godot/servers/rendering_server.cpp

2370 lines
113 KiB
C++

/*************************************************************************/
/* rendering_server.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 "rendering_server.h"
#include "core/config/project_settings.h"
RenderingServer *RenderingServer::singleton = nullptr;
RenderingServer *(*RenderingServer::create_func)() = nullptr;
RenderingServer *RenderingServer::get_singleton() {
return singleton;
}
RenderingServer *RenderingServer::create() {
ERR_FAIL_COND_V(singleton, nullptr);
if (create_func) {
return create_func();
}
return nullptr;
}
Array RenderingServer::_texture_debug_usage_bind() {
List<TextureInfo> list;
texture_debug_usage(&list);
Array arr;
for (const List<TextureInfo>::Element *E = list.front(); E; E = E->next()) {
Dictionary dict;
dict["texture"] = E->get().texture;
dict["width"] = E->get().width;
dict["height"] = E->get().height;
dict["depth"] = E->get().depth;
dict["format"] = E->get().format;
dict["bytes"] = E->get().bytes;
dict["path"] = E->get().path;
arr.push_back(dict);
}
return arr;
}
Array RenderingServer::_shader_get_param_list_bind(RID p_shader) const {
List<PropertyInfo> l;
shader_get_param_list(p_shader, &l);
return convert_property_list(&l);
}
static Array to_array(const Vector<ObjectID> &ids) {
Array a;
a.resize(ids.size());
for (int i = 0; i < ids.size(); ++i) {
a[i] = ids[i];
}
return a;
}
Array RenderingServer::_instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario) const {
Vector<ObjectID> ids = instances_cull_aabb(p_aabb, p_scenario);
return to_array(ids);
}
Array RenderingServer::_instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
Vector<ObjectID> ids = instances_cull_ray(p_from, p_to, p_scenario);
return to_array(ids);
}
Array RenderingServer::_instances_cull_convex_bind(const Array &p_convex, RID p_scenario) const {
Vector<Plane> 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<ObjectID> ids = instances_cull_convex(planes, p_scenario);
return to_array(ids);
}
RID RenderingServer::get_test_texture() {
if (test_texture.is_valid()) {
return test_texture;
};
#define TEST_TEXTURE_SIZE 256
Vector<uint8_t> test_data;
test_data.resize(TEST_TEXTURE_SIZE * TEST_TEXTURE_SIZE * 3);
{
uint8_t *w = test_data.ptrw();
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<Image> data = memnew(Image(TEST_TEXTURE_SIZE, TEST_TEXTURE_SIZE, false, Image::FORMAT_RGB8, test_data));
test_texture = texture_2d_create(data);
return test_texture;
}
void RenderingServer::_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 RenderingServer::_make_test_cube() {
Vector<Vector3> vertices;
Vector<Vector3> normals;
Vector<float> tangents;
Vector<Vector3> uvs;
#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));
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];
} else {
face_points[3 - j][(i + k) % 3] = -v[k];
}
}
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(RS::ARRAY_MAX);
d[RenderingServer::ARRAY_NORMAL] = normals;
d[RenderingServer::ARRAY_TANGENT] = tangents;
d[RenderingServer::ARRAY_TEX_UV] = uvs;
d[RenderingServer::ARRAY_VERTEX] = vertices;
Vector<int> indices;
indices.resize(vertices.size());
for (int i = 0; i < vertices.size(); i++) {
indices.set(i, i);
}
d[RenderingServer::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 RenderingServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) {
Vector<Vector3> vertices;
Vector<Vector3> 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(RS::ARRAY_MAX);
d[ARRAY_VERTEX] = vertices;
d[ARRAY_NORMAL] = normals;
mesh_add_surface_from_arrays(mesh, PRIMITIVE_TRIANGLES, d);
return mesh;
}
RID RenderingServer::get_white_texture() {
if (white_texture.is_valid()) {
return white_texture;
}
Vector<uint8_t> wt;
wt.resize(16 * 3);
{
uint8_t *w = wt.ptrw();
for (int i = 0; i < 16 * 3; i++) {
w[i] = 255;
}
}
Ref<Image> white = memnew(Image(4, 4, 0, Image::FORMAT_RGB8, wt));
white_texture = texture_2d_create(white);
return white_texture;
}
#define SMALL_VEC2 Vector2(0.00001, 0.00001)
#define SMALL_VEC3 Vector3(0.00001, 0.00001, 0.00001)
Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_vertex_stride, uint32_t p_attrib_stride, uint32_t p_skin_stride, Vector<uint8_t> &r_vertex_array, Vector<uint8_t> &r_attrib_array, Vector<uint8_t> &r_skin_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb) {
uint8_t *vw = r_vertex_array.ptrw();
uint8_t *aw = r_attrib_array.ptrw();
uint8_t *sw = r_skin_array.ptrw();
uint8_t *iw = nullptr;
if (r_index_array.size()) {
iw = r_index_array.ptrw();
}
int max_bone = 0;
for (int ai = 0; ai < RS::ARRAY_MAX; ai++) {
if (!(p_format & (1 << ai))) { // no array
continue;
}
switch (ai) {
case RS::ARRAY_VERTEX: {
if (p_format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
Vector<Vector2> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
const Vector2 *src = array.ptr();
// setting vertices means regenerating the AABB
Rect2 aabb;
{
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_vertex_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 {
Vector<Vector3> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
const Vector3 *src = array.ptr();
// setting vertices means regenerating the AABB
AABB aabb;
{
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_vertex_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 RS::ARRAY_NORMAL: {
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
Vector<Vector3> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
const Vector3 *src = array.ptr();
for (int i = 0; i < p_vertex_array_len; i++) {
Vector3 n = src[i] * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5);
uint32_t value = 0;
value |= CLAMP(int(n.x * 1023.0), 0, 1023);
value |= CLAMP(int(n.y * 1023.0), 0, 1023) << 10;
value |= CLAMP(int(n.z * 1023.0), 0, 1023) << 20;
copymem(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4);
}
} break;
case RS::ARRAY_TANGENT: {
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER);
Vector<real_t> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER);
const real_t *src = array.ptr();
for (int i = 0; i < p_vertex_array_len; i++) {
uint32_t value = 0;
value |= CLAMP(int((src[i * 4 + 0] * 0.5 + 0.5) * 1023.0), 0, 1023);
value |= CLAMP(int((src[i * 4 + 1] * 0.5 + 0.5) * 1023.0), 0, 1023) << 10;
value |= CLAMP(int((src[i * 4 + 2] * 0.5 + 0.5) * 1023.0), 0, 1023) << 20;
value |= CLAMP(int((src[i * 4 + 3] * 0.5 + 0.5) * 3.0), 0, 3) << 30;
copymem(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4);
}
} break;
case RS::ARRAY_COLOR: {
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_COLOR_ARRAY, ERR_INVALID_PARAMETER);
Vector<Color> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
const Color *src = array.ptr();
uint16_t color16[4];
for (int i = 0; i < p_vertex_array_len; i++) {
color16[0] = Math::make_half_float(src[i].r);
color16[1] = Math::make_half_float(src[i].g);
color16[2] = Math::make_half_float(src[i].b);
color16[3] = Math::make_half_float(src[i].a);
copymem(&aw[p_offsets[ai] + i * p_attrib_stride], color16, 8);
}
} break;
case RS::ARRAY_TEX_UV: {
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::PACKED_VECTOR2_ARRAY, ERR_INVALID_PARAMETER);
Vector<Vector2> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
const Vector2 *src = array.ptr();
for (int i = 0; i < p_vertex_array_len; i++) {
float uv[2] = { src[i].x, src[i].y };
copymem(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 4);
}
} break;
case RS::ARRAY_TEX_UV2: {
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::PACKED_VECTOR2_ARRAY, ERR_INVALID_PARAMETER);
Vector<Vector2> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
const Vector2 *src = array.ptr();
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(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 2);
}
} break;
case RS::ARRAY_CUSTOM0:
case RS::ARRAY_CUSTOM1:
case RS::ARRAY_CUSTOM2:
case RS::ARRAY_CUSTOM3: {
uint32_t type = (p_format >> (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * (RS::ARRAY_CUSTOM0 - ai))) & ARRAY_FORMAT_CUSTOM_MASK;
switch (type) {
case ARRAY_CUSTOM_RGBA8_UNORM:
case ARRAY_CUSTOM_RGBA8_SNORM:
case ARRAY_CUSTOM_RG_HALF: {
//size 4
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_BYTE_ARRAY, ERR_INVALID_PARAMETER);
Vector<uint8_t> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER);
const uint8_t *src = array.ptr();
for (int i = 0; i < p_vertex_array_len; i++) {
copymem(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * 4], 4);
}
} break;
case ARRAY_CUSTOM_RGBA_HALF: {
//size 8
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_BYTE_ARRAY, ERR_INVALID_PARAMETER);
Vector<uint8_t> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 8, ERR_INVALID_PARAMETER);
const uint8_t *src = array.ptr();
for (int i = 0; i < p_vertex_array_len; i++) {
copymem(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * 8], 8);
}
} break;
case ARRAY_CUSTOM_R_FLOAT:
case ARRAY_CUSTOM_RG_FLOAT:
case ARRAY_CUSTOM_RGB_FLOAT:
case ARRAY_CUSTOM_RGBA_FLOAT: {
//RF
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER);
Vector<float> array = p_arrays[ai];
int32_t s = ARRAY_CUSTOM_R_FLOAT - ai + 1;
ERR_FAIL_COND_V(array.size() != p_vertex_array_len * s, ERR_INVALID_PARAMETER);
const float *src = array.ptr();
