/*************************************************************************/ /* visual_server.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "visual_server.h" #include "method_bind_ext.gen.inc" #include "project_settings.h" VisualServer *VisualServer::singleton = NULL; VisualServer *(*VisualServer::create_func)() = NULL; VisualServer *VisualServer::get_singleton() { return singleton; } VisualServer *VisualServer::create() { ERR_FAIL_COND_V(singleton, NULL); if (create_func) return create_func(); return NULL; } RID VisualServer::texture_create_from_image(const Ref &p_image, uint32_t p_flags) { ERR_FAIL_COND_V(!p_image.is_valid(), RID()); RID texture = texture_create(); texture_allocate(texture, p_image->get_width(), p_image->get_height(), p_image->get_format(), p_flags); //if it has mipmaps, use, else generate ERR_FAIL_COND_V(!texture.is_valid(), texture); texture_set_data(texture, p_image); return texture; } Array VisualServer::_texture_debug_usage_bind() { List list; texture_debug_usage(&list); Array arr; for (const List::Element *E = list.front(); E; E = E->next()) { Dictionary dict; dict["texture"] = E->get().texture; dict["size"] = E->get().size; dict["format"] = E->get().format; dict["bytes"] = E->get().bytes; dict["path"] = E->get().path; arr.push_back(dict); } return arr; } Array VisualServer::_shader_get_param_list_bind(RID p_shader) const { List l; shader_get_param_list(p_shader, &l); return convert_property_list(&l); } static Array to_array(const Vector &ids) { Array a; a.resize(ids.size()); for (int i = 0; i < ids.size(); ++i) { a[i] = ids[i]; } return a; } Array VisualServer::_instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario) const { Vector ids = instances_cull_aabb(p_aabb, p_scenario); return to_array(ids); } Array VisualServer::_instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const { Vector ids = instances_cull_ray(p_from, p_to, p_scenario); return to_array(ids); } Array VisualServer::_instances_cull_convex_bind(const Array &p_convex, RID p_scenario) const { Vector planes; for (int i = 0; i < p_convex.size(); ++i) { Variant v = p_convex[i]; ERR_FAIL_COND_V(v.get_type() != Variant::PLANE, Array()); planes.push_back(v); } Vector ids = instances_cull_convex(planes, p_scenario); return to_array(ids); } RID VisualServer::get_test_texture() { if (test_texture.is_valid()) { return test_texture; }; #define TEST_TEXTURE_SIZE 256 PoolVector test_data; test_data.resize(TEST_TEXTURE_SIZE * TEST_TEXTURE_SIZE * 3); { PoolVector::Write w = test_data.write(); for (int x = 0; x < TEST_TEXTURE_SIZE; x++) { for (int y = 0; y < TEST_TEXTURE_SIZE; y++) { Color c; int r = 255 - (x + y) / 2; if ((x % (TEST_TEXTURE_SIZE / 8)) < 2 || (y % (TEST_TEXTURE_SIZE / 8)) < 2) { c.r = y; c.g = r; c.b = x; } else { c.r = r; c.g = x; c.b = y; } w[(y * TEST_TEXTURE_SIZE + x) * 3 + 0] = uint8_t(CLAMP(c.r * 255, 0, 255)); w[(y * TEST_TEXTURE_SIZE + x) * 3 + 1] = uint8_t(CLAMP(c.g * 255, 0, 255)); w[(y * TEST_TEXTURE_SIZE + x) * 3 + 2] = uint8_t(CLAMP(c.b * 255, 0, 255)); } } } Ref data = memnew(Image(TEST_TEXTURE_SIZE, TEST_TEXTURE_SIZE, false, Image::FORMAT_RGB8, test_data)); test_texture = texture_create_from_image(data); return test_texture; } void VisualServer::_free_internal_rids() { if (test_texture.is_valid()) free(test_texture); if (white_texture.is_valid()) free(white_texture); if (test_material.is_valid()) free(test_material); } RID VisualServer::_make_test_cube() { PoolVector vertices; PoolVector normals; PoolVector tangents; PoolVector uvs; int vtx_idx = 0; #define ADD_VTX(m_idx) \ vertices.push_back(face_points[m_idx]); \ normals.push_back(normal_points[m_idx]); \ tangents.push_back(normal_points[m_idx][1]); \ tangents.push_back(normal_points[m_idx][2]); \ tangents.push_back(normal_points[m_idx][0]); \ tangents.push_back(1.0); \ uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0)); \ vtx_idx++; for (int i = 0; i < 6; i++) { Vector3 face_points[4]; Vector3 normal_points[4]; float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 }; for (int j = 0; j < 4; j++) { float v[3]; v[0] = 1.0; v[1] = 1 - 2 * ((j >> 1) & 1); v[2] = v[1] * (1 - 2 * (j & 1)); for (int k = 0; k < 3; k++) { if (i < 3) face_points[j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1); else face_points[3 - j][(i + k) % 3] = v[k] * (i >= 3 ? -1 : 1); } normal_points[j] = Vector3(); normal_points[j][i % 3] = (i >= 3 ? -1 : 1); } //tri 1 ADD_VTX(0); ADD_VTX(1); ADD_VTX(2); //tri 2 ADD_VTX(2); ADD_VTX(3); ADD_VTX(0); } RID test_cube = mesh_create(); Array d; d.resize(VS::ARRAY_MAX); d[VisualServer::ARRAY_NORMAL] = normals; d[VisualServer::ARRAY_TANGENT] = tangents; d[VisualServer::ARRAY_TEX_UV] = uvs; d[VisualServer::ARRAY_VERTEX] = vertices; PoolVector indices; indices.resize(vertices.size()); for (int i = 0; i < vertices.size(); i++) indices.set(i, i); d[VisualServer::ARRAY_INDEX] = indices; mesh_add_surface_from_arrays(test_cube, PRIMITIVE_TRIANGLES, d); /* test_material = fixed_material_create(); //material_set_flag(material, MATERIAL_FLAG_BILLBOARD_TOGGLE,true); fixed_material_set_texture( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, get_test_texture() ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR_EXP, 70 ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_EMISSION, Color(0.2,0.2,0.2) ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, Color(1, 1, 1) ); fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR, Color(1,1,1) ); */ mesh_surface_set_material(test_cube, 0, test_material); return test_cube; } RID VisualServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) { PoolVector vertices; PoolVector normals; for (int i = 1; i <= p_lats; i++) { double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats); double z0 = Math::sin(lat0); double zr0 = Math::cos(lat0); double lat1 = Math_PI * (-0.5 + (double)i / p_lats); double z1 = Math::sin(lat1); double zr1 = Math::cos(lat1); for (int j = p_lons; j >= 1; j--) { double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons; double x0 = Math::cos(lng0); double y0 = Math::sin(lng0); double lng1 = 2 * Math_PI * (double)(j) / p_lons; double x1 = Math::cos(lng1); double y1 = Math::sin(lng1); Vector3 v[4] = { Vector3(x1 * zr0, z0, y1 * zr0), Vector3(x1 * zr1, z1, y1 * zr1), Vector3(x0 * zr1, z1, y0 * zr1), Vector3(x0 * zr0, z0, y0 * zr0) }; #define ADD_POINT(m_idx) \ normals.push_back(v[m_idx]); \ vertices.push_back(v[m_idx] * p_radius); ADD_POINT(0); ADD_POINT(1); ADD_POINT(2); ADD_POINT(2); ADD_POINT(3); ADD_POINT(0); } } RID mesh = mesh_create(); Array d; d.resize(VS::ARRAY_MAX); d[ARRAY_VERTEX] = vertices; d[ARRAY_NORMAL] = normals; mesh_add_surface_from_arrays(mesh, PRIMITIVE_TRIANGLES, d); return mesh; } RID VisualServer::get_white_texture() { if (white_texture.is_valid()) return white_texture; PoolVector wt; wt.resize(16 * 3); { PoolVector::Write w = wt.write(); for (int i = 0; i < 16 * 3; i++) w[i] = 255; } Ref white = memnew(Image(4, 4, 0, Image::FORMAT_RGB8, wt)); white_texture = texture_create(); texture_allocate(white_texture, 4, 4, Image::FORMAT_RGB8); texture_set_data(white_texture, white); return white_texture; } #define SMALL_VEC2 Vector2(0.00001, 0.00001) #define SMALL_VEC3 Vector3(0.00001, 0.00001, 0.00001) Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, PoolVector &r_vertex_array, int p_vertex_array_len, PoolVector &r_index_array, int p_index_array_len, AABB &r_aabb, Vector r_bone_aabb) { PoolVector::Write vw = r_vertex_array.write(); PoolVector::Write iw; if (r_index_array.size()) { iw = r_index_array.write(); } int max_bone = 0; for (int ai = 0; ai < VS::ARRAY_MAX; ai++) { if (!(p_format & (1 << ai))) // no array continue; switch (ai) { case VS::ARRAY_VERTEX: { if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) { PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Vector2 *src = read.ptr(); // setting vertices means regenerating the AABB Rect2 aabb; if (p_format & ARRAY_COMPRESS_VERTEX) { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t vector[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(uint16_t) * 2); if (i == 0) { aabb = Rect2(src[i], SMALL_VEC2); //must have a bit of size } else { aabb.expand_to(src[i]); } } } else { for (int i = 0; i < p_vertex_array_len; i++) { float vector[2] = { src[i].x, src[i].y }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(float) * 2); if (i == 0) { aabb = Rect2(src[i], SMALL_VEC2); //must have a bit of size } else { aabb.expand_to(src[i]); } } } r_aabb = AABB(Vector3(aabb.position.x, aabb.position.y, 0), Vector3(aabb.size.x, aabb.size.y, 0)); } else { PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Vector3 *src = read.ptr(); // setting vertices means regenerating the AABB AABB aabb; if (p_format & ARRAY_COMPRESS_VERTEX) { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t vector[4] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y), Math::make_half_float(src[i].z), Math::make_half_float(1.0) }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(uint16_t) * 4); if (i == 0) { aabb = AABB(src[i], SMALL_VEC3); } else { aabb.expand_to(src[i]); } } } else { for (int i = 0; i < p_vertex_array_len; i++) { float vector[3] = { src[i].x, src[i].y, src[i].z }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(float) * 3); if (i == 0) { aabb = AABB(src[i], SMALL_VEC3); } else { aabb.expand_to(src[i]); } } } r_aabb = aabb; } } break; case VS::ARRAY_NORMAL: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Vector3 *src = read.ptr(); // setting vertices means regenerating the AABB if (p_format & ARRAY_COMPRESS_NORMAL) { for (int i = 0; i < p_vertex_array_len; i++) { int8_t vector[4] = { (int8_t)CLAMP(src[i].x * 127, -128, 127), (int8_t)CLAMP(src[i].y * 127, -128, 127), (int8_t)CLAMP(src[i].z * 127, -128, 127), 0, }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, 4); } } else { for (int i = 0; i < p_vertex_array_len; i++) { float vector[3] = { src[i].x, src[i].y, src[i].z }; copymem(&vw[p_offsets[ai] + i * p_stride], vector, 3 * 4); } } } break; case VS::ARRAY_TANGENT: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const real_t *src = read.ptr(); if (p_format & ARRAY_COMPRESS_TANGENT) { for (int i = 0; i < p_vertex_array_len; i++) { uint8_t xyzw[4] = { (uint8_t)CLAMP(src[i * 4 + 0] * 127, -128, 127), (uint8_t)CLAMP(src[i * 4 + 1] * 127, -128, 127), (uint8_t)CLAMP(src[i * 4 + 2] * 127, -128, 127), (uint8_t)CLAMP(src[i * 