;
RID camera;
RID scenario;
RID viewport_data;
RenderTargetUpdateMode render_target_update_mode;
RID render_target;
RID render_target_texture;
Rect2 rt_to_screen_rect;
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bool hide_scenario;
bool hide_canvas;
bool transparent_bg;
bool queue_capture;
bool render_target_vflip;
bool render_target_clear_on_new_frame;
bool render_target_clear;
bool disable_environment;
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Image capture;
bool rendered_in_prev_frame;
struct CanvasKey {
int layer;
RID canvas;
bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
CanvasKey() { layer=0; }
CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
};
struct CanvasData {
Canvas *canvas;
Matrix32 transform;
int layer;
};
Matrix32 global_transform;
Map<RID,CanvasData> canvas_map;
SelfList<Viewport> update_list;
Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false; render_target_vflip=false; render_target_clear_on_new_frame=true; render_target_clear=true; disable_environment=false; }
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};
SelfList<Viewport>::List viewport_update_list;
Map<RID,int> screen_viewports;
struct CullRange {
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Plane nearp;
float min,max;
float z_near,z_far;
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void add_aabb(const AABB& p_aabb) {
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}
};
struct Cursor {
Point2 pos;
float rot;
RID texture;
Point2 center;
bool visible;
Rect2 region;
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Cursor() {
rot = 0;
visible = false;
region = Rect2();
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};
};
Rect2 canvas_clip;
Color clear_color;
Cursor cursors[MAX_CURSORS];
RID default_cursor_texture;
static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);
Instance *instance_cull_result[MAX_INSTANCE_CULL];
Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
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Instance *light_cull_result[MAX_LIGHTS_CULLED];
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int light_cull_count;
Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
int exterior_portal_cull_count;
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bool exterior_visited;
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Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS];
int light_samplers_culled;
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Instance *room_cull_result[MAX_ROOM_CULL];
int room_cull_count;
bool room_cull_enabled;
bool light_discard_enabled;
bool shadows_enabled;
int black_margin[4];
RID black_image[4];
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Vector<Vector3> aabb_random_points;
Vector<Vector3> transformed_aabb_random_points;
void _instance_validate_autorooms(Instance *p_geometry);
void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
void _portal_attempt_connect(Instance *p_portal);
void _dependency_queue_update(RID p_rid, bool p_update_aabb=false, bool p_update_materials=false);
_FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false,bool p_update_materials=false);
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void _update_instances();
void _update_instance_aabb(Instance *p_instance);
void _update_instance(Instance *p_instance);
void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);
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Instance *instance_update_list;
//RID default_scenario;
//RID default_viewport;
RID test_cube;
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mutable RID_Owner<Room> room_owner;
mutable RID_Owner<Portal> portal_owner;
mutable RID_Owner<BakedLight> baked_light_owner;
mutable RID_Owner<BakedLightSampler> baked_light_sampler_owner;
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mutable RID_Owner<Camera> camera_owner;
mutable RID_Owner<Viewport> viewport_owner;
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mutable RID_Owner<Scenario> scenario_owner;
mutable RID_Owner<Instance> instance_owner;
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mutable RID_Owner<Canvas> canvas_owner;
mutable RID_Owner<CanvasItem> canvas_item_owner;
Map< RID, Set<RID> > instance_dependency_map;
Map< RID, Set<Instance*> > skeleton_dependency_map;
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ViewportRect viewport_rect;
_FORCE_INLINE_ void _instance_draw(Instance *p_instance);
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bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to);
void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace);
void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
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void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
void _render_canvas_item(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner);
void _render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights);
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Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
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void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
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uint64_t render_pass;
int changes;
bool draw_extra_frame;
void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera);
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void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h);
void _draw_viewports();
void _draw_cursors_and_margins();
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Rasterizer *rasterizer;
#endif
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public:
#define DISPLAY_CHANGED changes++;
#define BIND0R(m_r,m_name) m_r m_name() { return BINDBASE->m_name(); }
#define BIND1R(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
#define BIND1RC(m_r,m_name,m_type1) m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
#define BIND2RC(m_r,m_name,m_type1,m_type2) m_r m_name(m_type1 arg1,m_type2 arg2) const { return BINDBASE->m_name(arg1,arg2); }
#define BIND3RC(m_r,m_name,m_type1,m_type2,m_type3) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3) const { return BINDBASE->m_name(arg1,arg2,arg3); }
#define BIND4RC(m_r,m_name,m_type1,m_type2,m_type3,m_type4) m_r m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4) const { return BINDBASE->m_name(arg1,arg2,arg3,arg4); }
#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 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); }
//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 Image&,CubeMapSide)
BIND2RC(Image,texture_get_data,RID,CubeMapSide)
BIND2(texture_set_flags,RID,uint32_t)
BIND1RC(uint32_t,texture_get_flags,RID)
BIND1RC(Image::Format,texture_get_format,RID)
BIND1RC(uint32_t,texture_get_width,RID)
BIND1RC(uint32_t,texture_get_height,RID)
BIND3(texture_set_size_override,RID,int,int)
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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>*)
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/* SHADER API */
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BIND1R(RID,shader_create,ShaderMode)
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BIND2(shader_set_mode,RID,ShaderMode)
BIND1RC(ShaderMode,shader_get_mode,RID)
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BIND2(shader_set_code,RID,const String&)
BIND1RC(String,shader_get_code,RID)
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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&)
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/* COMMON MATERIAL API */