for (int i = 0; i < p_vertex_array_len; i++) {
copymem(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * s], 4 * s);
}
} break;
default: {
}
}
} break;
case RS::ARRAY_WEIGHTS: {
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER);
uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
Vector<real_t> array = p_arrays[ai];
ERR_FAIL_COND_V(array.size() != (int32_t)(p_vertex_array_len * bone_count), ERR_INVALID_PARAMETER);
const real_t *src = array.ptr();
{
uint16_t data[8];
for (int i = 0; i < p_vertex_array_len; i++) {
for (uint32_t j = 0; j < bone_count; j++) {
data[j] = CLAMP(src[i * bone_count + j] * 65535, 0, 65535);
}
copymem(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count);
}
}
} break;
case RS::ARRAY_BONES: {
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_INT32_ARRAY && p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER);
Vector<int> array = p_arrays[ai];
uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
ERR_FAIL_COND_V(array.size() != (int32_t)(p_vertex_array_len * bone_count), ERR_INVALID_PARAMETER);
const int *src = array.ptr();
uint16_t data[8];
for (int i = 0; i < p_vertex_array_len; i++) {
for (uint32_t j = 0; j < bone_count; j++) {
data[j] = src[i * bone_count + j];
max_bone = MAX(data[j], max_bone);
}
copymem(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count);
}
} break;
case RS::ARRAY_INDEX: {
ERR_FAIL_NULL_V(iw, ERR_INVALID_DATA);
ERR_FAIL_COND_V(p_index_array_len <= 0, ERR_INVALID_DATA);
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_INT32_ARRAY, ERR_INVALID_PARAMETER);
Vector<int> 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 */
const int *src = indices.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 & RS::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.write[i].size = Vector3(-1, -1, -1); //negative means unused
}
}
Vector<Vector3> vertices = p_arrays[RS::ARRAY_VERTEX];
Vector<int> bones = p_arrays[RS::ARRAY_BONES];
Vector<float> weights = p_arrays[RS::ARRAY_WEIGHTS];
bool any_valid = false;
if (vertices.size() && bones.size() == vertices.size() * 4 && weights.size() == bones.size()) {
int vs = vertices.size();
const Vector3 *rv = vertices.ptr();
const int *rb = bones.ptr();
const float *rw = weights.ptr();
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[idx].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;
}
uint32_t RenderingServer::mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_array_index) const {
p_format &= ~ARRAY_FORMAT_INDEX;
uint32_t offsets[ARRAY_MAX];
uint32_t vstr;
uint32_t astr;
uint32_t sstr;
mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
return offsets[p_array_index];
}
uint32_t RenderingServer::mesh_surface_get_format_vertex_stride(uint32_t p_format, int p_vertex_len) const {
p_format &= ~ARRAY_FORMAT_INDEX;
uint32_t offsets[ARRAY_MAX];
uint32_t vstr;
uint32_t astr;
uint32_t sstr;
mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
return vstr;
}
uint32_t RenderingServer::mesh_surface_get_format_attribute_stride(uint32_t p_format, int p_vertex_len) const {
p_format &= ~ARRAY_FORMAT_INDEX;
uint32_t offsets[ARRAY_MAX];
uint32_t vstr;
uint32_t astr;
uint32_t sstr;
mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
return astr;
}
uint32_t RenderingServer::mesh_surface_get_format_skin_stride(uint32_t p_format, int p_vertex_len) const {
p_format &= ~ARRAY_FORMAT_INDEX;
uint32_t offsets[ARRAY_MAX];
uint32_t vstr;
uint32_t astr;
uint32_t sstr;
mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
return sstr;
}
void RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets, uint32_t &r_vertex_element_size, uint32_t &r_attrib_element_size, uint32_t &r_skin_element_size) const {
r_vertex_element_size = 0;
r_attrib_element_size = 0;
r_skin_element_size = 0;
uint32_t *size_accum;
for (int i = 0; i < RS::ARRAY_MAX; i++) {
r_offsets[i] = 0; //reset
if (i == RS::ARRAY_VERTEX) {
size_accum = &r_vertex_element_size;
} else if (i == RS::ARRAY_COLOR) {
size_accum = &r_attrib_element_size;
} else if (i == RS::ARRAY_BONES) {
size_accum = &r_skin_element_size;
}
if (!(p_format & (1 << i))) { // no array
continue;
}
int elem_size = 0;
switch (i) {
case RS::ARRAY_VERTEX: {
if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
elem_size = 2;
} else {
elem_size = 3;
}
{
elem_size *= sizeof(float);
}
if (elem_size == 6) {
elem_size = 8;
}
} break;
case RS::ARRAY_NORMAL: {
elem_size = 4;
} break;
case RS::ARRAY_TANGENT: {
elem_size = 4;
} break;
case RS::ARRAY_COLOR: {
elem_size = 8;
} break;
case RS::ARRAY_TEX_UV: {
elem_size = 8;
} break;
case RS::ARRAY_TEX_UV2: {
elem_size = 8;
} break;
case RS::ARRAY_CUSTOM0:
case RS::ARRAY_CUSTOM1:
case RS::ARRAY_CUSTOM2:
case RS::ARRAY_CUSTOM3: {
uint32_t format = (p_format >> (ARRAY_FORMAT_CUSTOM_BASE + (ARRAY_FORMAT_CUSTOM_BITS * (i - ARRAY_CUSTOM0)))) & ARRAY_FORMAT_CUSTOM_MASK;
switch (format) {
case ARRAY_CUSTOM_RGBA8_UNORM: {
elem_size = 4;
} break;
case ARRAY_CUSTOM_RGBA8_SNORM: {
elem_size = 4;
} break;
case ARRAY_CUSTOM_RG_HALF: {
elem_size = 4;
} break;
case ARRAY_CUSTOM_RGBA_HALF: {
elem_size = 8;
} break;
case ARRAY_CUSTOM_R_FLOAT: {
elem_size = 4;
} break;
case ARRAY_CUSTOM_RG_FLOAT: {
elem_size = 8;
} break;
case ARRAY_CUSTOM_RGB_FLOAT: {
elem_size = 12;
} break;
case ARRAY_CUSTOM_RGBA_FLOAT: {
elem_size = 16;
} break;
}
} break;
case RS::ARRAY_WEIGHTS: {
uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
elem_size = sizeof(uint16_t) * bone_count;
} break;
case RS::ARRAY_BONES: {
uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
elem_size = sizeof(uint16_t) * bone_count;
} break;
case RS::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;
}
r_offsets[i] = elem_size;
continue;
}
default: {
ERR_FAIL();
}
}
r_offsets[i] = (*size_accum);
(*size_accum) += elem_size;
}
}
Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surface_data, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, uint32_t p_compress_format) {
ERR_FAIL_INDEX_V(p_primitive, RS::PRIMITIVE_MAX, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_arrays.size() != RS::ARRAY_MAX, ERR_INVALID_PARAMETER);
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 == RS::ARRAY_VERTEX) {
switch (p_arrays[i].get_type()) {
case Variant::PACKED_VECTOR2_ARRAY: {
Vector<Vector2> v2 = p_arrays[i];
array_len = v2.size();
} break;
case Variant::PACKED_VECTOR3_ARRAY: {
Vector<Vector3> v3 = p_arrays[i];
array_len = v3.size();
} break;
default: {
ERR_FAIL_V(ERR_INVALID_DATA);
} break;
}
ERR_FAIL_COND_V(array_len == 0, ERR_INVALID_DATA);
} else if (i == RS::ARRAY_INDEX) {
index_array_len = PackedInt32Array(p_arrays[i]).size();
}
}
ERR_FAIL_COND_V((format & RS::ARRAY_FORMAT_VERTEX) == 0, ERR_INVALID_PARAMETER); // 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_V((bsformat) != (format & (RS::ARRAY_FORMAT_INDEX - 1)), ERR_INVALID_PARAMETER);
}
}
uint32_t offsets[RS::ARRAY_MAX];
uint32_t vertex_element_size;
uint32_t attrib_element_size;
uint32_t skin_element_size;
mesh_surface_make_offsets_from_format(format, array_len, index_array_len, offsets, vertex_element_size, attrib_element_size, skin_element_size);
uint32_t mask = (1 << ARRAY_MAX) - 1;
format |= (~mask) & p_compress_format; //make the full format
int vertex_array_size = vertex_element_size * array_len;
int attrib_array_size = attrib_element_size * array_len;
int skin_array_size = skin_element_size * array_len;
int index_array_size = offsets[RS::ARRAY_INDEX] * index_array_len;
Vector<uint8_t> vertex_array;
vertex_array.resize(vertex_array_size);
Vector<uint8_t> attrib_array;
attrib_array.resize(attrib_array_size);
Vector<uint8_t> skin_array;
skin_array.resize(skin_array_size);
Vector<uint8_t> index_array;
index_array.resize(index_array_size);
AABB aabb;
Vector<AABB> bone_aabb;
Error err = _surface_set_data(p_arrays, format, offsets, vertex_element_size, attrib_element_size, skin_element_size, vertex_array, attrib_array, skin_array, array_len, index_array, index_array_len, aabb, bone_aabb);
ERR_FAIL_COND_V_MSG(err != OK, ERR_INVALID_DATA, "Invalid array format for surface.");
Vector<uint8_t> blend_shape_data;
uint32_t blend_shape_count = 0;
if (p_blend_shapes.size()) {
uint32_t bs_format = format & RS::ARRAY_FORMAT_BLEND_SHAPE_MASK;
for (int i = 0; i < p_blend_shapes.size(); i++) {
Vector<uint8_t> vertex_array_shape;
vertex_array_shape.resize(vertex_array_size);
Vector<uint8_t> noindex;
Vector<uint8_t> noattrib;
Vector<uint8_t> noskin;
AABB laabb;
Error err2 = _surface_set_data(p_blend_shapes[i], bs_format, offsets, vertex_element_size, 0, 0, vertex_array_shape, noattrib, noskin, array_len, noindex, 0, laabb, bone_aabb);
aabb.merge_with(laabb);
ERR_FAIL_COND_V_MSG(err2 != OK, ERR_INVALID_DATA, "Invalid blend shape array format for surface.");
blend_shape_data.append_array(vertex_array_shape);
blend_shape_count++;
}
}
Vector<SurfaceData::LOD> lods;
if (index_array_len) {
List<Variant> keys;
p_lods.get_key_list(&keys);
for (List<Variant>::Element *E = keys.front(); E; E = E->next()) {
float distance = E->get();
ERR_CONTINUE(distance <= 0.0);
Vector<int> indices = p_lods[E->get()];
ERR_CONTINUE(indices.size() == 0);
uint32_t index_count = indices.size();
ERR_CONTINUE(index_count >= (uint32_t)index_array_len); //should be smaller..