4 + 3] * 127, -128, 127) }; copymem(&vw[p_offsets[ai] + i * p_stride], xyzw, 4); } } else { for (int i = 0; i < p_vertex_array_len; i++) { float xyzw[4] = { src[i * 4 + 0], src[i * 4 + 1], src[i * 4 + 2], src[i * 4 + 3] }; copymem(&vw[p_offsets[ai] + i * p_stride], xyzw, 4 * 4); } } } break; case VS::ARRAY_COLOR: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_COLOR_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Color *src = read.ptr(); if (p_format & ARRAY_COMPRESS_COLOR) { for (int i = 0; i < p_vertex_array_len; i++) { uint8_t colors[4]; for (int j = 0; j < 4; j++) { colors[j] = CLAMP(int((src[i][j]) * 255.0), 0, 255); } copymem(&vw[p_offsets[ai] + i * p_stride], colors, 4); } } else { for (int i = 0; i < p_vertex_array_len; i++) { copymem(&vw[p_offsets[ai] + i * p_stride], &src[i], 4 * 4); } } } break; case VS::ARRAY_TEX_UV: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::POOL_VECTOR2_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Vector2 *src = read.ptr(); if (p_format & ARRAY_COMPRESS_TEX_UV) { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) }; copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2); } } else { for (int i = 0; i < p_vertex_array_len; i++) { float uv[2] = { src[i].x, src[i].y }; copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4); } } } break; case VS::ARRAY_TEX_UV2: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::POOL_VECTOR2_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const Vector2 *src = read.ptr(); if (p_format & ARRAY_COMPRESS_TEX_UV2) { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) }; copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2); } } else { for (int i = 0; i < p_vertex_array_len; i++) { float uv[2] = { src[i].x, src[i].y }; copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4); } } } break; case VS::ARRAY_WEIGHTS: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const real_t *src = read.ptr(); if (p_format & ARRAY_COMPRESS_WEIGHTS) { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t data[VS::ARRAY_WEIGHTS_SIZE]; for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j] * 65535, 0, 65535); } copymem(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4); } } else { for (int i = 0; i < p_vertex_array_len; i++) { float data[VS::ARRAY_WEIGHTS_SIZE]; for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j]; } copymem(&vw[p_offsets[ai] + i * p_stride], data, 4 * 4); } } } break; case VS::ARRAY_BONES: { ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_INT_ARRAY && p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER); PoolVector array = p_arrays[ai]; ERR_FAIL_COND_V(array.size() != p_vertex_array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER); PoolVector::Read read = array.read(); const int *src = read.ptr(); if (!(p_format & ARRAY_FLAG_USE_16_BIT_BONES)) { for (int i = 0; i < p_vertex_array_len; i++) { uint8_t data[VS::ARRAY_WEIGHTS_SIZE]; for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j], 0, 255); max_bone = MAX(data[j], max_bone); } copymem(&vw[p_offsets[ai] + i * p_stride], data, 4); } } else { for (int i = 0; i < p_vertex_array_len; i++) { uint16_t data[VS::ARRAY_WEIGHTS_SIZE]; for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) { data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j]; max_bone = MAX(data[j], max_bone); } copymem(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4); } } } break; case VS::ARRAY_INDEX: { ERR_FAIL_COND_V(p_index_array_len <= 0, ERR_INVALID_DATA); ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_INT_ARRAY, ERR_INVALID_PARAMETER); PoolVector indices = p_arrays[ai]; ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER); ERR_FAIL_COND_V(indices.size() != p_index_array_len, ERR_INVALID_PARAMETER); /* determine whether using 16 or 32 bits indices */ PoolVector::Read read = indices.read(); const int *src = read.ptr(); for (int i = 0; i < p_index_array_len; i++) { if (p_vertex_array_len < (1 << 16)) { uint16_t v = src[i]; copymem(&iw[i * 2], &v, 2); } else { uint32_t v = src[i]; copymem(&iw[i * 4], &v, 4); } } } break; default: { ERR_FAIL_V(ERR_INVALID_DATA); } } } if (p_format & VS::ARRAY_FORMAT_BONES) { //create AABBs for each detected bone int total_bones = max_bone + 1; bool first = r_bone_aabb.size() == 0; r_bone_aabb.resize(total_bones); if (first) { for (int i = 0; i < total_bones; i++) { r_bone_aabb[i].size = Vector3(-1, -1, -1); //negative means unused } } PoolVector vertices = p_arrays[VS::ARRAY_VERTEX]; PoolVector bones = p_arrays[VS::ARRAY_BONES]; PoolVector weights = p_arrays[VS::ARRAY_WEIGHTS]; bool any_valid = false; if (vertices.size() && bones.size() == vertices.size() * 4 && weights.size() == bones.size()) { int vs = vertices.size(); PoolVector::Read rv = vertices.read(); PoolVector::Read rb = bones.read(); PoolVector::Read rw = weights.read(); AABB *bptr = r_bone_aabb.ptrw(); for (int i = 0; i < vs; i++) { Vector3 v = rv[i]; for (int j = 0; j < 4; j++) { int idx = rb[i * 4 + j]; float w = rw[i * 4 + j]; if (w == 0) continue; //break; ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA); if (bptr->size.x < 0) { //first bptr[idx] = AABB(v, SMALL_VEC3); any_valid = true; } else { bptr[idx].expand_to(v); } } } } if (!any_valid && first) { r_bone_aabb.clear(); } } return OK; } void VisualServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_compress_format) { ERR_FAIL_INDEX(p_primitive, VS::PRIMITIVE_MAX); ERR_FAIL_COND(p_arrays.size() != VS::ARRAY_MAX); uint32_t format = 0; // validation int index_array_len = 0; int array_len = 0; for (int i = 0; i < p_arrays.size(); i++) { if (p_arrays[i].get_type() == Variant::NIL) continue; format |= (1 << i); if (i == VS::ARRAY_VERTEX) { Variant var = p_arrays[i]; switch (var.get_type()) { case Variant::POOL_VECTOR2_ARRAY: { PoolVector v2 = var; array_len = v2.size(); } break; case Variant::POOL_VECTOR3_ARRAY: { PoolVector v3 = var; array_len = v3.size(); } break; default: { Array v = var; array_len = v.size(); } break; } array_len = PoolVector3Array(p_arrays[i]).size(); ERR_FAIL_COND(array_len == 0); } else if (i == VS::ARRAY_INDEX) { index_array_len = PoolIntArray(p_arrays[i]).size(); } } ERR_FAIL_COND((format & VS::ARRAY_FORMAT_VERTEX) == 0); // mandatory if (p_blend_shapes.size()) { //validate format for morphs for (int i = 0; i < p_blend_shapes.size(); i++) { uint32_t bsformat = 0; Array arr = p_blend_shapes[i]; for (int j = 0; j < arr.size(); j++) { if (arr[j].get_type() != Variant::NIL) bsformat |= (1 << j); } ERR_FAIL_COND((bsformat) != (format & (VS::ARRAY_FORMAT_INDEX - 1))); } } uint32_t offsets[VS::ARRAY_MAX]; int total_elem_size = 0; for (int i = 0; i < VS::ARRAY_MAX; i++) { offsets[i] = 0; //reset if (!(format & (1 << i))) // no array continue; int elem_size = 0; switch (i) { case VS::ARRAY_VERTEX: { Variant arr = p_arrays[0]; if (arr.get_type() == Variant::POOL_VECTOR2_ARRAY) { elem_size = 2; p_compress_format |= ARRAY_FLAG_USE_2D_VERTICES; } else if (arr.get_type() == Variant::POOL_VECTOR3_ARRAY) { p_compress_format &= ~ARRAY_FLAG_USE_2D_VERTICES; elem_size = 3; } else { elem_size = (p_compress_format & ARRAY_FLAG_USE_2D_VERTICES) ? 2 : 3; } if (p_compress_format & ARRAY_COMPRESS_VERTEX) { elem_size *= sizeof(int16_t); } else { elem_size *= sizeof(float); } if (elem_size == 6) { //had to pad elem_size = 8; } } break; case VS::ARRAY_NORMAL: { if (p_compress_format & ARRAY_COMPRESS_NORMAL) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 3; } } break; case VS::ARRAY_TANGENT: { if (p_compress_format & ARRAY_COMPRESS_TANGENT) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_COLOR: { if (p_compress_format & ARRAY_COMPRESS_COLOR) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_TEX_UV: { if (p_compress_format & ARRAY_COMPRESS_TEX_UV) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 2; } } break; case VS::ARRAY_TEX_UV2: { if (p_compress_format & ARRAY_COMPRESS_TEX_UV2) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 2; } } break; case VS::ARRAY_WEIGHTS: { if (p_compress_format & ARRAY_COMPRESS_WEIGHTS) { elem_size = sizeof(uint16_t) * 4; } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_BONES: { PoolVector bones = p_arrays[VS::ARRAY_BONES]; int max_bone = 0; { int bc = bones.size(); PoolVector::Read r = bones.read(); for (int j = 0; j < bc; j++) { max_bone = MAX(r[j], max_bone); } } if (max_bone > 255) { p_compress_format |= ARRAY_FLAG_USE_16_BIT_BONES; elem_size = sizeof(uint16_t) * 4; } else { p_compress_format &= ~ARRAY_FLAG_USE_16_BIT_BONES; elem_size = sizeof(uint32_t); } } break; case VS::ARRAY_INDEX: { if (index_array_len <= 0) { ERR_PRINT("index_array_len==NO_INDEX_ARRAY"); break; } /* determine whether using 16 or 32 bits indices */ if (array_len >= (1 << 16)) { elem_size = 4; } else { elem_size = 2; } offsets[i] = elem_size; continue; } break; default: { ERR_FAIL(); } } offsets[i] = total_elem_size; total_elem_size += elem_size; } uint32_t mask = (1 << ARRAY_MAX) - 1; format |= (~mask) & p_compress_format; //make the full format int array_size = total_elem_size * array_len; PoolVector vertex_array; vertex_array.resize(array_size); int index_array_size = offsets[VS::ARRAY_INDEX] * index_array_len; PoolVector index_array; index_array.resize(index_array_size); AABB aabb; Vector bone_aabb; Error err = _surface_set_data(p_arrays, format, offsets, total_elem_size, vertex_array, array_len, index_array, index_array_len, aabb, bone_aabb); if (err) { ERR_EXPLAIN("Invalid array format for surface"); ERR_FAIL_COND(err != OK); } Vector > blend_shape_data; for (int i = 0; i < p_blend_shapes.size(); i++) { PoolVector vertex_array_shape; vertex_array_shape.resize(array_size); PoolVector noindex; AABB laabb; Error err = _surface_set_data(p_blend_shapes[i], format & ~ARRAY_FORMAT_INDEX, offsets, total_elem_size, vertex_array_shape, array_len, noindex, 0, laabb, bone_aabb); aabb.merge_with(laabb); if (err) { ERR_EXPLAIN("Invalid blend shape array format for surface"); ERR_FAIL_COND(err != OK); } blend_shape_data.push_back(vertex_array_shape); } mesh_add_surface(p_mesh, format, p_primitive, vertex_array, array_len, index_array, index_array_len, aabb, blend_shape_data, bone_aabb); } Array VisualServer::_get_array_from_surface(uint32_t p_format, PoolVector p_vertex_data, int p_vertex_len, PoolVector p_index_data, int p_index_len) const { uint32_t offsets[ARRAY_MAX]; int total_elem_size = 0; for (int i = 0; i < VS::ARRAY_MAX; i++) { offsets[i] = 0; //reset if (!