/*************************************************************************/ /* visual_server_wrap_mt.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "servers/visual_server.h" #include "command_queue_mt.h" #include "os/thread.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 ); FUNC6(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float,bool); 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& ); 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