const int *r = indices.ptr();
Vector<uint8_t> data;
if (array_len <= 65536) {
//16 bits indices
data.resize(indices.size() * 2);
uint8_t *w = data.ptrw();
uint16_t *index_ptr = (uint16_t *)w;
for (uint32_t i = 0; i < index_count; i++) {
index_ptr[i] = r[i];
}
} else {
//32 bits indices
data.resize(indices.size() * 4);
uint8_t *w = data.ptrw();
uint32_t *index_ptr = (uint32_t *)w;
for (uint32_t i = 0; i < index_count; i++) {
index_ptr[i] = r[i];
}
}
SurfaceData::LOD lod;
lod.edge_length = distance;
lod.index_data = data;
lods.push_back(lod);
}
}
SurfaceData &surface_data = *r_surface_data;
surface_data.format = format;
surface_data.primitive = p_primitive;
surface_data.aabb = aabb;
surface_data.vertex_data = vertex_array;
surface_data.attribute_data = attrib_array;
surface_data.skin_data = skin_array;
surface_data.vertex_count = array_len;
surface_data.index_data = index_array;
surface_data.index_count = index_array_len;
surface_data.blend_shape_count = blend_shape_count;
surface_data.blend_shape_data = blend_shape_data;
surface_data.bone_aabbs = bone_aabb;
surface_data.lods = lods;
return OK;
}
void RenderingServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, uint32_t p_compress_format) {
SurfaceData sd;
Error err = mesh_create_surface_data_from_arrays(&sd, p_primitive, p_arrays, p_blend_shapes, p_lods, p_compress_format);
if (err != OK) {
return;
}
mesh_add_surface(p_mesh, sd);
}
Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t> p_vertex_data, Vector<uint8_t> p_attrib_data, Vector<uint8_t> p_skin_data, int p_vertex_len, Vector<uint8_t> p_index_data, int p_index_len) const {
uint32_t offsets[RS::ARRAY_MAX];
uint32_t vertex_elem_size;
uint32_t attrib_elem_size;
uint32_t skin_elem_size;
mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets, vertex_elem_size, attrib_elem_size, skin_elem_size);
Array ret;
ret.resize(RS::ARRAY_MAX);
const uint8_t *r = p_vertex_data.ptr();
const uint8_t *ar = p_attrib_data.ptr();
const uint8_t *sr = p_skin_data.ptr();
for (int i = 0; i < RS::ARRAY_MAX; i++) {
if (!(p_format & (1 << i))) {
continue;
}
switch (i) {
case RS::ARRAY_VERTEX: {
if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
Vector<Vector2> arr_2d;
arr_2d.resize(p_vertex_len);
{
Vector2 *w = arr_2d.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
const float *v = (const float *)&r[j * vertex_elem_size + offsets[i]];
w[j] = Vector2(v[0], v[1]);
}
}
ret[i] = arr_2d;
} else {
Vector<Vector3> arr_3d;
arr_3d.resize(p_vertex_len);
{
Vector3 *w = arr_3d.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
const float *v = (const float *)&r[j * vertex_elem_size + offsets[i]];
w[j] = Vector3(v[0], v[1], v[2]);
}
}
ret[i] = arr_3d;
}
} break;
case RS::ARRAY_NORMAL: {
Vector<Vector3> arr;
arr.resize(p_vertex_len);
Vector3 *w = arr.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
const uint32_t v = *(const uint32_t *)&r[j * vertex_elem_size + offsets[i]];
w[j] = Vector3((v & 0x3FF) / 1023.0, ((v >> 10) & 0x3FF) / 1023.0, ((v >> 20) & 0x3FF) / 1023.0) * Vector3(2, 2, 2) - Vector3(1, 1, 1);
}
ret[i] = arr;
} break;
case RS::ARRAY_TANGENT: {
Vector<float> arr;
arr.resize(p_vertex_len * 4);
float *w = arr.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
const uint32_t v = *(const uint32_t *)&r[j * vertex_elem_size + offsets[i]];
w[j * 4 + 0] = ((v & 0x3FF) / 1023.0) * 2.0 - 1.0;
w[j * 4 + 1] = (((v >> 10) & 0x3FF) / 1023.0) * 2.0 - 1.0;
w[j * 4 + 2] = (((v >> 20) & 0x3FF) / 1023.0) * 2.0 - 1.0;
w[j * 4 + 3] = ((v >> 30) / 3.0) * 2.0 - 1.0;
}
ret[i] = arr;
} break;
case RS::ARRAY_COLOR: {
Vector<Color> arr;
arr.resize(p_vertex_len);
Color *w = arr.ptrw();
for (int32_t j = 0; j < p_vertex_len; j++) {
const uint16_t *v = (const uint16_t *)&ar[j * attrib_elem_size + offsets[i]];
w[j] = Color(Math::half_to_float(v[0]), Math::half_to_float(v[1]), Math::half_to_float(v[2]), Math::half_to_float(v[3]));
}
ret[i] = arr;
} break;
case RS::ARRAY_TEX_UV: {
Vector<Vector2> arr;
arr.resize(p_vertex_len);
Vector2 *w = arr.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
const float *v = (const float *)&ar[j * attrib_elem_size + offsets[i]];
w[j] = Vector2(v[0], v[1]);
}
ret[i] = arr;
} break;
case RS::ARRAY_TEX_UV2: {
Vector<Vector2> arr;
arr.resize(p_vertex_len);
Vector2 *w = arr.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
const float *v = (const float *)&ar[j * attrib_elem_size + offsets[i]];
w[j] = Vector2(v[0], v[1]);
}
ret[i] = arr;
} break;
case RS::ARRAY_CUSTOM0:
case RS::ARRAY_CUSTOM1:
case RS::ARRAY_CUSTOM2:
case RS::ARRAY_CUSTOM3: {
uint32_t type = (p_format >> (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * (RS::ARRAY_CUSTOM0 - i))) & ARRAY_FORMAT_CUSTOM_MASK;
switch (type) {
case ARRAY_CUSTOM_RGBA8_UNORM:
case ARRAY_CUSTOM_RGBA8_SNORM:
case ARRAY_CUSTOM_RG_HALF:
case ARRAY_CUSTOM_RGBA_HALF: {
//size 4
int s = type == ARRAY_CUSTOM_RGBA_HALF ? 8 : 4;
Vector<uint8_t> arr;
arr.resize(p_vertex_len * s);
uint8_t *w = arr.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
const uint8_t *v = (const uint8_t *)&ar[j * attrib_elem_size + offsets[i]];
copymem(&w[j * s], v, s);
}
ret[i] = arr;
} break;
case ARRAY_CUSTOM_R_FLOAT:
case ARRAY_CUSTOM_RG_FLOAT:
case ARRAY_CUSTOM_RGB_FLOAT:
case ARRAY_CUSTOM_RGBA_FLOAT: {
uint32_t s = type - ARRAY_CUSTOM_R_FLOAT + 1;
Vector<float> arr;
float *w = arr.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
const float *v = (const float *)&ar[j * attrib_elem_size + offsets[i]];
copymem(&w[j * s], v, s * sizeof(float));
}
ret[i] = arr;
} break;
default: {
}
}
} break;
case RS::ARRAY_WEIGHTS: {
uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
Vector<float> arr;
arr.resize(p_vertex_len * bone_count);
{
float *w = arr.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
const uint16_t *v = (const uint16_t *)&sr[j * skin_elem_size + offsets[i]];
for (uint32_t k = 0; k < bone_count; k++) {
w[j * bone_count + k] = float(v[k] / 65535.0);
}
}
}
ret[i] = arr;
} break;
case RS::ARRAY_BONES: {
uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
Vector<int> arr;
arr.resize(p_vertex_len * bone_count);
int *w = arr.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
const uint16_t *v = (const uint16_t *)&sr[j * skin_elem_size + offsets[i]];
for (uint32_t k = 0; k < bone_count; k++) {
w[j * bone_count + k] = v[k];
}
}
ret[i] = arr;
} break;
case RS::ARRAY_INDEX: {
/* determine whether using 16 or 32 bits indices */
const uint8_t *ir = p_index_data.ptr();
Vector<int> arr;
arr.resize(p_index_len);
if (p_vertex_len < (1 << 16)) {
int *w = arr.ptrw();
for (int j = 0; j < p_index_len; j++) {
const uint16_t *v = (const uint16_t *)&ir[j * 2];
w[j] = *v;
}
} else {
int *w = arr.ptrw();
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 RenderingServer::mesh_surface_get_arrays(RID p_mesh, int p_surface) const {
SurfaceData sd = mesh_get_surface(p_mesh, p_surface);
return mesh_create_arrays_from_surface_data(sd);
}
Dictionary RenderingServer::mesh_surface_get_lods(RID p_mesh, int p_surface) const {
SurfaceData sd = mesh_get_surface(p_mesh, p_surface);
ERR_FAIL_COND_V(sd.vertex_count == 0, Dictionary());
Dictionary ret;
for (int i = 0; i < sd.lods.size(); i++) {
Vector<int> lods;
if (sd.vertex_count <= 65536) {
uint32_t lc = sd.lods[i].index_data.size() / 2;
lods.resize(lc);
const uint8_t *r = sd.lods[i].index_data.ptr();
const uint16_t *rptr = (const uint16_t *)r;
int *w = lods.ptrw();
for (uint32_t j = 0; j < lc; j++) {
w[j] = rptr[i];
}
} else {
uint32_t lc = sd.lods[i].index_data.size() / 4;
lods.resize(lc);
const uint8_t *r = sd.lods[i].index_data.ptr();
const uint32_t *rptr = (const uint32_t *)r;
int *w = lods.ptrw();
for (uint32_t j = 0; j < lc; j++) {
w[j] = rptr[i];
}
}
ret[sd.lods[i].edge_length] = lods;
}
return ret;
}
Array RenderingServer::mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const {
SurfaceData sd = mesh_get_surface(p_mesh, p_surface);
ERR_FAIL_COND_V(sd.vertex_count == 0, Array());
Vector<uint8_t> blend_shape_data = sd.blend_shape_data;
if (blend_shape_data.size() > 0) {
uint32_t bs_offsets[RS::ARRAY_MAX];
uint32_t bs_format = (sd.format & RS::ARRAY_FORMAT_BLEND_SHAPE_MASK);
uint32_t vertex_elem_size;
uint32_t attrib_elem_size;
uint32_t skin_elem_size;
mesh_surface_make_offsets_from_format(bs_format, sd.vertex_count, 0, bs_offsets, vertex_elem_size, attrib_elem_size, skin_elem_size);
int divisor = vertex_elem_size * sd.vertex_count;
ERR_FAIL_COND_V((blend_shape_data.size() % divisor) != 0, Array());
uint32_t blend_shape_count = blend_shape_data.size() / divisor;
ERR_FAIL_COND_V(blend_shape_count != sd.blend_shape_count, Array());
Array blend_shape_array;