(p_format & (1 << i))) // no array continue; int elem_size = 0; switch (i) { case VS::ARRAY_VERTEX: { if (p_format & ARRAY_FLAG_USE_2D_VERTICES) { elem_size = 2; } else { elem_size = 3; } if (p_format & ARRAY_COMPRESS_VERTEX) { elem_size *= sizeof(int16_t); } else { elem_size *= sizeof(float); } if (elem_size == 6) { elem_size = 8; } } break; case VS::ARRAY_NORMAL: { if (p_format & ARRAY_COMPRESS_NORMAL) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 3; } } break; case VS::ARRAY_TANGENT: { if (p_format & ARRAY_COMPRESS_TANGENT) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_COLOR: { if (p_format & ARRAY_COMPRESS_COLOR) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_TEX_UV: { if (p_format & ARRAY_COMPRESS_TEX_UV) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 2; } } break; case VS::ARRAY_TEX_UV2: { if (p_format & ARRAY_COMPRESS_TEX_UV2) { elem_size = sizeof(uint32_t); } else { elem_size = sizeof(float) * 2; } } break; case VS::ARRAY_WEIGHTS: { if (p_format & ARRAY_COMPRESS_WEIGHTS) { elem_size = sizeof(uint16_t) * 4; } else { elem_size = sizeof(float) * 4; } } break; case VS::ARRAY_BONES: { if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) { elem_size = sizeof(uint16_t) * 4; } else { elem_size = sizeof(uint32_t); } } break; case VS::ARRAY_INDEX: { if (p_index_len <= 0) { ERR_PRINT("index_array_len==NO_INDEX_ARRAY"); break; } /* determine whether using 16 or 32 bits indices */ if (p_vertex_len >= (1 << 16)) { elem_size = 4; } else { elem_size = 2; } offsets[i] = elem_size; continue; } break; default: { ERR_FAIL_V(Array()); } } offsets[i] = total_elem_size; total_elem_size += elem_size; } Array ret; ret.resize(VS::ARRAY_MAX); PoolVector::Read r = p_vertex_data.read(); for (int i = 0; i < VS::ARRAY_MAX; i++) { if (!(p_format & (1 << i))) continue; switch (i) { case VS::ARRAY_VERTEX: { if (p_format & ARRAY_FLAG_USE_2D_VERTICES) { PoolVector arr_2d; arr_2d.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_VERTEX) { PoolVector::Write w = arr_2d.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1])); } } else { PoolVector::Write w = arr_2d.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(v[0], v[1]); } } ret[i] = arr_2d; } else { PoolVector arr_3d; arr_3d.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_VERTEX) { PoolVector::Write w = arr_3d.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector3(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]), Math::halfptr_to_float(&v[2])); } } else { PoolVector::Write w = arr_3d.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector3(v[0], v[1], v[2]); } } ret[i] = arr_3d; } } break; case VS::ARRAY_NORMAL: { PoolVector arr; arr.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_NORMAL) { PoolVector::Write w = arr.write(); const float multiplier = 1.f / 127.f; for (int j = 0; j < p_vertex_len; j++) { const int8_t *v = (const int8_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector3(float(v[0]) * multiplier, float(v[1]) * multiplier, float(v[2]) * multiplier); } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector3(v[0], v[1], v[2]); } } ret[i] = arr; } break; case VS::ARRAY_TANGENT: { PoolVector arr; arr.resize(p_vertex_len * 4); if (p_format & ARRAY_COMPRESS_TANGENT) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const int8_t *v = (const int8_t *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = float(v[k] / 127.0); } } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = v[k]; } } } ret[i] = arr; } break; case VS::ARRAY_COLOR: { PoolVector arr; arr.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_COLOR) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Color(float(v[0] / 255.0), float(v[1] / 255.0), float(v[2] / 255.0), float(v[3] / 255.0)); } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Color(v[0], v[1], v[2], v[3]); } } ret[i] = arr; } break; case VS::ARRAY_TEX_UV: { PoolVector arr; arr.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_TEX_UV) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1])); } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(v[0], v[1]); } } ret[i] = arr; } break; case VS::ARRAY_TEX_UV2: { PoolVector arr; arr.resize(p_vertex_len); if (p_format & ARRAY_COMPRESS_TEX_UV2) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1])); } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; w[j] = Vector2(v[0], v[1]); } } ret[i] = arr; } break; case VS::ARRAY_WEIGHTS: { PoolVector arr; arr.resize(p_vertex_len * 4); if (p_format & ARRAY_COMPRESS_WEIGHTS) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = float(v[k] / 65535.0); } } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const float *v = (const float *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = v[k]; } } } ret[i] = arr; } break; case VS::ARRAY_BONES: { PoolVector arr; arr.resize(p_vertex_len * 4); if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = v[k]; } } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_vertex_len; j++) { const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]]; for (int k = 0; k < 4; k++) { w[j * 4 + k] = v[k]; } } } ret[i] = arr; } break; case VS::ARRAY_INDEX: { /* determine whether using 16 or 32 bits indices */ PoolVector::Read ir = p_index_data.read(); PoolVector arr; arr.resize(p_index_len); if (p_vertex_len < (1 << 16)) { PoolVector::Write w = arr.write(); for (int j = 0; j < p_index_len; j++) { const uint16_t *v = (const uint16_t *)&ir[j * 2]; w[j] = *v; } } else { PoolVector::Write w = arr.write(); for (int j = 0; j < p_index_len; j++) { const int *v = (const int *)&ir[j * 4]; w[j] = *v; } } ret[i] = arr; } break; default: { ERR_FAIL_V(ret); } } } return ret; } Array VisualServer::mesh_surface_get_arrays(RID p_mesh, int p_surface) const { PoolVector vertex_data = mesh_surface_get_array(p_mesh, p_surface); ERR_FAIL_COND_V(vertex_data.size() == 0, Array()); int vertex_len = mesh_surface_get_array_len(p_mesh, p_surface); PoolVector index_data = mesh_surface_get_index_array(p_mesh, p_surface); int index_len = mesh_surface_get_array_index_len(p_mesh, p_surface); uint32_t format = mesh_surface_get_format(p_mesh, p_surface); return _get_array_from_surface(format, vertex_data, vertex_len, index_data, index_len); } Array VisualServer::mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const { Vector > blend_shape_data = mesh_surface_get_blend_shapes(p_mesh, p_surface); if (blend_shape_data.size() > 0) { int vertex_len = mesh_surface_get_array_len(p_mesh, p_surface); PoolVector index_data = mesh_surface_get_index_array(p_mesh, p_surface); int index_len = mesh_surface_get_array_index_len(p_mesh, p_surface); uint32_t format = mesh_surface_get_format(p_mesh, p_surface); Array blend_shape_array; blend_shape_array.resize(blend_shape_data.size()); for (int i = 0; i < blend_shape_data.size(); i++) { blend_shape_array.set(i, _get_array_from_surface(format, blend_shape_data[i], vertex_len, index_data, index_len)); } return blend_shape_array; } else { return Array(); } } Array VisualServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const { Vector vec = VS::get_singleton()->mesh_surface_get_skeleton_aabb(p_mesh, p_surface); Array arr; for (int i = 0; i < vec.size(); i++) { arr[i] = vec[i]; } return arr; } void VisualServer::_bind_methods() { ClassDB::bind_method(D_METHOD("force_sync"), &VisualServer::sync); ClassDB::bind_method(D_METHOD("force_draw", "swap_buffers"), &VisualServer::draw, DEFVAL(true)); // "draw" and "sync" are deprecated duplicates of "force_draw" and "force_sync" // FIXME: Add deprecation messages using GH-4397 once available, and retire // once the warnings have been enabled for a full release cycle ClassDB::bind_method(D_METHOD("sync"), &VisualServer::sync); ClassDB::bind_method(D_METHOD("draw", "swap_buffers"), &VisualServer::draw, DEFVAL(true)); ClassDB::bind_method(D_METHOD("texture_create"), &VisualServer::texture_create); ClassDB::bind_method(D_METHOD("texture_create_from_image", "image", "flags"), &VisualServer::texture_create_from_image, DEFVAL(TEXTURE_FLAGS_DEFAULT)); ClassDB::bind_method(D_METHOD("texture_allocate", "texture", "width", "height", "format", "flags"), &VisualServer::texture_allocate, DEFVAL(TEXTURE_FLAGS_DEFAULT)); ClassDB::bind_method(D_METHOD("texture_set_data", "texture", "image", "cube_side"), &VisualServer::texture_set_data, DEFVAL(CUBEMAP_LEFT)); ClassDB::bind_method(D_METHOD("texture_get_data", "texture", "cube_side"), &VisualServer::texture_get_data, DEFVAL(CUBEMAP_LEFT)); ClassDB::bind_method(D_METHOD("texture_set_flags", "texture", "flags"), &VisualServer::texture_set_flags); ClassDB::bind_method(D_METHOD("texture_get_flags", "texture"), &VisualServer::texture_get_flags); ClassDB::bind_method(D_METHOD("texture_get_format", "texture"), &VisualServer::texture_get_format); ClassDB::bind_method(D_METHOD("texture_get_texid", "texture"), &VisualServer::texture_get_texid); ClassDB::bind_method(D_METHOD("texture_get_width", "texture"), &VisualServer::texture_get_width); ClassDB::bind_method(D_METHOD("texture_get_height", "texture"), &VisualServer::texture_get_height); ClassDB::bind_method(D_METHOD("texture_set_size_override", "texture", "width", "height"), &VisualServer::texture_set_size_override); ClassDB::bind_method(D_METHOD("texture_set_path", "texture", "path"), &VisualServer::texture_set_path); ClassDB::bind_method(D_METHOD("texture_get_path", "texture"), &VisualServer::texture_get_path); ClassDB::bind_method(D_METHOD("texture_set_shrink_all_x2_on_set_data", "shrink"), &VisualServer::texture_set_shrink_all_x2_on_set_data); ClassDB::bind_method(D_METHOD("texture_debug_usage"), &VisualServer::_texture_debug_usage_bind); ClassDB::bind_method(D_METHOD("textures_keep_original", "enable"), &VisualServer::textures_keep_original); ClassDB::bind_method(D_METHOD("sky_create"), &VisualServer::sky_create); ClassDB::bind_method(D_METHOD("sky_set_texture", "sky", "cube_map", "radiance_size"), &VisualServer::sky_set_texture); ClassDB::bind_method(D_METHOD("shader_create"), &VisualServer::shader_create); ClassDB::bind_method(D_METHOD("shader_set_code", "shader", "code"), &VisualServer::shader_set_code); ClassDB::bind_method(D_METHOD("shader_get_code", "shader"), &VisualServer::shader_get_code); ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &VisualServer::_shader_get_param_list_bind); ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "name", "texture"), &VisualServer::shader_set_default_texture_param); ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "name"), &VisualServer::shader_get_default_texture_param); ClassDB::bind_method(D_METHOD("material_create"), &VisualServer::material_create); ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &VisualServer::material_set_shader); ClassDB::bind_method(D_METHOD("material_get_shader", "shader_material"), &VisualServer::material_get_shader); ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &VisualServer::material_set_param); ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &VisualServer::material_get_param); ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &VisualServer::material_set_render_priority); ClassDB::bind_method(D_METHOD("material_set_line_width", "material", "width"), &VisualServer::material_set_line_width); ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &VisualServer::material_set_next_pass); ClassDB::bind_method(D_METHOD("mesh_create"), &VisualServer::mesh_create); ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primtive", "arrays", "blend_shapes", "compress_format"), &VisualServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT)); ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_count", "mesh", "amount"), &VisualServer::mesh_set_blend_shape_count); ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_count", "mesh"), &VisualServer::mesh_get_blend_shape_count); ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_mode", "mesh", "mode"), &VisualServer::mesh_set_blend_shape_mode); ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_mode", "mesh"), &VisualServer::mesh_get_blend_shape_mode); ClassDB::bind_method(D_METHOD("mesh_surface_set_material", "mesh", "surface", "material"), &VisualServer::mesh_surface_set_material); ClassDB::bind_method(D_METHOD("mesh_surface_get_material", "mesh", "surface"), &VisualServer::mesh_surface_get_material); ClassDB::bind_method(D_METHOD("mesh_surface_get_array_len", "mesh", "surface"), &VisualServer::mesh_surface_get_array_len); ClassDB::bind_method(D_METHOD("mesh_surface_get_array_index_len", "mesh", "surface"), &VisualServer::mesh_surface_get_array_index_len); ClassDB::bind_method(D_METHOD("mesh_surface_get_array", "mesh", "surface"), &VisualServer::mesh_surface_get_array); ClassDB::bind_method(D_METHOD("mesh_surface_get_index_array", "mesh", "surface"), &VisualServer::mesh_surface_get_index_array); ClassDB::bind_method(D_METHOD("mesh_surface_get_arrays", "mesh", "surface"), &VisualServer::mesh_surface_get_arrays); ClassDB::bind_method(D_METHOD("mesh_surface_get_blend_shape_arrays", "mesh", "surface"), &VisualServer::mesh_surface_get_blend_shape_arrays); ClassDB::bind_method(D_METHOD("mesh_surface_get_format", "mesh", "surface"), &VisualServer::mesh_surface_get_format); ClassDB::bind_method(D_METHOD("mesh_surface_get_primitive_type", "mesh", "surface"), &VisualServer::mesh_surface_get_primitive_type); ClassDB::bind_method(D_METHOD("mesh_surface_get_aabb", "mesh", "surface"), &VisualServer::mesh_surface_get_aabb); ClassDB::bind_method(D_METHOD("mesh_surface_get_skeleton_aabb", "mesh", "surface"), &VisualServer::_mesh_surface_get_skeleton_aabb_bind); ClassDB::bind_method(D_METHOD("mesh_remove_surface", "mesh", "index"), &VisualServer::mesh_remove_surface); ClassDB::bind_method(D_METHOD("mesh_get_surface_count", "mesh"), &VisualServer::mesh_get_surface_count); ClassDB::bind_method(D_METHOD("mesh_set_custom_aabb", "mesh", "aabb"), &VisualServer::mesh_set_custom_aabb); ClassDB::bind_method(D_METHOD("mesh_get_custom_aabb", "mesh"), &VisualServer::mesh_get_custom_aabb); ClassDB::bind_method(D_METHOD("mesh_clear", "mesh"), &VisualServer::mesh_clear); ClassDB::bind_method(D_METHOD("multimesh_allocate", "multimesh", "instances", "transform_format", "color_format"), &VisualServer::multimesh_allocate); ClassDB::bind_method(D_METHOD("multimesh_get_instance_count", "multimesh"), &VisualServer::multimesh_get_instance_count); ClassDB::bind_method(D_METHOD("multimesh_set_mesh", "multimesh", "mesh"), &VisualServer::multimesh_set_mesh); ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform", "multimesh", "index", "transform"), &VisualServer::multimesh_instance_set_transform); ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform_2d", "multimesh", "index", "transform"), &VisualServer::multimesh_instance_set_transform_2d); ClassDB::bind_method(D_METHOD("multimesh_instance_set_color", "multimesh", "index", "color"), &VisualServer::multimesh_instance_set_color); ClassDB::bind_method(D_METHOD("multimesh_get_mesh", "multimesh"), &VisualServer::multimesh_get_mesh); ClassDB::bind_method(D_METHOD("multimesh_get_aabb", "multimesh"), &VisualServer::multimesh_get_aabb); ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform", "multimesh", "index"), &VisualServer::multimesh_instance_get_transform); ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform_2d", "multimesh", "index"), &VisualServer::multimesh_instance_get_transform_2d); ClassDB::bind_method(D_METHOD("multimesh_instance_get_color", "multimesh", "index"), &VisualServer::multimesh_instance_get_color); ClassDB::bind_method(D_METHOD("multimesh_set_visible_instances", "multimesh", "visible"), &VisualServer::multimesh_set_visible_instances); ClassDB::bind_method(D_METHOD("multimesh_get_visible_instances", "multimesh"), &VisualServer::multimesh_get_visible_instances); ClassDB::bind_method(D_METHOD("immediate_create"), &VisualServer::immediate_create); ClassDB::bind_method(D_METHOD("immediate_begin", "immediate", "primitive", "texture"), &VisualServer::immediate_begin, DEFVAL(RID())); ClassDB::bind_method(D_METHOD("immediate_vertex", "immediate", "vertex"), &VisualServer::immediate_vertex); ClassDB::bind_method(D_METHOD("immediate_vertex_2d", "immediate", "vertex"), &VisualServer::immediate_vertex_2d); ClassDB::bind_method(D_METHOD("immediate_normal", "immediate", "normal"), &VisualServer::immediate_normal); ClassDB::bind_method(D_METHOD("immediate_tangent", "immediate", "tangent"), &VisualServer::immediate_tangent); ClassDB::bind_method(D_METHOD("immediate_color", "immediate", "color"), &VisualServer::immediate_color); ClassDB::bind_method(D_METHOD("immediate_uv", "immediate", "tex_uv"), &VisualServer::immediate_uv); ClassDB::bind_method(D_METHOD("immediate_uv2", "immediate", "tex_uv"), &VisualServer::immediate_uv2); ClassDB::bind_method(D_METHOD("immediate_end", "immediate"), &VisualServer::immediate_end); ClassDB::bind_method(D_METHOD("immediate_clear", "immediate"), &VisualServer::immediate_clear); ClassDB::bind_method(D_METHOD("immediate_set_material", "immediate", "material"), &VisualServer::immediate_set_material); ClassDB::bind_method(D_METHOD("immediate_get_material", "immediate"), &VisualServer::immediate_get_material); ClassDB::bind_method(D_METHOD("skeleton_create"), &VisualServer::skeleton_create); ClassDB::bind_method(D_METHOD("skeleton_allocate", "skeleton", "bones", "is_2d_skeleton"), &VisualServer::skeleton_allocate, DEFVAL(false)); ClassDB::bind_method(D_METHOD("skeleton_get_bone_count", "skeleton"), &VisualServer::skeleton_get_bone_count); ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform", "skeleton", "bone", "transform"), &VisualServer::skeleton_bone_set_transform); ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform", "skeleton", "bone"), &VisualServer::skeleton_bone_get_transform); ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform_2d", "skeleton", "bone", "transform"), &VisualServer::skeleton_bone_set_transform_2d); ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform_2d", "skeleton", "bone"), &VisualServer::skeleton_bone_get_transform_2d); ClassDB::bind_method(D_METHOD("directional_light_create"), &VisualServer::directional_light_create); ClassDB::bind_method(D_METHOD("omni_light_create"), &VisualServer::omni_light_create); ClassDB::bind_method(D_METHOD("spot_light_create"), &VisualServer::spot_light_create); ClassDB::bind_method(D_METHOD("light_set_color", "light", "color"), &VisualServer::light_set_color); ClassDB::bind_method(D_METHOD("light_set_param", "light", "param", "value"), &VisualServer::light_set_param); ClassDB::bind_method(D_METHOD("light_set_shadow", "light", "enabled"), &VisualServer::light_set_shadow); ClassDB::bind_method(D_METHOD("light_set_shadow_color", "light", "color"), &VisualServer::light_set_shadow_color); ClassDB::bind_method(D_METHOD("light_set_projector", "light", "texture"), &VisualServer::light_set_projector); ClassDB::bind_method(D_METHOD("light_set_negative", "light", "enable"), &VisualServer::light_set_negative); ClassDB::bind_method(D_METHOD("light_set_cull_mask", "light", "mask"), &VisualServer::light_set_cull_mask); ClassDB::bind_method(D_METHOD("light_set_reverse_cull_face_mode", "light", "enabled"), &VisualServer::light_set_reverse_cull_face_mode); ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &VisualServer::light_omni_set_shadow_mode); ClassDB::bind_method(D_METHOD("light_omni_set_shadow_detail", "light", "detail"), &VisualServer::light_omni_set_shadow_detail); ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &VisualServer::light_directional_set_shadow_mode); ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &VisualServer::light_directional_set_blend_splits); ClassDB::bind_method(D_METHOD("light_directional_set_shadow_depth_range_mode", "light", "range_mode"), &VisualServer::light_directional_set_shadow_depth_range_mode); ClassDB::bind_method(D_METHOD("reflection_probe_create"), &VisualServer::reflection_probe_create); ClassDB::bind_method(D_METHOD("reflection_probe_set_update_mode", "probe", "mode"), &VisualServer::reflection_probe_set_update_mode); ClassDB::bind_method(D_METHOD("reflection_probe_set_intensity", "probe", "intensity"), &VisualServer::reflection_probe_set_intensity); ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient", "probe", "color"), &VisualServer::reflection_probe_set_interior_ambient); ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_energy", "probe", "energy"), &VisualServer::reflection_probe_set_interior_ambient_energy); ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_probe_contribution", "probe", "contrib"), &VisualServer::reflection_probe_set_interior_ambient_probe_contribution); ClassDB::bind_method(D_METHOD("reflection_probe_set_max_distance", "probe", "distance"), &VisualServer::reflection_probe_set_max_distance); ClassDB::bind_method(D_METHOD("reflection_probe_set_extents", "probe", "extents"), &VisualServer::reflection_probe_set_extents); ClassDB::bind_method(D_METHOD("reflection_probe_set_origin_offset", "probe", "offset"), &VisualServer::reflection_probe_set_origin_offset); ClassDB::bind_method(D_METHOD("reflection_probe_set_as_interior", "probe", "enable"), &VisualServer::reflection_probe_set_as_interior); ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_box_projection", "probe", "enable"), &VisualServer::reflection_probe_set_enable_box_projection); ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &VisualServer::reflection_probe_set_enable_shadows); ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &VisualServer::reflection_probe_set_cull_mask); ClassDB::bind_method(D_METHOD("gi_probe_create"), &VisualServer::gi_probe_create); ClassDB::bind_method(D_METHOD("gi_probe_set_bounds", "probe", "bounds"), &VisualServer::gi_probe_set_bounds); ClassDB::bind_method(D_METHOD("gi_probe_get_bounds", "probe"), &VisualServer::gi_probe_get_bounds); ClassDB::bind_method(D_METHOD("gi_probe_set_cell_size", "probe", "range"), &VisualServer::gi_probe_set_cell_size); ClassDB::bind_method(D_METHOD("gi_probe_get_cell_size", "probe"), &VisualServer::gi_probe_get_cell_size); ClassDB::bind_method(D_METHOD("gi_probe_set_to_cell_xform", "probe", "xform"), &VisualServer::gi_probe_set_to_cell_xform); ClassDB::bind_method(D_METHOD("gi_probe_get_to_cell_xform", "probe"), &VisualServer::gi_probe_get_to_cell_xform); ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_data", "probe", "data"), &VisualServer::gi_probe_set_dynamic_data); ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_data", "probe"), &VisualServer::gi_probe_get_dynamic_data); ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_range", "probe", "range"), &VisualServer::gi_probe_set_dynamic_range); ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_range", "probe"), &VisualServer::gi_probe_get_dynamic_range); ClassDB::bind_method(D_METHOD("gi_probe_set_energy", "probe", "energy"), &VisualServer::gi_probe_set_energy); ClassDB::bind_method(D_METHOD("gi_probe_get_energy", "probe"), &VisualServer::gi_probe_get_energy); ClassDB::bind_method(D_METHOD("gi_probe_set_bias", "probe", "bias"), &VisualServer::gi_probe_set_bias); ClassDB::bind_method(D_METHOD("gi_probe_get_bias", "probe"), &VisualServer::gi_probe_get_bias); ClassDB::bind_method(D_METHOD("gi_probe_set_normal_bias", "probe", "bias"), &VisualServer::gi_probe_set_normal_bias); ClassDB::bind_method(D_METHOD("gi_probe_get_normal_bias", "probe"), &VisualServer::gi_probe_get_normal_bias); ClassDB::bind_method(D_METHOD("gi_probe_set_propagation", "probe", "propagation"), &VisualServer::gi_probe_set_propagation); ClassDB::bind_method(D_METHOD("gi_probe_get_propagation", "probe"), &VisualServer::gi_probe_get_propagation); ClassDB::bind_method(D_METHOD("gi_probe_set_interior", "probe", "enable"), &VisualServer::gi_probe_set_interior); ClassDB::bind_method(D_METHOD("gi_probe_is_interior", "probe"), &VisualServer::gi_probe_is_interior); ClassDB::bind_method(D_METHOD("gi_probe_set_compress", "probe", "enable"), &VisualServer::gi_probe_set_compress); ClassDB::bind_method(D_METHOD("gi_probe_is_compressed", "probe"), &VisualServer::gi_probe_is_compressed); ClassDB::bind_method(D_METHOD("lightmap_capture_create"), &VisualServer::lightmap_capture_create); ClassDB::bind_method(D_METHOD("lightmap_capture_set_bounds", "capture", "bounds"), &VisualServer::lightmap_capture_set_bounds); ClassDB::bind_method(D_METHOD("lightmap_capture_get_bounds", "capture"), &VisualServer::lightmap_capture_get_bounds); ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree", "capture", "octree"), &VisualServer::lightmap_capture_set_octree); ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_transform", "capture", "xform"), &VisualServer::lightmap_capture_set_octree_cell_transform); ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_transform", "capture"), &VisualServer::lightmap_capture_get_octree_cell_transform); ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_subdiv", "capture", "subdiv"), &VisualServer::lightmap_capture_set_octree_cell_subdiv); ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_subdiv", "capture"), &VisualServer::lightmap_capture_get_octree_cell_subdiv); ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree", "capture"), &VisualServer::lightmap_capture_get_octree); ClassDB::bind_method(D_METHOD("lightmap_capture_set_energy", "capture", "energy"), &VisualServer::lightmap_capture_set_energy); ClassDB::bind_method(D_METHOD("lightmap_capture_get_energy", "capture"), &VisualServer::lightmap_capture_get_energy); ClassDB::bind_method(D_METHOD("particles_create"), &VisualServer::particles_create); ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &VisualServer::particles_set_emitting); ClassDB::bind_method(D_METHOD("particles_get_emitting", "particles"), &VisualServer::particles_get_emitting); ClassDB::bind_method(D_METHOD("particles_set_amount", "particles", "amount"), &VisualServer::particles_set_amount); ClassDB::bind_method(D_METHOD("particles_set_lifetime", "particles", "lifetime"), &VisualServer::particles_set_lifetime); ClassDB::bind_method(D_METHOD("particles_set_one_shot", "particles", "one_shot"), &VisualServer::particles_set_one_shot); ClassDB::bind_method(D_METHOD("particles_set_pre_process_time", "particles", "time"), &VisualServer::particles_set_pre_process_time); ClassDB::bind_method(D_METHOD("particles_set_explosiveness_ratio", "particles", "ratio"), &VisualServer::particles_set_explosiveness_ratio); ClassDB::bind_method(D_METHOD("particles_set_randomness_ratio", "particles", "ratio"), &VisualServer::particles_set_randomness_ratio); ClassDB::bind_method(D_METHOD("particles_set_custom_aabb", "particles", "aabb"), &VisualServer::particles_set_custom_aabb); ClassDB::bind_method(D_METHOD("particles_set_speed_scale", "particles", "scale"), &VisualServer::particles_set_speed_scale); ClassDB::bind_method(D_METHOD("particles_set_use_local_coordinates", "particles", "enable"), &VisualServer::particles_set_use_local_coordinates); ClassDB::bind_method(D_METHOD("particles_set_process_material", "particles", "material"), &VisualServer::particles_set_process_material); ClassDB::bind_method(D_METHOD("particles_set_fixed_fps", "particles", "fps"), &VisualServer::particles_set_fixed_fps); ClassDB::bind_method(D_METHOD("particles_set_fractional_delta", "particles", "enable"), &VisualServer::particles_set_fractional_delta); ClassDB::bind_method(D_METHOD("particles_restart", "particles"), &VisualServer::particles_restart); ClassDB::bind_method(D_METHOD("particles_set_draw_order", "particles", "order"), &VisualServer::particles_set_draw_order); ClassDB::bind_method(D_METHOD("particles_set_draw_passes", "particles", "count"), &VisualServer::particles_set_draw_passes); ClassDB::bind_method(D_METHOD("particles_set_draw_pass_mesh", "particles", "pass", "mesh"), &VisualServer::particles_set_draw_pass_mesh); ClassDB::bind_method(D_METHOD("particles_get_current_aabb", "particles"), &VisualServer::particles_get_current_aabb); ClassDB::bind_method(D_METHOD("particles_set_emission_transform", "particles", "transform"), &VisualServer::particles_set_emission_transform); ClassDB::bind_method(D_METHOD("camera_create"), &VisualServer::camera_create); ClassDB::bind_method(D_METHOD("camera_set_perspective", "camera", "fovy_degrees", "z_near", "z_far"), &VisualServer::camera_set_perspective); ClassDB::bind_method(D_METHOD("camera_set_orthogonal", "camera", "size", "z_near", "z_far"), &VisualServer::camera_set_orthogonal); ClassDB::bind_method(D_METHOD("camera_set_transform", "camera", "transform"), &VisualServer::camera_set_transform); ClassDB::bind_method(D_METHOD("camera_set_cull_mask", "camera", "layers"), &VisualServer::camera_set_cull_mask); ClassDB::bind_method(D_METHOD("camera_set_environment", "camera", "env"), &VisualServer::camera_set_environment); ClassDB::bind_method(D_METHOD("camera_set_use_vertical_aspect", "camera", "enable"), &VisualServer::camera_set_use_vertical_aspect); ClassDB::bind_method(D_METHOD("viewport_create"), &VisualServer::viewport_create); ClassDB::bind_method(D_METHOD("viewport_set_use_arvr", "viewport", "use_arvr"), &VisualServer::viewport_set_use_arvr); ClassDB::bind_method(D_METHOD("viewport_set_size", "viewport", "width", "height"), &VisualServer::viewport_set_size); ClassDB::bind_method(D_METHOD("viewport_set_active", "viewport", "active"), &VisualServer::viewport_set_active); ClassDB::bind_method(D_METHOD("viewport_set_parent_viewport", "viewport", "parent_viewport"), &VisualServer::viewport_set_parent_viewport); ClassDB::bind_method(D_METHOD("viewport_attach_to_screen", "viewport", "rect", "screen"), &VisualServer::viewport_attach_to_screen, DEFVAL(Rect2()), DEFVAL(0)); ClassDB::bind_method(D_METHOD("viewport_detach", "viewport"), &VisualServer::viewport_detach); ClassDB::bind_method(D_METHOD("viewport_set_update_mode", "viewport", "update_mode"), &VisualServer::viewport_set_update_mode); ClassDB::bind_method(D_METHOD("viewport_set_vflip", "viewport", "enabled"), &VisualServer::viewport_set_vflip); ClassDB::bind_method(D_METHOD("viewport_set_clear_mode", "viewport", "clear_mode"), &VisualServer::viewport_set_clear_mode); ClassDB::bind_method(D_METHOD("viewport_get_texture", "viewport"), &VisualServer::viewport_get_texture); ClassDB::bind_method(D_METHOD("viewport_set_hide_scenario", "viewport", "hidden"), &VisualServer::viewport_set_hide_scenario); ClassDB::bind_method(D_METHOD("viewport_set_hide_canvas", "viewport", "hidden"), &VisualServer::viewport_set_hide_canvas); ClassDB::bind_method(D_METHOD("viewport_set_disable_environment", "viewport", "disabled"), &VisualServer::viewport_set_disable_environment); ClassDB::bind_method(D_METHOD("viewport_set_disable_3d", "viewport", "disabled"), &VisualServer::viewport_set_disable_3d); ClassDB::bind_method(D_METHOD("viewport_attach_camera", "viewport", "camera"), &VisualServer::viewport_attach_camera); ClassDB::bind_method(D_METHOD("viewport_set_scenario", "viewport", "scenario"), &VisualServer::viewport_set_scenario); ClassDB::bind_method(D_METHOD("viewport_attach_canvas", "viewport", "canvas"), &VisualServer::viewport_attach_canvas); ClassDB::bind_method(D_METHOD("viewport_remove_canvas", "viewport", "canvas"), &VisualServer::viewport_remove_canvas); ClassDB::bind_method(D_METHOD("viewport_set_canvas_transform", "viewport", "canvas", "offset"), &VisualServer::viewport_set_canvas_transform); ClassDB::bind_method(D_METHOD("viewport_set_transparent_background", "viewport", "enabled"), &VisualServer::viewport_set_transparent_background); ClassDB::bind_method(D_METHOD("viewport_set_global_canvas_transform", "viewport", "transform"), &VisualServer::viewport_set_global_canvas_transform); ClassDB::bind_method(D_METHOD("viewport_set_canvas_layer", "viewport", "canvas", "layer"), &VisualServer::viewport_set_canvas_layer); ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_size", "viewport", "size"), &VisualServer::viewport_set_shadow_atlas_size); ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &VisualServer::viewport_set_shadow_atlas_quadrant_subdivision); ClassDB::bind_method(D_METHOD("viewport_set_msaa", "viewport", "msaa"), &VisualServer::viewport_set_msaa); ClassDB::bind_method(D_METHOD("viewport_set_hdr", "viewport", "enabled"), &VisualServer::viewport_set_hdr); ClassDB::bind_method(D_METHOD("viewport_set_usage", "viewport", "usage"), &VisualServer::viewport_set_usage); ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "info"), &VisualServer::viewport_get_render_info); ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &VisualServer::viewport_set_debug_draw); ClassDB::bind_method(D_METHOD("environment_create"), &VisualServer::environment_create); ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &VisualServer::environment_set_background); ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &VisualServer::environment_set_sky); ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &VisualServer::environment_set_sky_custom_fov); ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &VisualServer::environment_set_bg_color); ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &VisualServer::environment_set_bg_energy); ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &VisualServer::environment_set_canvas_max_layer); ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "energy", "sky_contibution"), &VisualServer::environment_set_ambient_light, DEFVAL(1.0), DEFVAL(0.0)); ClassDB::bind_method(D_METHOD("environment_set_dof_blur_near", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_near); ClassDB::bind_method(D_METHOD("environment_set_dof_blur_far", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_far); ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "level_flags", "intensity", "strength", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "bicubic_upscale"), &VisualServer::environment_set_glow); ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &VisualServer::environment_set_tonemap); ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &VisualServer::environment_set_adjustment); ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance", "roughness"), &VisualServer::environment_set_ssr); ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "radius2", "intensity2", "bias", "light_affect", "color", "quality", "blur", "bilateral_sharpness"), &VisualServer::environment_set_ssao); ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "color", "sun_color", "sun_amount"), &VisualServer::environment_set_fog); ClassDB::bind_method(D_METHOD("environment_set_fog_depth", "env", "enable", "depth_begin", "depth_curve", "transmit", "transmit_curve"), &VisualServer::environment_set_fog_depth); ClassDB::bind_method(D_METHOD("environment_set_fog_height", "env", "enable", "min_height", "max_height", "height_curve"), &VisualServer::environment_set_fog_height); ClassDB::bind_method(D_METHOD("scenario_create"), &VisualServer::scenario_create); ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &VisualServer::scenario_set_debug); ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &VisualServer::scenario_set_environment); ClassDB::bind_method(D_METHOD("scenario_set_reflection_atlas_size", "scenario", "p_size", "subdiv"), &VisualServer::scenario_set_reflection_atlas_size); ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &VisualServer::scenario_set_fallback_environment); ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &VisualServer::instance_create2); ClassDB::bind_method(D_METHOD("instance_create"), &VisualServer::instance_create); ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &VisualServer::instance_set_base); ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &VisualServer::instance_set_scenario); ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &VisualServer::instance_set_layer_mask); ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &VisualServer::instance_set_transform); ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &VisualServer::instance_attach_object_instance_id); ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &VisualServer::instance_set_blend_shape_weight); ClassDB::bind_method(D_METHOD("instance_set_surface_material", "instance", "surface", "material"), &VisualServer::instance_set_surface_material); ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &VisualServer::instance_set_visible); ClassDB::bind_method(D_METHOD("instance_set_use_lightmap", "instance", "lightmap_instance", "lightmap"), &VisualServer::instance_set_use_lightmap); ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &VisualServer::instance_set_custom_aabb); ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &VisualServer::instance_attach_skeleton); ClassDB::bind_method(D_METHOD("instance_set_exterior", "instance", "enabled"), &VisualServer::instance_set_exterior); ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &VisualServer::instance_set_extra_visibility_margin); ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &VisualServer::instance_geometry_set_flag); ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &VisualServer::instance_geometry_set_cast_shadows_setting); ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &VisualServer::instance_geometry_set_material_override); ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &VisualServer::instance_geometry_set_draw_range); ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &VisualServer::instance_geometry_set_as_instance_lod); ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &VisualServer::_instances_cull_aabb_bind, DEFVAL(RID())); ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &VisualServer::_instances_cull_ray_bind, DEFVAL(RID())); ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &VisualServer::_instances_cull_convex_bind, DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_create"), &VisualServer::canvas_create); ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &VisualServer::canvas_set_item_mirroring); ClassDB::bind_method(D_METHOD("canvas_set_modulate", "canvas", "color"), &VisualServer::canvas_set_modulate); ClassDB::bind_method(D_METHOD("canvas_item_create"), &VisualServer::canvas_item_create); ClassDB::bind_method(D_METHOD("canvas_item_set_parent", "item", "parent"), &VisualServer::canvas_item_set_parent); ClassDB::bind_method(D_METHOD("canvas_item_set_visible", "item", "visible"), &VisualServer::canvas_item_set_visible); ClassDB::bind_method(D_METHOD("canvas_item_set_light_mask", "item", "mask"), &VisualServer::canvas_item_set_light_mask); ClassDB::bind_method(D_METHOD("canvas_item_set_transform", "item", "transform"), &VisualServer::canvas_item_set_transform); ClassDB::bind_method(D_METHOD("canvas_item_set_clip", "item", "clip"), &VisualServer::canvas_item_set_clip); ClassDB::bind_method(D_METHOD("canvas_item_set_distance_field_mode", "item", "enabled"), &VisualServer::canvas_item_set_distance_field_mode); ClassDB::bind_method(D_METHOD("canvas_item_set_custom_rect", "item", "use_custom_rect", "rect"), &VisualServer::canvas_item_set_custom_rect, DEFVAL(Rect2())); ClassDB::bind_method(D_METHOD("canvas_item_set_modulate", "item", "color"), &VisualServer::canvas_item_set_modulate); ClassDB::bind_method(D_METHOD("canvas_item_set_self_modulate", "item", "color"), &VisualServer::canvas_item_set_self_modulate); ClassDB::bind_method(D_METHOD("canvas_item_set_draw_behind_parent", "item", "enabled"), &VisualServer::canvas_item_set_draw_behind_parent); ClassDB::bind_method(D_METHOD("canvas_item_add_line", "item", "from", "to", "color", "width", "antialiased"), &VisualServer::canvas_item_add_line, DEFVAL(1.0), DEFVAL(false)); ClassDB::bind_method(D_METHOD("canvas_item_add_polyline", "item", "points", "colors", "width", "antialiased"), &VisualServer::canvas_item_add_polyline, DEFVAL(1.0), DEFVAL(false)); ClassDB::bind_method(D_METHOD("canvas_item_add_rect", "item", "rect", "color"), &VisualServer::canvas_item_add_rect); ClassDB::bind_method(D_METHOD("canvas_item_add_circle", "item", "pos", "radius", "color"), &VisualServer::canvas_item_add_circle); ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect", "item", "rect", "texture", "tile", "modulate", "transpose", "normal_map"), &VisualServer::canvas_item_add_texture_rect, DEFVAL(false), DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect_region", "item", "rect", "texture", "src_rect", "modulate", "transpose", "normal_map", "clip_uv"), &VisualServer::canvas_item_add_texture_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID()), DEFVAL(true)); ClassDB::bind_method(D_METHOD("canvas_item_add_nine_patch", "item", "rect", "source", "texture", "topleft", "bottomright", "x_axis_mode", "y_axis_mode", "draw_center", "modulate", "normal_map"), &VisualServer::canvas_item_add_nine_patch, DEFVAL(NINE_PATCH_STRETCH), DEFVAL(NINE_PATCH_STRETCH), DEFVAL(true), DEFVAL(Color(1, 1, 1)), DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture", "width", "normal_map"), &VisualServer::canvas_item_add_primitive, DEFVAL(1.0), DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_polygon", "item", "points", "colors", "uvs", "texture", "normal_map", "antialiased"), &VisualServer::canvas_item_add_polygon, DEFVAL(Vector()), DEFVAL(RID()), DEFVAL(RID()), DEFVAL(false)); ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "texture", "count", "normal_map"), &VisualServer::canvas_item_add_triangle_array, DEFVAL(Vector()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "skeleton"), &VisualServer::canvas_item_add_mesh, DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "skeleton"), &VisualServer::canvas_item_add_multimesh, DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture", "normal_map", "h_frames", "v_frames"), &VisualServer::canvas_item_add_particles); ClassDB::bind_method(D_METHOD("canvas_item_add_set_transform", "item", "transform"), &VisualServer::canvas_item_add_set_transform); ClassDB::bind_method(D_METHOD("canvas_item_add_clip_ignore", "item", "ignore"), &VisualServer::canvas_item_add_clip_ignore); ClassDB::bind_method(D_METHOD("canvas_item_set_sort_children_by_y", "item", "enabled"), &VisualServer::canvas_item_set_sort_children_by_y); ClassDB::bind_method(D_METHOD("canvas_item_set_z_index", "item", "z_index"), &VisualServer::canvas_item_set_z_index); ClassDB::bind_method(D_METHOD("canvas_item_set_z_as_relative_to_parent", "item", "enabled"), &VisualServer::canvas_item_set_z_as_relative_to_parent); ClassDB::bind_method(D_METHOD("canvas_item_set_copy_to_backbuffer", "item", "enabled", "rect"), &VisualServer::canvas_item_set_copy_to_backbuffer); ClassDB::bind_method(D_METHOD("canvas_item_clear", "item"), &VisualServer::canvas_item_clear); ClassDB::bind_method(D_METHOD("canvas_item_set_draw_index", "item", "index"), &VisualServer::canvas_item_set_draw_index); ClassDB::bind_method(D_METHOD("canvas_item_set_material", "item", "material"), &VisualServer::canvas_item_set_material); ClassDB::bind_method(D_METHOD("canvas_item_set_use_parent_material", "item", "enabled"), &VisualServer::canvas_item_set_use_parent_material); ClassDB::bind_method(D_METHOD("canvas_light_create"), &VisualServer::canvas_light_create); ClassDB::bind_method(D_METHOD("canvas_light_attach_to_canvas", "light", "canvas"), &VisualServer::canvas_light_attach_to_canvas); ClassDB::bind_method(D_METHOD("canvas_light_set_enabled", "light", "enabled"), &VisualServer::canvas_light_set_enabled); ClassDB::bind_method(D_METHOD("canvas_light_set_scale", "light", "scale"), &VisualServer::canvas_light_set_scale); ClassDB::bind_method(D_METHOD("canvas_light_set_transform", "light", "transform"), &VisualServer::canvas_light_set_transform); ClassDB::bind_method(D_METHOD("canvas_light_set_texture", "light", "texture"), &VisualServer::canvas_light_set_texture); ClassDB::bind_method(D_METHOD("canvas_light_set_texture_offset", "light", "offset"), &VisualServer::canvas_light_set_texture_offset); ClassDB::bind_method(D_METHOD("canvas_light_set_color", "light", "color"), &VisualServer::canvas_light_set_color); ClassDB::bind_method(D_METHOD("canvas_light_set_height", "light", "height"), &VisualServer::canvas_light_set_height); ClassDB::bind_method(D_METHOD("canvas_light_set_energy", "light", "energy"), &VisualServer::canvas_light_set_energy); ClassDB::bind_method(D_METHOD("canvas_light_set_z_range", "light", "min_z", "max_z"), &VisualServer::canvas_light_set_z_range); ClassDB::bind_method(D_METHOD("canvas_light_set_layer_range", "light", "min_layer", "max_layer"), &VisualServer::canvas_light_set_layer_range); ClassDB::bind_method(D_METHOD("canvas_light_set_item_cull_mask", "light", "mask"), &VisualServer::canvas_light_set_item_cull_mask); ClassDB::bind_method(D_METHOD("canvas_light_set_item_shadow_cull_mask", "light", "mask"), &VisualServer::canvas_light_set_item_shadow_cull_mask); ClassDB::bind_method(D_METHOD("canvas_light_set_mode", "light", "mode"), &VisualServer::canvas_light_set_mode); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_enabled", "light", "enabled"), &VisualServer::canvas_light_set_shadow_enabled); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_buffer_size", "light", "size"), &VisualServer::canvas_light_set_shadow_buffer_size); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_gradient_length", "light", "length"), &VisualServer::canvas_light_set_shadow_gradient_length); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_filter", "light", "filter"), &VisualServer::canvas_light_set_shadow_filter); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_color", "light", "color"), &VisualServer::canvas_light_set_shadow_color); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_smooth", "light", "smooth"), &VisualServer::canvas_light_set_shadow_smooth); ClassDB::bind_method(D_METHOD("canvas_light_occluder_create"), &VisualServer::canvas_light_occluder_create); ClassDB::bind_method(D_METHOD("canvas_light_occluder_attach_to_canvas", "occluder", "canvas"), &VisualServer::canvas_light_occluder_attach_to_canvas); ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_enabled", "occluder", "enabled"), &VisualServer::canvas_light_occluder_set_enabled); ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_polygon", "occluder", "polygon"), &VisualServer::canvas_light_occluder_set_polygon); ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_transform", "occluder", "transform"), &VisualServer::canvas_light_occluder_set_transform); ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_light_mask", "occluder", "mask"), &VisualServer::canvas_light_occluder_set_light_mask); ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_create"), &VisualServer::canvas_occluder_polygon_create); ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape", "occluder_polygon", "shape", "closed"), &VisualServer::canvas_occluder_polygon_set_shape); ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape_as_lines", "occluder_polygon", "shape"), &VisualServer::canvas_occluder_polygon_set_shape_as_lines); ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_cull_mode", "occluder_polygon", "mode"), &VisualServer::canvas_occluder_polygon_set_cull_mode); ClassDB::bind_method(D_METHOD("black_bars_set_margins", "left", "top", "right", "bottom"), &VisualServer::black_bars_set_margins); ClassDB::bind_method(D_METHOD("black_bars_set_images", "left", "top", "right", "bottom"), &VisualServer::black_bars_set_images); ClassDB::bind_method(D_METHOD("free_rid", "rid"), &VisualServer::free); // shouldn't conflict with Object::free() ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &VisualServer::request_frame_drawn_callback); ClassDB::bind_method(D_METHOD("has_changed"), &VisualServer::has_changed); ClassDB::bind_method(D_METHOD("init"), &VisualServer::init); ClassDB::bind_method(D_METHOD("finish"), &VisualServer::finish); ClassDB::bind_method(D_METHOD("get_render_info", "info"), &VisualServer::get_render_info); ClassDB::bind_method(D_METHOD("get_test_cube"), &VisualServer::get_test_cube); ClassDB::bind_method(D_METHOD("get_test_texture"), &VisualServer::get_test_texture); ClassDB::bind_method(D_METHOD("get_white_texture"), &VisualServer::get_white_texture); ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &VisualServer::make_sphere_mesh); ClassDB::bind_method(D_METHOD("set_boot_image", "image", "color", "scale"), &VisualServer::set_boot_image); ClassDB::bind_method(D_METHOD("set_default_clear_color", "color"), &VisualServer::set_default_clear_color); ClassDB::bind_method(D_METHOD("has_feature", "feature"), &VisualServer::has_feature); ClassDB::bind_method(D_METHOD("has_os_feature", "feature"), &VisualServer::has_os_feature); ClassDB::bind_method(D_METHOD("set_debug_generate_wireframes", "generate"), &VisualServer::set_debug_generate_wireframes); BIND_CONSTANT(NO_INDEX_ARRAY); BIND_CONSTANT(ARRAY_WEIGHTS_SIZE); BIND_CONSTANT(CANVAS_ITEM_Z_MIN); BIND_CONSTANT(CANVAS_ITEM_Z_MAX); BIND_CONSTANT(MAX_GLOW_LEVELS); BIND_CONSTANT(MAX_CURSORS); BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN); BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MAX); BIND_ENUM_CONSTANT(CUBEMAP_LEFT); BIND_ENUM_CONSTANT(CUBEMAP_RIGHT); BIND_ENUM_CONSTANT(CUBEMAP_BOTTOM); BIND_ENUM_CONSTANT(CUBEMAP_TOP); BIND_ENUM_CONSTANT(CUBEMAP_FRONT); BIND_ENUM_CONSTANT(CUBEMAP_BACK); BIND_ENUM_CONSTANT(TEXTURE_FLAG_MIPMAPS); BIND_ENUM_CONSTANT(TEXTURE_FLAG_REPEAT); BIND_ENUM_CONSTANT(TEXTURE_FLAG_FILTER); BIND_ENUM_CONSTANT(TEXTURE_FLAG_ANISOTROPIC_FILTER); BIND_ENUM_CONSTANT(TEXTURE_FLAG_CONVERT_TO_LINEAR); BIND_ENUM_CONSTANT(TEXTURE_FLAG_MIRRORED_REPEAT); BIND_ENUM_CONSTANT(TEXTURE_FLAG_CUBEMAP); BIND_ENUM_CONSTANT(TEXTURE_FLAG_USED_FOR_STREAMING); BIND_ENUM_CONSTANT(TEXTURE_FLAGS_DEFAULT); BIND_ENUM_CONSTANT(SHADER_SPATIAL); BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM); BIND_ENUM_CONSTANT(SHADER_PARTICLES); BIND_ENUM_CONSTANT(SHADER_MAX); BIND_ENUM_CONSTANT(ARRAY_VERTEX); BIND_ENUM_CONSTANT(ARRAY_NORMAL); BIND_ENUM_CONSTANT(ARRAY_TANGENT); BIND_ENUM_CONSTANT(ARRAY_COLOR); BIND_ENUM_CONSTANT(ARRAY_TEX_UV); BIND_ENUM_CONSTANT(ARRAY_TEX_UV2); BIND_ENUM_CONSTANT(ARRAY_BONES); BIND_ENUM_CONSTANT(ARRAY_WEIGHTS); BIND_ENUM_CONSTANT(ARRAY_INDEX); BIND_ENUM_CONSTANT(ARRAY_MAX); BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX); BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL); BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT); BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR); BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV); BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2); BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES); BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS); BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_VERTEX); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_NORMAL); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TANGENT); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_COLOR); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV2); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_BONES); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_WEIGHTS); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_INDEX); BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES); BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_16_BIT_BONES); BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT); BIND_ENUM_CONSTANT(PRIMITIVE_POINTS); BIND_ENUM_CONSTANT(PRIMITIVE_LINES); BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP); BIND_ENUM_CONSTANT(PRIMITIVE_LINE_LOOP); BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES); BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP); BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_FAN); BIND_ENUM_CONSTANT(PRIMITIVE_MAX); BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED); BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE); BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL); BIND_ENUM_CONSTANT(LIGHT_OMNI); BIND_ENUM_CONSTANT(LIGHT_SPOT); BIND_ENUM_CONSTANT(LIGHT_PARAM_ENERGY); BIND_ENUM_CONSTANT(LIGHT_PARAM_SPECULAR); BIND_ENUM_CONSTANT(LIGHT_PARAM_RANGE); BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION); BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ANGLE); BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ATTENUATION); BIND_ENUM_CONSTANT(LIGHT_PARAM_CONTACT_SHADOW_SIZE); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_MAX_DISTANCE); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS); BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE); BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX); BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID); BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE); BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_VERTICAL); BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL); BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS); BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS); BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE); BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED); BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_DISABLED); BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE); BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE); BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ALWAYS); BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ALWAYS); BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_NEVER); BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ONLY_NEXT_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_DISABLED); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_2X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X); BIND_ENUM_CONSTANT(VIEWPORT_MSAA_16X); BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D); BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D_NO_SAMPLING); BIND_ENUM_CONSTANT(VIEWPORT_USAGE_3D); BIND_ENUM_CONSTANT(VIEWPORT_USAGE_3D_NO_EFFECTS); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME); BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MAX); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DISABLED); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_UNSHADED); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OVERDRAW); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_WIREFRAME); BIND_ENUM_CONSTANT(SCENARIO_DEBUG_DISABLED); BIND_ENUM_CONSTANT(SCENARIO_DEBUG_WIREFRAME); BIND_ENUM_CONSTANT(SCENARIO_DEBUG_OVERDRAW); BIND_ENUM_CONSTANT(SCENARIO_DEBUG_SHADELESS); BIND_ENUM_CONSTANT(INSTANCE_NONE); BIND_ENUM_CONSTANT(INSTANCE_MESH); BIND_ENUM_CONSTANT(INSTANCE_MULTIMESH); BIND_ENUM_CONSTANT(INSTANCE_IMMEDIATE); BIND_ENUM_CONSTANT(INSTANCE_PARTICLES); BIND_ENUM_CONSTANT(INSTANCE_LIGHT); BIND_ENUM_CONSTANT(INSTANCE_REFLECTION_PROBE); BIND_ENUM_CONSTANT(INSTANCE_GI_PROBE); BIND_ENUM_CONSTANT(INSTANCE_LIGHTMAP_CAPTURE); BIND_ENUM_CONSTANT(INSTANCE_MAX); BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK); BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT); BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY); BIND_ENUM_CONSTANT(NINE_PATCH_STRETCH); BIND_ENUM_CONSTANT(NINE_PATCH_TILE); BIND_ENUM_CONSTANT(NINE_PATCH_TILE_FIT); BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_ADD); BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_SUB); BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MIX); BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MASK); BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_NONE); BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF3); BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF5); BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF7); BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF9); BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF13); BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_DISABLED); BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE); BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE); BIND_ENUM_CONSTANT(INFO_OBJECTS_IN_FRAME); BIND_ENUM_CONSTANT(INFO_VERTICES_IN_FRAME); BIND_ENUM_CONSTANT(INFO_MATERIAL_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(INFO_SHADER_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(INFO_SURFACE_CHANGES_IN_FRAME); BIND_ENUM_CONSTANT(INFO_DRAW_CALLS_IN_FRAME); BIND_ENUM_CONSTANT(INFO_USAGE_VIDEO_MEM_TOTAL); BIND_ENUM_CONSTANT(INFO_VIDEO_MEM_USED); BIND_ENUM_CONSTANT(INFO_TEXTURE_MEM_USED); BIND_ENUM_CONSTANT(INFO_VERTEX_MEM_USED); BIND_ENUM_CONSTANT(FEATURE_SHADERS); BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED); BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D); BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D); BIND_ENUM_CONSTANT(MULTIMESH_COLOR_NONE); BIND_ENUM_CONSTANT(MULTIMESH_COLOR_8BIT); BIND_ENUM_CONSTANT(MULTIMESH_COLOR_FLOAT); BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE); BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS); BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX); BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME); BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_VIEW_DEPTH); BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR); BIND_ENUM_CONSTANT(ENV_BG_COLOR); BIND_ENUM_CONSTANT(ENV_BG_SKY); BIND_ENUM_CONSTANT(ENV_BG_COLOR_SKY); BIND_ENUM_CONSTANT(ENV_BG_CANVAS); BIND_ENUM_CONSTANT(ENV_BG_KEEP); BIND_ENUM_CONSTANT(ENV_BG_MAX); BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_LOW); BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_MEDIUM); BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_HIGH); BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE); BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN); BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT); BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE); BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR); BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARDT); BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC); BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES); BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW); BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM); BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH); BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_DISABLED); BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_1x1); BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_2x2); BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_3x3); ADD_SIGNAL(MethodInfo("frame_drawn_in_thread")); } void VisualServer::_canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector &p_margins, const Color &p_modulate) { ERR_FAIL_COND(p_margins.size() != 4); //canvas_item_add_style_box(p_item,p_rect,p_source,p_texture,Vector2(p_margins[0],p_margins[1]),Vector2(p_margins[2],p_margins[3]),true,p_modulate); } void VisualServer::_camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) { camera_set_orthogonal(p_camera, p_size, p_z_near, p_z_far); } void VisualServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data) { PoolVector vertices; PoolVector normals; for (int i = 0; i < p_mesh_data.faces.size(); i++) { const Geometry::MeshData::Face &f = p_mesh_data.faces[i]; for (int j = 2; j < f.indices.size(); j++) { #define _ADD_VERTEX(m_idx) \ vertices.push_back(p_mesh_data.vertices[f.indices[m_idx]]); \ normals.push_back(f.plane.normal); _ADD_VERTEX(0); _ADD_VERTEX(j - 1); _ADD_VERTEX(j); } } Array d; d.resize(VS::ARRAY_MAX); d[ARRAY_VERTEX] = vertices; d[ARRAY_NORMAL] = normals; mesh_add_surface_from_arrays(p_mesh, PRIMITIVE_TRIANGLES, d); } void VisualServer::mesh_add_surface_from_planes(RID p_mesh, const PoolVector &p_planes) { Geometry::MeshData mdata = Geometry::build_convex_mesh(p_planes); mesh_add_surface_from_mesh_data(p_mesh, mdata); } void VisualServer::immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex) { immediate_vertex(p_immediate, Vector3(p_vertex.x, p_vertex.y, 0)); } RID VisualServer::instance_create2(RID p_base, RID p_scenario) { RID instance = instance_create(); instance_set_base(instance, p_base); instance_set_scenario(instance, p_scenario); return instance; } VisualServer::VisualServer() { //ERR_FAIL_COND(singleton); singleton = this; GLOBAL_DEF("rendering/vram_compression/import_s3tc", true); GLOBAL_DEF("rendering/vram_compression/import_etc", false); GLOBAL_DEF("rendering/vram_compression/import_etc2", true); GLOBAL_DEF("rendering/vram_compression/import_pvrtc", false); GLOBAL_DEF("rendering/quality/directional_shadow/size", 4096); GLOBAL_DEF("rendering/quality/directional_shadow/size.mobile", 2048); GLOBAL_DEF("rendering/quality/shadow_atlas/size", 4096); GLOBAL_DEF("rendering/quality/shadow_atlas/size.mobile", 2048); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/size", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/size", PROPERTY_HINT_RANGE, "256,16384")); GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_0_subdiv", 1); GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_1_subdiv", 2); GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_2_subdiv", 3); GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_3_subdiv", 4); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_0_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows")); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_1_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows")); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_2_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows")); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_3_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows")); GLOBAL_DEF("rendering/quality/shadows/filter_mode", 1); GLOBAL_DEF("rendering/quality/shadows/filter_mode.mobile", 0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadows/filter_mode", PropertyInfo(Variant::INT, "rendering/quality/shadows/filter_mode", PROPERTY_HINT_ENUM, "Disabled,PCF5,PCF13")); GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true); GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections.mobile", false); GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx", true); GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx.mobile", false); GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false); GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true); GLOBAL_DEF("rendering/quality/depth_prepass/enable", true); GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno"); } VisualServer::~VisualServer() { singleton = NULL; }