/*************************************************************************/ /* visual_server_wrap_mt.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.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_WRAP_MT_H #define VISUAL_SERVER_WRAP_MT_H #include "command_queue_mt.h" #include "os/thread.h" #include "servers/visual_server.h" /** @author Juan Linietsky */ class VisualServerWrapMT : public VisualServer { // the real visual server mutable VisualServer *visual_server; mutable CommandQueueMT command_queue; static void _thread_callback(void *_instance); void thread_loop(); Thread::ID server_thread; volatile bool exit; Thread *thread; volatile bool draw_thread_up; bool create_thread; Mutex *draw_mutex; int draw_pending; void thread_draw(); void thread_flush(); void thread_exit(); Mutex *alloc_mutex; int texture_pool_max_size; List texture_id_pool; int mesh_pool_max_size; List mesh_id_pool; //#define DEBUG_SYNC #ifdef DEBUG_SYNC #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__)); #else #define SYNC_DEBUG #endif public: #define ServerName VisualServer #define ServerNameWrapMT VisualServerWrapMT #define server_name visual_server #include "servers/server_wrap_mt_common.h" //FUNC0R(RID,texture_create); FUNCRID(texture); FUNC5(texture_allocate, RID, int, int, Image::Format, uint32_t); FUNC3(texture_set_data, RID, const Image &, CubeMapSide); FUNC2RC(Image, texture_get_data, RID, CubeMapSide); FUNC2(texture_set_flags, RID, uint32_t); FUNC1RC(Image::Format, texture_get_format, RID); FUNC1RC(uint32_t, texture_get_flags, RID); FUNC1RC(uint32_t, texture_get_width, RID); FUNC1RC(uint32_t, texture_get_height, RID); FUNC3(texture_set_size_override, RID, int, int); FUNC1RC(bool, texture_can_stream, RID); FUNC3C(texture_set_reload_hook, RID, ObjectID, const StringName &); FUNC2(texture_set_path, RID, const String &); FUNC1RC(String, texture_get_path, RID); FUNC1(texture_set_shrink_all_x2_on_set_data, bool); virtual void texture_debug_usage(List *r_info) { //pass directly, should lock the server anyway visual_server->texture_debug_usage(r_info); } /* SHADER API */ FUNC1R(RID, shader_create, ShaderMode); FUNC2(shader_set_mode, RID, ShaderMode); FUNC1RC(ShaderMode, shader_get_mode, RID); FUNC7(shader_set_code, RID, const String &, const String &, const String &, int, int, int); FUNC1RC(String, shader_get_vertex_code, RID); FUNC1RC(String, shader_get_fragment_code, RID); FUNC1RC(String, shader_get_light_code, RID); FUNC2SC(shader_get_param_list, RID, List *); FUNC3(shader_set_default_texture_param, RID, const StringName &, RID); FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &); /*virtual void shader_get_param_list(RID p_shader, List *p_param_list) { if (Thread::get_caller_ID()!=server_thread) { command_queue.push_and_sync( visual_server, &VisualServer::shader_get_param_list,p_shader,p_param_list); } else { visual_server->m_type(p1, p2, p3, p4, p5); } }*/ // virtual void shader_get_param_list(RID p_shader, List *p_param_list); /* COMMON MATERIAL API */ FUNC0R(RID, material_create); FUNC2(material_set_shader, RID, RID); FUNC1RC(RID, material_get_shader, RID); FUNC3(material_set_param, RID, const StringName &, const Variant &); FUNC2RC(Variant, material_get_param, RID, const StringName &); FUNC3(material_set_flag, RID, MaterialFlag, bool); FUNC2RC(bool, material_get_flag, RID, MaterialFlag); FUNC2(material_set_depth_draw_mode, RID, MaterialDepthDrawMode); FUNC1RC(MaterialDepthDrawMode, material_get_depth_draw_mode, RID); FUNC2(material_set_blend_mode, RID, MaterialBlendMode); FUNC1RC(MaterialBlendMode, material_get_blend_mode, RID); FUNC2(material_set_line_width, RID, float); FUNC1RC(float, material_get_line_width, RID); /* FIXED MATERIAL */ FUNC0R(RID, fixed_material_create); FUNC3(fixed_material_set_flag, RID, FixedMaterialFlags, bool); FUNC2RC(bool, fixed_material_get_flag, RID, FixedMaterialFlags); FUNC3(fixed_material_set_param, RID, FixedMaterialParam, const Variant &); FUNC2RC(Variant, fixed_material_get_param, RID, FixedMaterialParam); FUNC3(fixed_material_set_texture, RID, FixedMaterialParam, RID); FUNC2RC(RID, fixed_material_get_texture, RID, FixedMaterialParam); FUNC3(fixed_material_set_texcoord_mode, RID, FixedMaterialParam, FixedMaterialTexCoordMode); FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode, RID, FixedMaterialParam); FUNC2(fixed_material_set_light_shader, RID, FixedMaterialLightShader); FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader, RID); FUNC2(fixed_material_set_uv_transform, RID, const Transform &); FUNC1RC(Transform, fixed_material_get_uv_transform, RID); FUNC2(fixed_material_set_point_size, RID, float); FUNC1RC(float, fixed_material_get_point_size, RID); /* SURFACE API */ FUNCRID(mesh); FUNC2(mesh_set_morph_target_count, RID, int); FUNC1RC(int, mesh_get_morph_target_count, RID); FUNC2(mesh_set_morph_target_mode, RID, MorphTargetMode); FUNC1RC(MorphTargetMode, mesh_get_morph_target_mode, RID); FUNC2(mesh_add_custom_surface, RID, const Variant &); //this is used by each platform in a different way FUNC5(mesh_add_surface, RID, PrimitiveType, const Array &, const Array &, bool); FUNC2RC(Array, mesh_get_surface_arrays, RID, int); FUNC2RC(Array, mesh_get_surface_morph_arrays, RID, int); FUNC4(mesh_surface_set_material, RID, int, RID, bool); FUNC2RC(RID, mesh_surface_get_material, RID, int); FUNC2RC(int, mesh_surface_get_array_len, RID, int); FUNC2RC(int, mesh_surface_get_array_index_len, RID, int); FUNC2RC(uint32_t, mesh_surface_get_format, RID, int); FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int); FUNC2(mesh_remove_surface, RID, int); FUNC1RC(int, mesh_get_surface_count, RID); FUNC1(mesh_clear, RID); FUNC2(mesh_set_custom_aabb, RID, const AABB &); FUNC1RC(AABB, mesh_get_custom_aabb, RID); /* MULTIMESH API */ FUNC0R(RID, multimesh_create); FUNC2(multimesh_set_instance_count, RID, int); FUNC1RC(int, multimesh_get_instance_count, RID); FUNC2(multimesh_set_mesh, RID, RID); FUNC2(multimesh_set_aabb, RID, const AABB &); FUNC3(multimesh_instance_set_transform, RID, int, const Transform &); FUNC3(multimesh_instance_set_color, RID, int, const Color &); FUNC1RC(RID, multimesh_get_mesh, RID); FUNC2RC(AABB, multimesh_get_aabb, RID, const AABB &); FUNC2RC(Transform, multimesh_instance_get_transform, RID, int); FUNC2RC(Color, multimesh_instance_get_color, RID, int); FUNC2(multimesh_set_visible_instances, RID, int); FUNC1RC(int, multimesh_get_visible_instances, RID); /* IMMEDIATE API */ FUNC0R(RID, immediate_create); FUNC3(immediate_begin, RID, PrimitiveType, RID); FUNC2(immediate_vertex, RID, const Vector3 &); FUNC2(immediate_normal, RID, const Vector3 &); FUNC2(immediate_tangent, RID, const Plane &); FUNC2(immediate_color, RID, const Color &); FUNC2(immediate_uv, RID, const Vector2 &); FUNC2(immediate_uv2, RID, const Vector2 &); FUNC1(immediate_end, RID); FUNC1(immediate_clear, RID); FUNC2(immediate_set_material, RID, RID); FUNC1RC(RID, immediate_get_material, RID); /* PARTICLES API */ FUNC0R(RID, particles_create); FUNC2(particles_set_amount, RID, int); FUNC1RC(int, particles_get_amount, RID); FUNC2(particles_set_emitting, RID, bool); FUNC1RC(bool, particles_is_emitting, RID); FUNC2(particles_set_visibility_aabb, RID, const AABB &); FUNC1RC(AABB, particles_get_visibility_aabb, RID); FUNC2(particles_set_emission_half_extents, RID, const Vector3 &); FUNC1RC(Vector3, particles_get_emission_half_extents, RID); FUNC2(particles_set_emission_base_velocity, RID, const Vector3 &); FUNC1RC(Vector3, particles_get_emission_base_velocity, RID); FUNC2(particles_set_emission_points, RID, const DVector &); FUNC1RC(DVector, particles_get_emission_points, RID); FUNC2(particles_set_gravity_normal, RID, const Vector3 &); FUNC1RC(Vector3, particles_get_gravity_normal, RID); FUNC3(particles_set_variable, RID, ParticleVariable, float); FUNC2RC(float, particles_get_variable, RID, ParticleVariable); FUNC3(particles_set_randomness, RID, ParticleVariable, float); FUNC2RC(float, particles_get_randomness, RID, ParticleVariable); FUNC3(particles_set_color_phase_pos, RID, int, float); FUNC2RC(float, particles_get_color_phase_pos, RID, int); FUNC2(particles_set_color_phases, RID, int); FUNC1RC(int, particles_get_color_phases, RID); FUNC3(particles_set_color_phase_color, RID, int, const Color &); FUNC2RC(Color, particles_get_color_phase_color, RID, int); FUNC2(particles_set_attractors, RID, int); FUNC1RC(int, particles_get_attractors, RID); FUNC3(particles_set_attractor_pos, RID, int, const Vector3 &); FUNC2RC(Vector3, particles_get_attractor_pos, RID, int); FUNC3(particles_set_attractor_strength, RID, int, float); FUNC2RC(float, particles_get_attractor_strength, RID, int); FUNC3(particles_set_material, RID, RID, bool); FUNC1RC(RID, particles_get_material, RID); FUNC2(particles_set_height_from_velocity, RID, bool); FUNC1RC(bool, particles_has_height_from_velocity, RID); FUNC2(particles_set_use_local_coordinates, RID, bool); FUNC1RC(bool, particles_is_using_local_coordinates, RID); /* Light API */ FUNC1R(RID, light_create, LightType); FUNC1RC(LightType, light_get_type, RID); FUNC3(light_set_color, RID, LightColor, const Color &); FUNC2RC(Color, light_get_color, RID, LightColor); FUNC2(light_set_shadow, RID, bool); FUNC1RC(bool, light_has_shadow, RID); FUNC2(light_set_volumetric, RID, bool); FUNC1RC(bool, light_is_volumetric, RID); FUNC2(light_set_projector, RID, RID); FUNC1RC(RID, light_get_projector, RID); FUNC3(light_set_param, RID, LightParam, float); FUNC2RC(float, light_get_param, RID, LightParam); FUNC2(light_set_operator, RID, LightOp); FUNC1RC(LightOp, light_get_operator, RID); FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode); FUNC1RC(LightOmniShadowMode, light_omni_get_shadow_mode, RID); FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode); FUNC1RC(LightDirectionalShadowMode, light_directional_get_shadow_mode, RID); FUNC3(light_directional_set_shadow_param, RID, LightDirectionalShadowParam, float); FUNC2RC(float, light_directional_get_shadow_param, RID, LightDirectionalShadowParam); /* SKELETON