blend_shape_array.resize(blend_shape_count);
for (uint32_t i = 0; i < blend_shape_count; i++) {
Vector<uint8_t> bs_data = blend_shape_data.subarray(i * divisor, (i + 1) * divisor - 1);
Vector<uint8_t> unused;
blend_shape_array.set(i, _get_array_from_surface(bs_format, bs_data, unused, unused, sd.vertex_count, unused, 0));
}
return blend_shape_array;
} else {
return Array();
}
}
Array RenderingServer::mesh_create_arrays_from_surface_data(const SurfaceData &p_data) const {
Vector<uint8_t> vertex_data = p_data.vertex_data;
Vector<uint8_t> attrib_data = p_data.attribute_data;
Vector<uint8_t> skin_data = p_data.skin_data;
ERR_FAIL_COND_V(vertex_data.size() == 0, Array());
int vertex_len = p_data.vertex_count;
Vector<uint8_t> index_data = p_data.index_data;
int index_len = p_data.index_count;
uint32_t format = p_data.format;
return _get_array_from_surface(format, vertex_data, attrib_data, skin_data, vertex_len, index_data, index_len);
}
#if 0
Array RenderingServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const {
Vector<AABB> vec = RS::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;
}
#endif
ShaderLanguage::DataType RenderingServer::global_variable_type_get_shader_datatype(GlobalVariableType p_type) {
switch (p_type) {
case RS::GLOBAL_VAR_TYPE_BOOL:
return ShaderLanguage::TYPE_BOOL;
case RS::GLOBAL_VAR_TYPE_BVEC2:
return ShaderLanguage::TYPE_BVEC2;
case RS::GLOBAL_VAR_TYPE_BVEC3:
return ShaderLanguage::TYPE_BVEC3;
case RS::GLOBAL_VAR_TYPE_BVEC4:
return ShaderLanguage::TYPE_BVEC4;
case RS::GLOBAL_VAR_TYPE_INT:
return ShaderLanguage::TYPE_INT;
case RS::GLOBAL_VAR_TYPE_IVEC2:
return ShaderLanguage::TYPE_IVEC2;
case RS::GLOBAL_VAR_TYPE_IVEC3:
return ShaderLanguage::TYPE_IVEC3;
case RS::GLOBAL_VAR_TYPE_IVEC4:
return ShaderLanguage::TYPE_IVEC4;
case RS::GLOBAL_VAR_TYPE_RECT2I:
return ShaderLanguage::TYPE_IVEC4;
case RS::GLOBAL_VAR_TYPE_UINT:
return ShaderLanguage::TYPE_UINT;
case RS::GLOBAL_VAR_TYPE_UVEC2:
return ShaderLanguage::TYPE_UVEC2;
case RS::GLOBAL_VAR_TYPE_UVEC3:
return ShaderLanguage::TYPE_UVEC3;
case RS::GLOBAL_VAR_TYPE_UVEC4:
return ShaderLanguage::TYPE_UVEC4;
case RS::GLOBAL_VAR_TYPE_FLOAT:
return ShaderLanguage::TYPE_FLOAT;
case RS::GLOBAL_VAR_TYPE_VEC2:
return ShaderLanguage::TYPE_VEC2;
case RS::GLOBAL_VAR_TYPE_VEC3:
return ShaderLanguage::TYPE_VEC3;
case RS::GLOBAL_VAR_TYPE_VEC4:
return ShaderLanguage::TYPE_VEC4;
case RS::GLOBAL_VAR_TYPE_COLOR:
return ShaderLanguage::TYPE_VEC4;
case RS::GLOBAL_VAR_TYPE_RECT2:
return ShaderLanguage::TYPE_VEC4;
case RS::GLOBAL_VAR_TYPE_MAT2:
return ShaderLanguage::TYPE_MAT2;
case RS::GLOBAL_VAR_TYPE_MAT3:
return ShaderLanguage::TYPE_MAT3;
case RS::GLOBAL_VAR_TYPE_MAT4:
return ShaderLanguage::TYPE_MAT4;
case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D:
return ShaderLanguage::TYPE_MAT3;
case RS::GLOBAL_VAR_TYPE_TRANSFORM:
return ShaderLanguage::TYPE_MAT4;
case RS::GLOBAL_VAR_TYPE_SAMPLER2D:
return ShaderLanguage::TYPE_SAMPLER2D;
case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY:
return ShaderLanguage::TYPE_SAMPLER2DARRAY;
case RS::GLOBAL_VAR_TYPE_SAMPLER3D:
return ShaderLanguage::TYPE_SAMPLER3D;
case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE:
return ShaderLanguage::TYPE_SAMPLERCUBE;
default:
return ShaderLanguage::TYPE_MAX; //invalid or not found
}
}
RenderingDevice *RenderingServer::create_local_rendering_device() const {
return RenderingDevice::get_singleton()->create_local_device();
}
void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("force_sync"), &RenderingServer::sync);
ClassDB::bind_method(D_METHOD("force_draw", "swap_buffers", "frame_step"), &RenderingServer::draw, DEFVAL(true), DEFVAL(0.0));
ClassDB::bind_method(D_METHOD("create_local_rendering_device"), &RenderingServer::create_local_rendering_device);
#ifndef _MSC_VER
#warning TODO all texture methods need re-binding
#endif
ClassDB::bind_method(D_METHOD("texture_2d_create", "image"), &RenderingServer::texture_2d_create);
ClassDB::bind_method(D_METHOD("texture_2d_get", "texture"), &RenderingServer::texture_2d_get);
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("sky_create"), &RenderingServer::sky_create);
ClassDB::bind_method(D_METHOD("sky_set_material", "sky", "material"), &RenderingServer::sky_set_material);
#endif
ClassDB::bind_method(D_METHOD("shader_create"), &RenderingServer::shader_create);
ClassDB::bind_method(D_METHOD("shader_set_code", "shader", "code"), &RenderingServer::shader_set_code);
ClassDB::bind_method(D_METHOD("shader_get_code", "shader"), &RenderingServer::shader_get_code);
ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &RenderingServer::_shader_get_param_list_bind);
ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "name", "texture"), &RenderingServer::shader_set_default_texture_param);
ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "name"), &RenderingServer::shader_get_default_texture_param);
ClassDB::bind_method(D_METHOD("shader_get_param_default", "material", "parameter"), &RenderingServer::shader_get_param_default);
ClassDB::bind_method(D_METHOD("material_create"), &RenderingServer::material_create);
ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &RenderingServer::material_set_shader);
ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &RenderingServer::material_set_param);
ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &RenderingServer::material_get_param);
ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &RenderingServer::material_set_render_priority);
ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &RenderingServer::material_set_next_pass);
ClassDB::bind_method(D_METHOD("mesh_create"), &RenderingServer::mesh_create);
ClassDB::bind_method(D_METHOD("mesh_surface_get_format_offset", "format", "vertex_count", "array_index"), &RenderingServer::mesh_surface_get_format_offset);
ClassDB::bind_method(D_METHOD("mesh_surface_get_format_vertex_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_vertex_stride);
ClassDB::bind_method(D_METHOD("mesh_surface_get_format_attribute_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_attribute_stride);
ClassDB::bind_method(D_METHOD("mesh_surface_get_format_skin_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_skin_stride);
//ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primitive", "arrays", "blend_shapes", "lods", "compress_format"), &RenderingServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_count", "mesh"), &RenderingServer::mesh_get_blend_shape_count);
ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_mode", "mesh", "mode"), &RenderingServer::mesh_set_blend_shape_mode);
ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_mode", "mesh"), &RenderingServer::mesh_get_blend_shape_mode);
ClassDB::bind_method(D_METHOD("mesh_surface_update_region", "mesh", "surface", "offset", "data"), &RenderingServer::mesh_surface_update_region);
ClassDB::bind_method(D_METHOD("mesh_surface_set_material", "mesh", "surface", "material"), &RenderingServer::mesh_surface_set_material);
ClassDB::bind_method(D_METHOD("mesh_surface_get_material", "mesh", "surface"), &RenderingServer::mesh_surface_get_material);
ClassDB::bind_method(D_METHOD("mesh_surface_get_arrays", "mesh", "surface"), &RenderingServer::mesh_surface_get_arrays);
ClassDB::bind_method(D_METHOD("mesh_surface_get_blend_shape_arrays", "mesh", "surface"), &RenderingServer::mesh_surface_get_blend_shape_arrays);
ClassDB::bind_method(D_METHOD("mesh_get_surface_count", "mesh"), &RenderingServer::mesh_get_surface_count);
ClassDB::bind_method(D_METHOD("mesh_set_custom_aabb", "mesh", "aabb"), &RenderingServer::mesh_set_custom_aabb);
ClassDB::bind_method(D_METHOD("mesh_get_custom_aabb", "mesh"), &RenderingServer::mesh_get_custom_aabb);
ClassDB::bind_method(D_METHOD("mesh_clear", "mesh"), &RenderingServer::mesh_clear);
ClassDB::bind_method(D_METHOD("multimesh_create"), &RenderingServer::multimesh_create);
ClassDB::bind_method(D_METHOD("multimesh_allocate", "multimesh", "instances", "transform_format", "color_format", "custom_data_format"), &RenderingServer::multimesh_allocate, DEFVAL(false), DEFVAL(false));
ClassDB::bind_method(D_METHOD("multimesh_get_instance_count", "multimesh"), &RenderingServer::multimesh_get_instance_count);
ClassDB::bind_method(D_METHOD("multimesh_set_mesh", "multimesh", "mesh"), &RenderingServer::multimesh_set_mesh);
ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform", "multimesh", "index", "transform"), &RenderingServer::multimesh_instance_set_transform);
ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform_2d", "multimesh", "index", "transform"), &RenderingServer::multimesh_instance_set_transform_2d);