BIND0R(RID,material_create)
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BIND2(material_set_shader,RID,RID)
BIND1RC(RID,material_get_shader,RID)
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BIND3(material_set_param,RID, const StringName&, const Variant& )
BIND2RC(Variant,material_get_param,RID, const StringName& )
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/* MESH API */
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BIND0R(RID,mesh_create)
BIND8(mesh_add_surface,RID,uint32_t,PrimitiveType,const DVector<uint8_t>&,int ,const DVector<uint8_t>& ,int ,const Vector<DVector<uint8_t> >& )
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BIND2(mesh_set_morph_target_count,RID,int)
BIND1RC(int,mesh_get_morph_target_count,RID)
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BIND2(mesh_set_morph_target_mode,RID,MorphTargetMode)
BIND1RC(MorphTargetMode, mesh_get_morph_target_mode,RID )
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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(DVector<uint8_t>,mesh_surface_get_array,RID,int)
BIND2RC(DVector<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)
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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)
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/* MULTIMESH API */
BIND0R(RID,multimesh_create)
BIND5(multimesh_allocate,RID,int,MultimeshTransformFormat,MultimeshColorFormat,bool)
BIND1RC(int,multimesh_get_instance_count,RID)
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BIND2(multimesh_set_mesh,RID,RID)
BIND2(multimesh_set_custom_aabb,RID,const AABB&)
BIND3(multimesh_instance_set_transform,RID,int,const Transform&)
BIND3(multimesh_instance_set_transform_2d,RID,int,const Matrix32& )
BIND3(multimesh_instance_set_color,RID,int,const Color&)
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BIND1RC(RID,multimesh_get_mesh,RID)
BIND1RC(AABB,multimesh_get_custom_aabb,RID)
BIND2RC(Transform,multimesh_instance_get_transform,RID,int )
BIND2RC(Matrix32,multimesh_instance_get_transform_2d,RID,int)
BIND2RC(Color,multimesh_instance_get_color,RID,int)
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BIND2(multimesh_set_visible_instances,RID,int)
BIND1RC(int,multimesh_get_visible_instances,RID)
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/* IMMEDIATE API */
BIND0R(RID,immediate_create)
BIND3(immediate_begin,RID,PrimitiveType,RID)
BIND2(immediate_vertex,RID,const Vector3&)
BIND2(immediate_vertex_2d,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 */
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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 Matrix32& )
BIND2RC(Matrix32,skeleton_bone_get_transform_2d,RID,int)
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/* Light API */
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BIND1R(RID,light_create,LightType)
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BIND2(light_set_color,RID,const Color&)
BIND3(light_set_param,RID ,LightParam ,float )
BIND2(light_set_shadow,RID ,bool )
BIND2(light_set_projector,RID,RID )
BIND2(light_set_attenuation_texure,RID,RID )
BIND2(light_set_negative,RID,bool )
BIND2(light_set_cull_mask,RID ,uint32_t )
BIND2(light_set_shader,RID ,RID )
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BIND2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode)
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/* PROBE API */
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BIND0R(RID,reflection_probe_create)
BIND2(reflection_probe_set_intensity,RID, float )
BIND3(reflection_probe_set_clip,RID, float , float )
BIND2(reflection_probe_set_min_blend_distance,RID, float )
BIND2(reflection_probe_set_extents,RID, const Vector3& )
BIND2(reflection_probe_set_origin_offset,RID, const Vector3& )
BIND2(reflection_probe_set_enable_parallax_correction,RID, bool )
BIND2(reflection_probe_set_resolution,RID, int )
BIND2(reflection_probe_set_hide_skybox,RID, bool )
BIND2(reflection_probe_set_cull_mask,RID, uint32_t )
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/* ROOM API */
BIND0R(RID,room_create)
BIND4(room_add_bounds,RID, const DVector<Vector2>& ,float ,const Transform& )
BIND1(room_clear_bounds,RID)
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/* PORTAL API */
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// portals are only (x/y) points, forming a convex shape, which its clockwise
// order points outside. (z is 0);
BIND0R(RID,portal_create)
BIND2(portal_set_shape,RID , const Vector<Point2>& )
BIND2(portal_set_enabled,RID , bool )
BIND2(portal_set_disable_distance,RID , float )
BIND2(portal_set_disabled_color,RID , const Color& )
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/* CAMERA API */
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virtual RID camera_create();
virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far);
virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far);
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virtual void camera_set_transform(RID p_camera,const Transform& p_transform);
virtual void camera_set_cull_mask(RID p_camera,uint32_t p_layers);
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virtual void camera_set_environment(RID p_camera,RID p_env);
virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::viewport
/* VIEWPORT TARGET API */
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BIND0R(RID,viewport_create)
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BIND3(viewport_set_size,RID,int ,int )
BIND2(viewport_set_active,RID ,bool )
BIND2(viewport_set_parent_viewport,RID,RID)
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BIND2(viewport_set_clear_mode,RID,ViewportClearMode )
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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)
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BIND1RC(RID,viewport_get_texture,RID )
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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 Matrix32& )
BIND2(viewport_set_transparent_background,RID ,bool )
BIND2(viewport_set_global_canvas_transform,RID,const Matrix32& )
BIND3(viewport_set_canvas_layer,RID ,RID ,int )
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/* ENVIRONMENT API */
virtual RID environment_create();
virtual void environment_set_background(RID p_env,EnvironmentBG p_bg);
virtual void environment_set_skybox(RID p_env,RID p_skybox,float p_energy=1.0);
virtual void environment_set_bg_color(RID p_env,const Color& p_color);
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0);
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virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode);
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
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virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,EnvironmentToneMapper p_tone_mapper);
virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness);
virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast);
virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
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/* SCENARIO API */
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virtual RID scenario_create();
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virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode);
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
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/* INSTANCING API */
// from can be mesh, light, area and portal so far.
virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far.
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virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far.
virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far.
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virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
virtual void instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID);
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virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight);
virtual void instance_set_surface_material(RID p_instance,int p_surface, RID p_material);
virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
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virtual void instance_set_exterior( RID p_instance, bool p_enabled );
virtual void instance_set_room( RID p_instance, RID p_room );
virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
// don't use these in a game!
virtual Vector<ObjectID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
virtual Vector<ObjectID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
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virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting);
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virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin);
virtual void instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance);
#undef BINDBASE
//from now on, calls forwarded to this singleton
#define BINDBASE VSG::canvas
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/* CANVAS (2D) */
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BIND0R(RID,canvas_create)
BIND3(canvas_set_item_mirroring,RID ,RID ,const Point2& )
BIND2(canvas_set_modulate,RID,const Color&)
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BIND0R(RID,canvas_item_create)
BIND2(canvas_item_set_parent,RID ,RID)
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BIND2(canvas_item_set_visible,RID,bool )
BIND2(canvas_item_set_light_mask,RID,int )
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BIND2(canvas_item_set_transform,RID, const Matrix32& )
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& )
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BIND2(canvas_item_set_draw_behind_parent,RID, bool )
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BIND6(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float ,bool )
BIND3(canvas_item_add_rect,RID, const Rect2& , const Color& )
BIND4(canvas_item_add_circle,RID, const Point2& , float ,const Color& )
BIND6(canvas_item_add_texture_rect,RID, const Rect2& , RID ,bool ,const Color& ,bool )
BIND6(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color& ,bool )
BIND10(canvas_item_add_nine_patch,RID, const Rect2& , const Rect2& , RID ,const Vector2& , const Vector2& ,NinePatchAxisMode , NinePatchAxisMode,bool ,const Color& )
BIND6(canvas_item_add_primitive,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ,float )
BIND5(canvas_item_add_polygon,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID )
BIND7(canvas_item_add_triangle_array,RID, const Vector<int>& , const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID , int)
BIND3(canvas_item_add_mesh,RID, const RID& ,RID )
BIND3(canvas_item_add_multimesh,RID, RID ,RID )
BIND2(canvas_item_add_set_transform,RID,const Matrix32& )
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 )
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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 Matrix32& )
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& )
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 Matrix32& )
BIND2(canvas_light_occluder_set_light_mask,RID,int )
BIND0R(RID,canvas_occluder_polygon_create)
BIND3(canvas_occluder_polygon_set_shape,RID,const DVector<Vector2>& ,bool)
BIND2(canvas_occluder_polygon_set_shape_as_lines,RID ,const DVector<Vector2>&)
BIND2(canvas_occluder_polygon_set_cull_mode,RID,CanvasOccluderPolygonCullMode)
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/* CURSOR */
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor=0, const Rect2 &p_region=Rect2());
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virtual void cursor_set_visible(bool p_visible, int p_cursor = 0);
virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0);
/* BLACK BARS */
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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);
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/* FREE */
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virtual void free( RID p_rid ); ///< free RIDs associated with the visual server
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/* EVENT QUEUING */
virtual void draw();
virtual void sync();
virtual bool has_changed() const;
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virtual void init();
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virtual void finish();
/* STATUS INFORMATION */
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virtual int get_render_info(RenderInfo p_info);
virtual RID get_test_cube();
/* TESTING */
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virtual void set_boot_image(const Image& p_image, const Color& p_color,bool p_scale);
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virtual void set_default_clear_color(const Color& p_color);
virtual bool has_feature(Features p_feature) const;
VisualServerRaster();
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~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 BIND10
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};
#endif