API */ FUNC0R(RID, skeleton_create); FUNC2(skeleton_resize, RID, int); FUNC1RC(int, skeleton_get_bone_count, RID); FUNC3(skeleton_bone_set_transform, RID, int, const Transform &); FUNC2R(Transform, skeleton_bone_get_transform, RID, int); /* ROOM API */ FUNC0R(RID, room_create); FUNC2(room_set_bounds, RID, const BSP_Tree &); FUNC1RC(BSP_Tree, room_get_bounds, RID); /* PORTAL API */ FUNC0R(RID, portal_create); FUNC2(portal_set_shape, RID, const Vector &); FUNC1RC(Vector, portal_get_shape, RID); FUNC2(portal_set_enabled, RID, bool); FUNC1RC(bool, portal_is_enabled, RID); FUNC2(portal_set_disable_distance, RID, float); FUNC1RC(float, portal_get_disable_distance, RID); FUNC2(portal_set_disabled_color, RID, const Color &); FUNC1RC(Color, portal_get_disabled_color, RID); FUNC2(portal_set_connect_range, RID, float); FUNC1RC(float, portal_get_connect_range, RID); FUNC0R(RID, baked_light_create); FUNC2(baked_light_set_mode, RID, BakedLightMode); FUNC1RC(BakedLightMode, baked_light_get_mode, RID); FUNC2(baked_light_set_octree, RID, DVector); FUNC1RC(DVector, baked_light_get_octree, RID); FUNC2(baked_light_set_light, RID, DVector); FUNC1RC(DVector, baked_light_get_light, RID); FUNC2(baked_light_set_sampler_octree, RID, const DVector &); FUNC1RC(DVector, baked_light_get_sampler_octree, RID); FUNC2(baked_light_set_lightmap_multiplier, RID, float); FUNC1RC(float, baked_light_get_lightmap_multiplier, RID); FUNC3(baked_light_add_lightmap, RID, RID, int); FUNC1(baked_light_clear_lightmaps, RID); FUNC2(baked_light_set_realtime_color_enabled, RID, const bool); FUNC1RC(bool, baked_light_get_realtime_color_enabled, RID); FUNC2(baked_light_set_realtime_color, RID, const Color &); FUNC1RC(Color, baked_light_get_realtime_color, RID); FUNC2(baked_light_set_realtime_energy, RID, const float); FUNC1RC(float, baked_light_get_realtime_energy, RID); FUNC0R(RID, baked_light_sampler_create); FUNC3(baked_light_sampler_set_param, RID, BakedLightSamplerParam, float); FUNC2RC(float, baked_light_sampler_get_param, RID, BakedLightSamplerParam); FUNC2(baked_light_sampler_set_resolution, RID, int); FUNC1RC(int, baked_light_sampler_get_resolution, RID); /* CAMERA API */ FUNC0R(RID, camera_create); FUNC4(camera_set_perspective, RID, float, float, float); FUNC4(camera_set_orthogonal, RID, float, float, float); FUNC2(camera_set_transform, RID, const Transform &); FUNC2(camera_set_visible_layers, RID, uint32_t); FUNC1RC(uint32_t, camera_get_visible_layers, RID); FUNC2(camera_set_environment, RID, RID); FUNC1RC(RID, camera_get_environment, RID); FUNC2(camera_set_use_vertical_aspect, RID, bool); FUNC2RC(bool, camera_is_using_vertical_aspect, RID, bool); /* VIEWPORT API */ FUNC0R(RID, viewport_create); FUNC2(viewport_attach_to_screen, RID, int); FUNC1(viewport_detach, RID); FUNC2(viewport_set_as_render_target, RID, bool); FUNC2(viewport_set_render_target_update_mode, RID, RenderTargetUpdateMode); FUNC1RC(RenderTargetUpdateMode, viewport_get_render_target_update_mode, RID); FUNC1RC(RID, viewport_get_render_target_texture, RID); FUNC2(viewport_set_render_target_vflip, RID, bool); FUNC1RC(bool, viewport_get_render_target_vflip, RID); FUNC2(viewport_set_render_target_to_screen_rect, RID, const Rect2 &); FUNC2(viewport_set_render_target_clear_on_new_frame, RID, bool); FUNC1RC(bool, viewport_get_render_target_clear_on_new_frame, RID); FUNC1(viewport_render_target_clear, RID); FUNC1(viewport_queue_screen_capture, RID); FUNC1RC(Image, viewport_get_screen_capture, RID); FUNC2(viewport_set_rect, RID, const ViewportRect &); FUNC1RC(ViewportRect, viewport_get_rect, RID); FUNC2(viewport_set_hide_scenario, RID, bool); FUNC2(viewport_set_hide_canvas, RID, bool); FUNC2(viewport_attach_camera, RID, RID); FUNC2(viewport_set_scenario, RID, RID); FUNC2(viewport_set_disable_environment, RID, bool); FUNC1RC(RID, viewport_get_attached_camera, RID); FUNC1RC(RID, viewport_get_scenario, RID); FUNC2(viewport_attach_canvas, RID, RID); FUNC2(viewport_remove_canvas, RID, RID); FUNC3(viewport_set_canvas_transform, RID, RID, const Matrix32 &); FUNC2RC(Matrix32, viewport_get_canvas_transform, RID, RID); FUNC2(viewport_set_global_canvas_transform, RID, const Matrix32 &); FUNC1RC(Matrix32, viewport_get_global_canvas_transform, RID); FUNC3(viewport_set_canvas_layer, RID, RID, int); FUNC2(viewport_set_transparent_background, RID, bool); FUNC1RC(bool, viewport_has_transparent_background, RID); /* ENVIRONMENT API */ FUNC0R(RID, environment_create); FUNC2(environment_set_background, RID, EnvironmentBG); FUNC1RC(EnvironmentBG, environment_get_background, RID); FUNC3(environment_set_background_param, RID, EnvironmentBGParam, const Variant &); FUNC2RC(Variant, environment_get_background_param, RID, EnvironmentBGParam); FUNC3(environment_set_enable_fx, RID, EnvironmentFx, bool); FUNC2RC(bool, environment_is_fx_enabled, RID, EnvironmentFx); FUNC3(environment_fx_set_param, RID, EnvironmentFxParam, const Variant &); FUNC2RC(Variant, environment_fx_get_param, RID, EnvironmentFxParam); /* SCENARIO API */ FUNC0R(RID, scenario_create); FUNC2(scenario_set_debug, RID, ScenarioDebugMode); FUNC2(scenario_set_environment, RID, RID); FUNC2RC(RID, scenario_get_environment, RID, RID); FUNC2(scenario_set_fallback_environment, RID, RID); /* INSTANCING API */ FUNC0R(RID, instance_create); FUNC2(instance_set_base, RID, RID); FUNC1RC(RID, instance_get_base, RID); FUNC2(instance_set_scenario, RID, RID); FUNC1RC(RID, instance_get_scenario, RID); FUNC2(instance_set_layer_mask, RID, uint32_t); FUNC1RC(uint32_t, instance_get_layer_mask, RID); FUNC1RC(AABB, instance_get_base_aabb, RID); FUNC2(instance_attach_object_instance_ID, RID, uint32_t); FUNC1RC(uint32_t, instance_get_object_instance_ID, RID); FUNC2(instance_attach_skeleton, RID, RID); FUNC1RC(RID, instance_get_skeleton, RID); FUNC3(instance_set_morph_target_weight, RID, int, float); FUNC2RC(float, instance_get_morph_target_weight, RID, int); FUNC3(instance_set_surface_material, RID, int, RID); FUNC2(instance_set_transform, RID, const Transform &); FUNC1RC(Transform, instance_get_transform, RID); FUNC2(instance_set_exterior, RID, bool); FUNC1RC(bool, instance_is_exterior, RID); FUNC2(instance_set_room, RID, RID); FUNC1RC(RID, instance_get_room, RID); FUNC2(instance_set_extra_visibility_margin, RID, real_t); FUNC1RC(real_t, instance_get_extra_visibility_margin, RID); FUNC2RC(Vector, instances_cull_aabb, const AABB &, RID); FUNC3RC(Vector, instances_cull_ray, const Vector3 &, const Vector3 &, RID); FUNC2RC(Vector, instances_cull_convex, const Vector &, RID); FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool); FUNC2RC(bool, instance_geometry_get_flag, RID, InstanceFlags); FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting); FUNC1RC(ShadowCastingSetting, instance_geometry_get_cast_shadows_setting, RID); FUNC2(instance_geometry_set_material_override, RID, RID); FUNC1RC(RID, instance_geometry_get_material_override, RID); FUNC3(instance_geometry_set_draw_range, RID, float, float); FUNC1RC(float, instance_geometry_get_draw_range_max, RID); FUNC1RC(float, instance_geometry_get_draw_range_min, RID); FUNC2(instance_geometry_set_baked_light, RID, RID); FUNC1RC(RID, instance_geometry_get_baked_light, RID); FUNC2(instance_geometry_set_baked_light_sampler, RID, RID); FUNC1RC(RID, instance_geometry_get_baked_light_sampler, RID); FUNC2(instance_geometry_set_baked_light_texture_index, RID, int); FUNC1RC(int, instance_geometry_get_baked_light_texture_index, RID); FUNC2(instance_light_set_enabled, RID, bool); FUNC1RC(bool, instance_light_is_enabled, RID); /* CANVAS (2D) */ FUNC0R(RID, canvas_create); FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &); FUNC2RC(Point2, canvas_get_item_mirroring, RID, RID); FUNC2(canvas_set_modulate, RID, const Color &); FUNC0R(RID, canvas_item_create); FUNC2(canvas_item_set_parent, RID, RID); FUNC1RC(RID, canvas_item_get_parent, RID); FUNC2(canvas_item_set_visible, RID, bool); FUNC1RC(bool, canvas_item_is_visible, RID); FUNC2(canvas_item_set_blend_mode, RID, MaterialBlendMode); FUNC2(canvas_item_set_light_mask, RID, int); //FUNC(canvas_item_set_rect,RID, const Rect2& p_rect); FUNC2(canvas_item_set_transform, RID, const Matrix32 &); FUNC2(canvas_item_set_clip, RID, bool); FUNC2(canvas_item_set_distance_field_mode, RID, bool); FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &); FUNC2(canvas_item_set_opacity, RID, float); FUNC2RC(float, canvas_item_get_opacity, RID, float); FUNC2(canvas_item_set_on_top, RID, bool); FUNC1RC(bool, canvas_item_is_on_top, RID); FUNC2(canvas_item_set_self_opacity, RID, float); FUNC2RC(float, canvas_item_get_self_opacity, RID, float); FUNC2(canvas_item_attach_viewport, RID, RID); FUNC5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float); FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &); FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &); FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool); FUNC6(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool); FUNC8(canvas_item_add_style_box, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, bool, const Color &); FUNC6(canvas_item_add_primitive, RID, const Vector &, const Vector &, const Vector &, RID, float); FUNC5(canvas_item_add_polygon, RID, const Vector &, const Vector &, const Vector &, RID); FUNC7(canvas_item_add_triangle_array, RID, const Vector &, const Vector &, const Vector &, const Vector &, RID, int); FUNC7(canvas_item_add_triangle_array_ptr, RID, int, const int *, const Point2 *, const Color *, const Point2 *, RID); FUNC2(canvas_item_add_set_transform, RID, const Matrix32 &); FUNC2(canvas_item_add_set_blend_mode, RID, MaterialBlendMode); FUNC2(canvas_item_add_clip_ignore, RID, bool); FUNC2(canvas_item_set_sort_children_by_y, RID, bool); FUNC2(canvas_item_set_z, RID, int); FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool); FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &); FUNC2(canvas_item_set_material, RID, RID); FUNC2(canvas_item_set_use_parent_material, RID, bool); FUNC1(canvas_item_clear, RID); FUNC1(canvas_item_raise, RID); /* CANVAS