ClassDB::bind_method(D_METHOD("multimesh_instance_set_color", "multimesh", "index", "color"), &RenderingServer::multimesh_instance_set_color);
ClassDB::bind_method(D_METHOD("multimesh_instance_set_custom_data", "multimesh", "index", "custom_data"), &RenderingServer::multimesh_instance_set_custom_data);
ClassDB::bind_method(D_METHOD("multimesh_get_mesh", "multimesh"), &RenderingServer::multimesh_get_mesh);
ClassDB::bind_method(D_METHOD("multimesh_get_aabb", "multimesh"), &RenderingServer::multimesh_get_aabb);
ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform", "multimesh", "index"), &RenderingServer::multimesh_instance_get_transform);
ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform_2d", "multimesh", "index"), &RenderingServer::multimesh_instance_get_transform_2d);
ClassDB::bind_method(D_METHOD("multimesh_instance_get_color", "multimesh", "index"), &RenderingServer::multimesh_instance_get_color);
ClassDB::bind_method(D_METHOD("multimesh_instance_get_custom_data", "multimesh", "index"), &RenderingServer::multimesh_instance_get_custom_data);
ClassDB::bind_method(D_METHOD("multimesh_set_visible_instances", "multimesh", "visible"), &RenderingServer::multimesh_set_visible_instances);
ClassDB::bind_method(D_METHOD("multimesh_get_visible_instances", "multimesh"), &RenderingServer::multimesh_get_visible_instances);
ClassDB::bind_method(D_METHOD("multimesh_set_buffer", "multimesh", "buffer"), &RenderingServer::multimesh_set_buffer);
ClassDB::bind_method(D_METHOD("multimesh_get_buffer", "multimesh"), &RenderingServer::multimesh_get_buffer);
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("immediate_create"), &RenderingServer::immediate_create);
ClassDB::bind_method(D_METHOD("immediate_begin", "immediate", "primitive", "texture"), &RenderingServer::immediate_begin, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("immediate_vertex", "immediate", "vertex"), &RenderingServer::immediate_vertex);
ClassDB::bind_method(D_METHOD("immediate_vertex_2d", "immediate", "vertex"), &RenderingServer::immediate_vertex_2d);
ClassDB::bind_method(D_METHOD("immediate_normal", "immediate", "normal"), &RenderingServer::immediate_normal);
ClassDB::bind_method(D_METHOD("immediate_tangent", "immediate", "tangent"), &RenderingServer::immediate_tangent);
ClassDB::bind_method(D_METHOD("immediate_color", "immediate", "color"), &RenderingServer::immediate_color);
ClassDB::bind_method(D_METHOD("immediate_uv", "immediate", "tex_uv"), &RenderingServer::immediate_uv);
ClassDB::bind_method(D_METHOD("immediate_uv2", "immediate", "tex_uv"), &RenderingServer::immediate_uv2);
ClassDB::bind_method(D_METHOD("immediate_end", "immediate"), &RenderingServer::immediate_end);
ClassDB::bind_method(D_METHOD("immediate_clear", "immediate"), &RenderingServer::immediate_clear);
ClassDB::bind_method(D_METHOD("immediate_set_material", "immediate", "material"), &RenderingServer::immediate_set_material);
ClassDB::bind_method(D_METHOD("immediate_get_material", "immediate"), &RenderingServer::immediate_get_material);
#endif
ClassDB::bind_method(D_METHOD("skeleton_create"), &RenderingServer::skeleton_create);
ClassDB::bind_method(D_METHOD("skeleton_allocate", "skeleton", "bones", "is_2d_skeleton"), &RenderingServer::skeleton_allocate, DEFVAL(false));
ClassDB::bind_method(D_METHOD("skeleton_get_bone_count", "skeleton"), &RenderingServer::skeleton_get_bone_count);
ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform", "skeleton", "bone", "transform"), &RenderingServer::skeleton_bone_set_transform);
ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform", "skeleton", "bone"), &RenderingServer::skeleton_bone_get_transform);
ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform_2d", "skeleton", "bone", "transform"), &RenderingServer::skeleton_bone_set_transform_2d);
ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform_2d", "skeleton", "bone"), &RenderingServer::skeleton_bone_get_transform_2d);
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("directional_light_create"), &RenderingServer::directional_light_create);
ClassDB::bind_method(D_METHOD("omni_light_create"), &RenderingServer::omni_light_create);
ClassDB::bind_method(D_METHOD("spot_light_create"), &RenderingServer::spot_light_create);
ClassDB::bind_method(D_METHOD("light_set_color", "light", "color"), &RenderingServer::light_set_color);
ClassDB::bind_method(D_METHOD("light_set_param", "light", "param", "value"), &RenderingServer::light_set_param);
ClassDB::bind_method(D_METHOD("light_set_shadow", "light", "enabled"), &RenderingServer::light_set_shadow);
ClassDB::bind_method(D_METHOD("light_set_shadow_color", "light", "color"), &RenderingServer::light_set_shadow_color);
ClassDB::bind_method(D_METHOD("light_set_projector", "light", "texture"), &RenderingServer::light_set_projector);
ClassDB::bind_method(D_METHOD("light_set_negative", "light", "enable"), &RenderingServer::light_set_negative);
ClassDB::bind_method(D_METHOD("light_set_cull_mask", "light", "mask"), &RenderingServer::light_set_cull_mask);
ClassDB::bind_method(D_METHOD("light_set_reverse_cull_face_mode", "light", "enabled"), &RenderingServer::light_set_reverse_cull_face_mode);
ClassDB::bind_method(D_METHOD("light_set_bake_mode", "light", "bake_mode"), &RenderingServer::light_set_bake_mode);
ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &RenderingServer::light_omni_set_shadow_mode);
ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &RenderingServer::light_directional_set_shadow_mode);
ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits);
ClassDB::bind_method(D_METHOD("light_directional_set_sky_only", "light", "enable"), &RenderingServer::light_directional_set_sky_only);
ClassDB::bind_method(D_METHOD("light_directional_set_shadow_depth_range_mode", "light", "range_mode"), &RenderingServer::light_directional_set_shadow_depth_range_mode);
ClassDB::bind_method(D_METHOD("reflection_probe_create"), &RenderingServer::reflection_probe_create);
ClassDB::bind_method(D_METHOD("reflection_probe_set_update_mode", "probe", "mode"), &RenderingServer::reflection_probe_set_update_mode);
ClassDB::bind_method(D_METHOD("reflection_probe_set_intensity", "probe", "intensity"), &RenderingServer::reflection_probe_set_intensity);
ClassDB::bind_method(D_METHOD("reflection_probe_set_ambient_mode", "probe", "mode"), &RenderingServer::reflection_probe_set_ambient_mode);
ClassDB::bind_method(D_METHOD("reflection_probe_set_ambient_color", "probe", "color"), &RenderingServer::reflection_probe_set_ambient_color);
ClassDB::bind_method(D_METHOD("reflection_probe_set_ambient_energy", "probe", "energy"), &RenderingServer::reflection_probe_set_ambient_energy);
ClassDB::bind_method(D_METHOD("reflection_probe_set_max_distance", "probe", "distance"), &RenderingServer::reflection_probe_set_max_distance);
ClassDB::bind_method(D_METHOD("reflection_probe_set_extents", "probe", "extents"), &RenderingServer::reflection_probe_set_extents);
ClassDB::bind_method(D_METHOD("reflection_probe_set_origin_offset", "probe", "offset"), &RenderingServer::reflection_probe_set_origin_offset);
ClassDB::bind_method(D_METHOD("reflection_probe_set_as_interior", "probe", "enable"), &RenderingServer::reflection_probe_set_as_interior);
ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_box_projection", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_box_projection);
ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_shadows);
ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &RenderingServer::reflection_probe_set_cull_mask);
#ifndef _MSC_VER
#warning TODO all giprobe methods need re-binding
#endif
#if 0
ClassDB::bind_method(D_METHOD("gi_probe_create"), &RenderingServer::gi_probe_create);
ClassDB::bind_method(D_METHOD("gi_probe_set_bounds", "probe", "bounds"), &RenderingServer::gi_probe_set_bounds);
ClassDB::bind_method(D_METHOD("gi_probe_get_bounds", "probe"), &RenderingServer::gi_probe_get_bounds);
ClassDB::bind_method(D_METHOD("gi_probe_set_cell_size", "probe", "range"), &RenderingServer::gi_probe_set_cell_size);
ClassDB::bind_method(D_METHOD("gi_probe_get_cell_size", "probe"), &RenderingServer::gi_probe_get_cell_size);
ClassDB::bind_method(D_METHOD("gi_probe_set_to_cell_xform", "probe", "xform"), &RenderingServer::gi_probe_set_to_cell_xform);
ClassDB::bind_method(D_METHOD("gi_probe_get_to_cell_xform", "probe"), &RenderingServer::gi_probe_get_to_cell_xform);
ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_data", "probe", "data"), &RenderingServer::gi_probe_set_dynamic_data);
ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_data", "probe"), &RenderingServer::gi_probe_get_dynamic_data);
ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_range", "probe", "range"), &RenderingServer::gi_probe_set_dynamic_range);
ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_range", "probe"), &RenderingServer::gi_probe_get_dynamic_range);
ClassDB::bind_method(D_METHOD("gi_probe_set_energy", "probe", "energy"), &RenderingServer::gi_probe_set_energy);
ClassDB::bind_method(D_METHOD("gi_probe_get_energy", "probe"), &RenderingServer::gi_probe_get_energy);
ClassDB::bind_method(D_METHOD("gi_probe_set_bias", "probe", "bias"), &RenderingServer::gi_probe_set_bias);
ClassDB::bind_method(D_METHOD("gi_probe_get_bias", "probe"), &RenderingServer::gi_probe_get_bias);
ClassDB::bind_method(D_METHOD("gi_probe_set_normal_bias", "probe", "bias"), &RenderingServer::gi_probe_set_normal_bias);
ClassDB::bind_method(D_METHOD("gi_probe_get_normal_bias", "probe"), &RenderingServer::gi_probe_get_normal_bias);
ClassDB::bind_method(D_METHOD("gi_probe_set_propagation", "probe", "propagation"), &RenderingServer::gi_probe_set_propagation);
ClassDB::bind_method(D_METHOD("gi_probe_get_propagation", "probe"), &RenderingServer::gi_probe_get_propagation);
ClassDB::bind_method(D_METHOD("gi_probe_set_interior", "probe", "enable"), &RenderingServer::gi_probe_set_interior);
ClassDB::bind_method(D_METHOD("gi_probe_is_interior", "probe"), &RenderingServer::gi_probe_is_interior);
ClassDB::bind_method(D_METHOD("gi_probe_set_compress", "probe", "enable"), &RenderingServer::gi_probe_set_compress);
ClassDB::bind_method(D_METHOD("gi_probe_is_compressed", "probe"), &RenderingServer::gi_probe_is_compressed);
#endif
/*
ClassDB::bind_method(D_METHOD("lightmap_create()"), &RenderingServer::lightmap_capture_create);
ClassDB::bind_method(D_METHOD("lightmap_capture_set_bounds", "capture", "bounds"), &RenderingServer::lightmap_capture_set_bounds);
ClassDB::bind_method(D_METHOD("lightmap_capture_get_bounds", "capture"), &RenderingServer::lightmap_capture_get_bounds);
ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree", "capture", "octree"), &RenderingServer::lightmap_capture_set_octree);
ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_transform", "capture", "xform"), &RenderingServer::lightmap_capture_set_octree_cell_transform);
ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_transform", "capture"), &RenderingServer::lightmap_capture_get_octree_cell_transform);
ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_subdiv", "capture", "subdiv"), &RenderingServer::lightmap_capture_set_octree_cell_subdiv);
ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_subdiv", "capture"), &RenderingServer::lightmap_capture_get_octree_cell_subdiv);
ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree", "capture"), &RenderingServer::lightmap_capture_get_octree);
ClassDB::bind_method(D_METHOD("lightmap_capture_set_energy", "capture", "energy"), &RenderingServer::lightmap_capture_set_energy);
ClassDB::bind_method(D_METHOD("lightmap_capture_get_energy", "capture"), &RenderingServer::lightmap_capture_get_energy);
*/
#endif
ClassDB::bind_method(D_METHOD("particles_create"), &RenderingServer::particles_create);
ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &RenderingServer::particles_set_emitting);
ClassDB::bind_method(D_METHOD("particles_get_emitting", "particles"), &RenderingServer::particles_get_emitting);
ClassDB::bind_method(D_METHOD("particles_set_amount", "particles", "amount"), &RenderingServer::particles_set_amount);
ClassDB::bind_method(D_METHOD("particles_set_lifetime", "particles", "lifetime"), &RenderingServer::particles_set_lifetime);
ClassDB::bind_method(D_METHOD("particles_set_one_shot", "particles", "one_shot"), &RenderingServer::particles_set_one_shot);
ClassDB::bind_method(D_METHOD("particles_set_pre_process_time", "particles", "time"), &RenderingServer::particles_set_pre_process_time);
ClassDB::bind_method(D_METHOD("particles_set_explosiveness_ratio", "particles", "ratio"), &RenderingServer::particles_set_explosiveness_ratio);
ClassDB::bind_method(D_METHOD("particles_set_randomness_ratio", "particles", "ratio"), &RenderingServer::particles_set_randomness_ratio);
ClassDB::bind_method(D_METHOD("particles_set_custom_aabb", "particles", "aabb"), &RenderingServer::particles_set_custom_aabb);
ClassDB::bind_method(D_METHOD("particles_set_speed_scale", "particles", "scale"), &RenderingServer::particles_set_speed_scale);
ClassDB::bind_method(D_METHOD("particles_set_use_local_coordinates", "particles", "enable"), &RenderingServer::particles_set_use_local_coordinates);
ClassDB::bind_method(D_METHOD("particles_set_process_material", "particles", "material"), &RenderingServer::particles_set_process_material);
ClassDB::bind_method(D_METHOD("particles_set_fixed_fps", "particles", "fps"), &RenderingServer::particles_set_fixed_fps);
ClassDB::bind_method(D_METHOD("particles_set_fractional_delta", "particles", "enable"), &RenderingServer::particles_set_fractional_delta);
ClassDB::bind_method(D_METHOD("particles_is_inactive", "particles"), &RenderingServer::particles_is_inactive);
ClassDB::bind_method(D_METHOD("particles_request_process", "particles"), &RenderingServer::particles_request_process);
ClassDB::bind_method(D_METHOD("particles_restart", "particles"), &RenderingServer::particles_restart);
ClassDB::bind_method(D_METHOD("particles_set_draw_order", "particles", "order"), &RenderingServer::particles_set_draw_order);
ClassDB::bind_method(D_METHOD("particles_set_draw_passes", "particles", "count"), &RenderingServer::particles_set_draw_passes);
ClassDB::bind_method(D_METHOD("particles_set_draw_pass_mesh", "particles", "pass", "mesh"), &RenderingServer::particles_set_draw_pass_mesh);
ClassDB::bind_method(D_METHOD("particles_get_current_aabb", "particles"), &RenderingServer::particles_get_current_aabb);
ClassDB::bind_method(D_METHOD("particles_set_emission_transform", "particles", "transform"), &RenderingServer::particles_set_emission_transform);
ClassDB::bind_method(D_METHOD("camera_create"), &RenderingServer::camera_create);
ClassDB::bind_method(D_METHOD("camera_set_perspective", "camera", "fovy_degrees", "z_near", "z_far"), &RenderingServer::camera_set_perspective);
ClassDB::bind_method(D_METHOD("camera_set_orthogonal", "camera", "size", "z_near", "z_far"), &RenderingServer::camera_set_orthogonal);
ClassDB::bind_method(D_METHOD("camera_set_frustum", "camera", "size", "offset", "z_near", "z_far"), &RenderingServer::camera_set_frustum);
ClassDB::bind_method(D_METHOD("camera_set_transform", "camera", "transform"), &RenderingServer::camera_set_transform);
ClassDB::bind_method(D_METHOD("camera_set_cull_mask", "camera", "layers"), &RenderingServer::camera_set_cull_mask);
ClassDB::bind_method(D_METHOD("camera_set_environment", "camera", "env"), &RenderingServer::camera_set_environment);
ClassDB::bind_method(D_METHOD("camera_set_use_vertical_aspect", "camera", "enable"), &RenderingServer::camera_set_use_vertical_aspect);
ClassDB::bind_method(D_METHOD("viewport_create"), &RenderingServer::viewport_create);
ClassDB::bind_method(D_METHOD("viewport_set_use_xr", "viewport", "use_xr"), &RenderingServer::viewport_set_use_xr);
ClassDB::bind_method(D_METHOD("viewport_set_size", "viewport", "width", "height"), &RenderingServer::viewport_set_size);
ClassDB::bind_method(D_METHOD("viewport_set_active", "viewport", "active"), &RenderingServer::viewport_set_active);
ClassDB::bind_method(D_METHOD("viewport_set_parent_viewport", "viewport", "parent_viewport"), &RenderingServer::viewport_set_parent_viewport);
ClassDB::bind_method(D_METHOD("viewport_attach_to_screen", "viewport", "rect", "screen"), &RenderingServer::viewport_attach_to_screen, DEFVAL(Rect2()), DEFVAL(DisplayServer::MAIN_WINDOW_ID));
ClassDB::bind_method(D_METHOD("viewport_set_render_direct_to_screen", "viewport", "enabled"), &RenderingServer::viewport_set_render_direct_to_screen);
ClassDB::bind_method(D_METHOD("viewport_set_update_mode", "viewport", "update_mode"), &RenderingServer::viewport_set_update_mode);
ClassDB::bind_method(D_METHOD("viewport_set_clear_mode", "viewport", "clear_mode"), &RenderingServer::viewport_set_clear_mode);
ClassDB::bind_method(D_METHOD("viewport_get_texture", "viewport"), &RenderingServer::viewport_get_texture);
ClassDB::bind_method(D_METHOD("viewport_set_hide_scenario", "viewport", "hidden"), &RenderingServer::viewport_set_hide_scenario);
ClassDB::bind_method(D_METHOD("viewport_set_hide_canvas", "viewport", "hidden"), &RenderingServer::viewport_set_hide_canvas);
ClassDB::bind_method(D_METHOD("viewport_set_disable_environment", "viewport", "disabled"), &RenderingServer::viewport_set_disable_environment);
ClassDB::bind_method(D_METHOD("viewport_attach_camera", "viewport", "camera"), &RenderingServer::viewport_attach_camera);
ClassDB::bind_method(D_METHOD("viewport_set_scenario", "viewport", "scenario"), &RenderingServer::viewport_set_scenario);
ClassDB::bind_method(D_METHOD("viewport_attach_canvas", "viewport", "canvas"), &RenderingServer::viewport_attach_canvas);
ClassDB::bind_method(D_METHOD("viewport_remove_canvas", "viewport", "canvas"), &RenderingServer::viewport_remove_canvas);
ClassDB::bind_method(D_METHOD("viewport_set_canvas_transform", "viewport", "canvas", "offset"), &RenderingServer::viewport_set_canvas_transform);
ClassDB::bind_method(D_METHOD("viewport_set_transparent_background", "viewport", "enabled"), &RenderingServer::viewport_set_transparent_background);
ClassDB::bind_method(D_METHOD("viewport_set_global_canvas_transform", "viewport", "transform"), &RenderingServer::viewport_set_global_canvas_transform);
ClassDB::bind_method(D_METHOD("viewport_set_canvas_stacking", "viewport", "canvas", "layer", "sublayer"), &RenderingServer::viewport_set_canvas_stacking);
ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_size", "viewport", "size"), &RenderingServer::viewport_set_shadow_atlas_size);
ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &RenderingServer::viewport_set_shadow_atlas_quadrant_subdivision);
ClassDB::bind_method(D_METHOD("viewport_set_msaa", "viewport", "msaa"), &RenderingServer::viewport_set_msaa);
ClassDB::bind_method(D_METHOD("viewport_set_use_debanding", "viewport", "enable"), &RenderingServer::viewport_set_use_debanding);
ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "info"), &RenderingServer::viewport_get_render_info);
ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &RenderingServer::viewport_set_debug_draw);
ClassDB::bind_method(D_METHOD("environment_create"), &RenderingServer::environment_create);
ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &RenderingServer::environment_set_background);
ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &RenderingServer::environment_set_sky);
ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &RenderingServer::environment_set_sky_custom_fov);
ClassDB::bind_method(D_METHOD("environment_set_sky_orientation", "env", "orientation"), &RenderingServer::environment_set_sky_orientation);
ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &RenderingServer::environment_set_bg_color);
ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &RenderingServer::environment_set_bg_energy);
ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &RenderingServer::environment_set_canvas_max_layer);
ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "ambient", "energy", "sky_contibution", "reflection_source", "ao_color"), &RenderingServer::environment_set_ambient_light, DEFVAL(RS::ENV_AMBIENT_SOURCE_BG), DEFVAL(1.0), DEFVAL(0.0), DEFVAL(RS::ENV_REFLECTION_SOURCE_BG), DEFVAL(Color()));
ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "levels", "intensity", "strength", "mix", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap"), &RenderingServer::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"), &RenderingServer::environment_set_tonemap);
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "use_1d_color_correction", "color_correction"), &RenderingServer::environment_set_adjustment);
ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "bias", "light_affect", "ao_channel_affect", "blur", "bilateral_sharpness"), &RenderingServer::environment_set_ssao);
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective"), &RenderingServer::environment_set_fog);
ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create);
ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &RenderingServer::scenario_set_debug);
ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &RenderingServer::scenario_set_environment);
ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &RenderingServer::scenario_set_fallback_environment);
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &RenderingServer::instance_create2);
ClassDB::bind_method(D_METHOD("instance_create"), &RenderingServer::instance_create);
ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &RenderingServer::instance_set_base);
ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &RenderingServer::instance_set_scenario);
ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &RenderingServer::instance_set_layer_mask);
ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &RenderingServer::instance_set_transform);
ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &RenderingServer::instance_attach_object_instance_id);
ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight);
ClassDB::bind_method(D_METHOD("instance_set_surface_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_material);
ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &RenderingServer::instance_set_visible);
// ClassDB::bind_method(D_METHOD("instance_set_use_lightmap", "instance", "lightmap_instance", "lightmap"), &RenderingServer::instance_set_use_lightmap);
ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &RenderingServer::instance_set_custom_aabb);
ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton);
ClassDB::bind_method(D_METHOD("instance_set_exterior", "instance", "enabled"), &RenderingServer::instance_set_exterior);
ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &RenderingServer::instance_set_extra_visibility_margin);
ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &RenderingServer::instance_geometry_set_flag);
ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &RenderingServer::instance_geometry_set_cast_shadows_setting);
ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &RenderingServer::instance_geometry_set_material_override);
ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &RenderingServer::instance_geometry_set_draw_range);
ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &RenderingServer::instance_geometry_set_as_instance_lod);
ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &RenderingServer::_instances_cull_aabb_bind, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &RenderingServer::_instances_cull_ray_bind, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &RenderingServer::_instances_cull_convex_bind, DEFVAL(RID()));
#endif
ClassDB::bind_method(D_METHOD("canvas_create"), &RenderingServer::canvas_create);
ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &RenderingServer::canvas_set_item_mirroring);
ClassDB::bind_method(D_METHOD("canvas_set_modulate", "canvas", "color"), &RenderingServer::canvas_set_modulate);
#ifndef _MSC_VER
#warning TODO method bindings need to be fixed
#endif
#if 0
ClassDB::bind_method(D_METHOD("canvas_item_create"), &RenderingServer::canvas_item_create);
ClassDB::bind_method(D_METHOD("canvas_item_set_parent", "item", "parent"), &RenderingServer::canvas_item_set_parent);
ClassDB::bind_method(D_METHOD("canvas_item_set_visible", "item", "visible"), &RenderingServer::canvas_item_set_visible);
ClassDB::bind_method(D_METHOD("canvas_item_set_light_mask", "item", "mask"), &RenderingServer::canvas_item_set_light_mask);
ClassDB::bind_method(D_METHOD("canvas_item_set_transform", "item", "transform"), &RenderingServer::canvas_item_set_transform);
ClassDB::bind_method(D_METHOD("canvas_item_set_clip", "item", "clip"), &RenderingServer::canvas_item_set_clip);
ClassDB::bind_method(D_METHOD("canvas_item_set_distance_field_mode", "item", "enabled"), &RenderingServer::canvas_item_set_distance_field_mode);
ClassDB::bind_method(D_METHOD("canvas_item_set_custom_rect", "item", "use_custom_rect", "rect"), &RenderingServer::canvas_item_set_custom_rect, DEFVAL(Rect2()));
ClassDB::bind_method(D_METHOD("canvas_item_set_modulate", "item", "color"), &RenderingServer::canvas_item_set_modulate);
ClassDB::bind_method(D_METHOD("canvas_item_set_self_modulate", "item", "color"), &RenderingServer::canvas_item_set_self_modulate);
ClassDB::bind_method(D_METHOD("canvas_item_set_draw_behind_parent", "item", "enabled"), &RenderingServer::canvas_item_set_draw_behind_parent);
ClassDB::bind_method(D_METHOD("canvas_item_add_line", "item", "from", "to", "color", "width", "antialiased"), &RenderingServer::canvas_item_add_line, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("canvas_item_add_polyline", "item", "points", "colors", "width", "antialiased"), &RenderingServer::canvas_item_add_polyline, DEFVAL(1.0), DEFVAL(false));
ClassDB::bind_method(D_METHOD("canvas_item_add_rect", "item", "rect", "color"), &RenderingServer::canvas_item_add_rect);