LIGHT */ FUNC0R(RID, canvas_light_create); FUNC2(canvas_light_attach_to_canvas, RID, RID); FUNC2(canvas_light_set_enabled, RID, bool); FUNC2(canvas_light_set_transform, RID, const Matrix32 &); FUNC2(canvas_light_set_scale, RID, float); FUNC2(canvas_light_set_texture, RID, RID); FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &); FUNC2(canvas_light_set_color, RID, const Color &); FUNC2(canvas_light_set_height, RID, float); FUNC2(canvas_light_set_energy, RID, float); FUNC3(canvas_light_set_layer_range, RID, int, int); FUNC3(canvas_light_set_z_range, RID, int, int); FUNC2(canvas_light_set_item_mask, RID, int); FUNC2(canvas_light_set_item_shadow_mask, RID, int); FUNC2(canvas_light_set_mode, RID, CanvasLightMode); FUNC2(canvas_light_set_shadow_enabled, RID, bool); FUNC2(canvas_light_set_shadow_buffer_size, RID, int); FUNC2(canvas_light_set_shadow_esm_multiplier, RID, float); FUNC2(canvas_light_set_shadow_color, RID, const Color &); /* CANVAS OCCLUDER */ FUNC0R(RID, canvas_light_occluder_create); FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID); FUNC2(canvas_light_occluder_set_enabled, RID, bool); FUNC2(canvas_light_occluder_set_polygon, RID, RID); FUNC2(canvas_light_occluder_set_transform, RID, const Matrix32 &); FUNC2(canvas_light_occluder_set_light_mask, RID, int); FUNC0R(RID, canvas_occluder_polygon_create); FUNC3(canvas_occluder_polygon_set_shape, RID, const DVector &, bool); FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const DVector &); FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode); /* CANVAS MATERIAL */ FUNC0R(RID, canvas_item_material_create); FUNC2(canvas_item_material_set_shader, RID, RID); FUNC3(canvas_item_material_set_shader_param, RID, const StringName &, const Variant &); FUNC2RC(Variant, canvas_item_material_get_shader_param, RID, const StringName &); FUNC2(canvas_item_material_set_shading_mode, RID, CanvasItemShadingMode); /* CURSOR */ FUNC2(cursor_set_rotation, float, int); // radians FUNC4(cursor_set_texture, RID, const Point2 &, int, const Rect2 &); FUNC2(cursor_set_visible, bool, int); FUNC2(cursor_set_pos, const Point2 &, int); /* BLACK BARS */ FUNC4(black_bars_set_margins, int, int, int, int); FUNC4(black_bars_set_images, RID, RID, RID, RID); /* FREE */ FUNC1(free, RID); /* CUSTOM SHADE MODEL */ FUNC2(custom_shade_model_set_shader, int, RID); FUNC1RC(RID, custom_shade_model_get_shader, int); FUNC2(custom_shade_model_set_name, int, const String &); FUNC1RC(String, custom_shade_model_get_name, int); FUNC2(custom_shade_model_set_param_info, int, const List &); FUNC2SC(custom_shade_model_get_param_info, int, List *); /* EVENT QUEUING */ virtual void init(); virtual void finish(); virtual void draw(); virtual void sync(); FUNC0RC(bool, has_changed); /* RENDER INFO */ FUNC1R(int, get_render_info, RenderInfo); virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); } FUNC3(set_boot_image, const Image &, const Color &, bool); FUNC1(set_default_clear_color, const Color &); FUNC0RC(Color, get_default_clear_color); FUNC0R(RID, get_test_cube); VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread); ~VisualServerWrapMT(); #undef ServerName #undef ServerNameWrapMT #undef server_name }; #ifdef DEBUG_SYNC #undef DEBUG_SYNC #endif #undef SYNC_DEBUG #endif