ClassDB::bind_method(D_METHOD("canvas_item_add_circle", "item", "pos", "radius", "color"), &RenderingServer::canvas_item_add_circle);
ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect", "item", "rect", "texture", "tile", "modulate", "transpose", "normal_map"), &RenderingServer::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"), &RenderingServer::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"), &RenderingServer::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"), &RenderingServer::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"), &RenderingServer::canvas_item_add_polygon, DEFVAL(Vector<Point2>()), DEFVAL(RID()), DEFVAL(RID()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "bones", "weights", "texture", "count", "normal_map", "antialiased"), &RenderingServer::canvas_item_add_triangle_array, DEFVAL(Vector<Point2>()), DEFVAL(Vector<int>()), DEFVAL(Vector<float>()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "transform", "modulate", "texture", "normal_map"), &RenderingServer::canvas_item_add_mesh, DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()), DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "texture", "normal_map"), &RenderingServer::canvas_item_add_multimesh, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture", "normal_map"), &RenderingServer::canvas_item_add_particles);
ClassDB::bind_method(D_METHOD("canvas_item_add_set_transform", "item", "transform"), &RenderingServer::canvas_item_add_set_transform);
ClassDB::bind_method(D_METHOD("canvas_item_add_clip_ignore", "item", "ignore"), &RenderingServer::canvas_item_add_clip_ignore);
ClassDB::bind_method(D_METHOD("canvas_item_set_sort_children_by_y", "item", "enabled"), &RenderingServer::canvas_item_set_sort_children_by_y);
#endif
ClassDB::bind_method(D_METHOD("canvas_item_set_z_index", "item", "z_index"), &RenderingServer::canvas_item_set_z_index);
ClassDB::bind_method(D_METHOD("canvas_item_set_z_as_relative_to_parent", "item", "enabled"), &RenderingServer::canvas_item_set_z_as_relative_to_parent);
ClassDB::bind_method(D_METHOD("canvas_item_set_copy_to_backbuffer", "item", "enabled", "rect"), &RenderingServer::canvas_item_set_copy_to_backbuffer);
ClassDB::bind_method(D_METHOD("canvas_item_clear", "item"), &RenderingServer::canvas_item_clear);
ClassDB::bind_method(D_METHOD("canvas_item_set_draw_index", "item", "index"), &RenderingServer::canvas_item_set_draw_index);
ClassDB::bind_method(D_METHOD("canvas_item_set_material", "item", "material"), &RenderingServer::canvas_item_set_material);
ClassDB::bind_method(D_METHOD("canvas_item_set_use_parent_material", "item", "enabled"), &RenderingServer::canvas_item_set_use_parent_material);
ClassDB::bind_method(D_METHOD("canvas_light_create"), &RenderingServer::canvas_light_create);
ClassDB::bind_method(D_METHOD("canvas_light_attach_to_canvas", "light", "canvas"), &RenderingServer::canvas_light_attach_to_canvas);
ClassDB::bind_method(D_METHOD("canvas_light_set_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_enabled);
ClassDB::bind_method(D_METHOD("canvas_light_set_texture_scale", "light", "scale"), &RenderingServer::canvas_light_set_texture_scale);
ClassDB::bind_method(D_METHOD("canvas_light_set_transform", "light", "transform"), &RenderingServer::canvas_light_set_transform);
ClassDB::bind_method(D_METHOD("canvas_light_set_texture", "light", "texture"), &RenderingServer::canvas_light_set_texture);
ClassDB::bind_method(D_METHOD("canvas_light_set_texture_offset", "light", "offset"), &RenderingServer::canvas_light_set_texture_offset);
ClassDB::bind_method(D_METHOD("canvas_light_set_color", "light", "color"), &RenderingServer::canvas_light_set_color);
ClassDB::bind_method(D_METHOD("canvas_light_set_height", "light", "height"), &RenderingServer::canvas_light_set_height);
ClassDB::bind_method(D_METHOD("canvas_light_set_energy", "light", "energy"), &RenderingServer::canvas_light_set_energy);
ClassDB::bind_method(D_METHOD("canvas_light_set_z_range", "light", "min_z", "max_z"), &RenderingServer::canvas_light_set_z_range);
ClassDB::bind_method(D_METHOD("canvas_light_set_layer_range", "light", "min_layer", "max_layer"), &RenderingServer::canvas_light_set_layer_range);
ClassDB::bind_method(D_METHOD("canvas_light_set_item_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_cull_mask);
ClassDB::bind_method(D_METHOD("canvas_light_set_item_shadow_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_shadow_cull_mask);
ClassDB::bind_method(D_METHOD("canvas_light_set_mode", "light", "mode"), &RenderingServer::canvas_light_set_mode);
ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_shadow_enabled);
ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_filter", "light", "filter"), &RenderingServer::canvas_light_set_shadow_filter);
ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_color", "light", "color"), &RenderingServer::canvas_light_set_shadow_color);
ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_smooth", "light", "smooth"), &RenderingServer::canvas_light_set_shadow_smooth);
ClassDB::bind_method(D_METHOD("canvas_light_occluder_create"), &RenderingServer::canvas_light_occluder_create);
ClassDB::bind_method(D_METHOD("canvas_light_occluder_attach_to_canvas", "occluder", "canvas"), &RenderingServer::canvas_light_occluder_attach_to_canvas);
ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_enabled", "occluder", "enabled"), &RenderingServer::canvas_light_occluder_set_enabled);
ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_polygon", "occluder", "polygon"), &RenderingServer::canvas_light_occluder_set_polygon);
ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_transform", "occluder", "transform"), &RenderingServer::canvas_light_occluder_set_transform);
ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_light_mask", "occluder", "mask"), &RenderingServer::canvas_light_occluder_set_light_mask);
ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_create"), &RenderingServer::canvas_occluder_polygon_create);
ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape", "occluder_polygon", "shape", "closed"), &RenderingServer::canvas_occluder_polygon_set_shape);
ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_cull_mode", "occluder_polygon", "mode"), &RenderingServer::canvas_occluder_polygon_set_cull_mode);
ClassDB::bind_method(D_METHOD("global_variable_add", "name", "type", "default_value"), &RenderingServer::global_variable_add);
ClassDB::bind_method(D_METHOD("global_variable_remove", "name"), &RenderingServer::global_variable_remove);
ClassDB::bind_method(D_METHOD("global_variable_get_list"), &RenderingServer::global_variable_get_list);
ClassDB::bind_method(D_METHOD("global_variable_set", "name", "value"), &RenderingServer::global_variable_set);
ClassDB::bind_method(D_METHOD("global_variable_get", "name"), &RenderingServer::global_variable_get);
ClassDB::bind_method(D_METHOD("global_variable_get_type", "name"), &RenderingServer::global_variable_get_type);
ClassDB::bind_method(D_METHOD("black_bars_set_margins", "left", "top", "right", "bottom"), &RenderingServer::black_bars_set_margins);
ClassDB::bind_method(D_METHOD("black_bars_set_images", "left", "top", "right", "bottom"), &RenderingServer::black_bars_set_images);
ClassDB::bind_method(D_METHOD("free_rid", "rid"), &RenderingServer::free); // shouldn't conflict with Object::free()
ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &RenderingServer::request_frame_drawn_callback);
ClassDB::bind_method(D_METHOD("has_changed"), &RenderingServer::has_changed);
ClassDB::bind_method(D_METHOD("init"), &RenderingServer::init);
ClassDB::bind_method(D_METHOD("finish"), &RenderingServer::finish);
ClassDB::bind_method(D_METHOD("get_render_info", "info"), &RenderingServer::get_render_info);
ClassDB::bind_method(D_METHOD("get_video_adapter_name"), &RenderingServer::get_video_adapter_name);
ClassDB::bind_method(D_METHOD("get_video_adapter_vendor"), &RenderingServer::get_video_adapter_vendor);
#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &RenderingServer::make_sphere_mesh);
ClassDB::bind_method(D_METHOD("get_test_cube"), &RenderingServer::get_test_cube);
#endif
ClassDB::bind_method(D_METHOD("get_test_texture"), &RenderingServer::get_test_texture);
ClassDB::bind_method(D_METHOD("get_white_texture"), &RenderingServer::get_white_texture);
ClassDB::bind_method(D_METHOD("set_boot_image", "image", "color", "scale", "use_filter"), &RenderingServer::set_boot_image, DEFVAL(true));
ClassDB::bind_method(D_METHOD("set_default_clear_color", "color"), &RenderingServer::set_default_clear_color);
ClassDB::bind_method(D_METHOD("has_feature", "feature"), &RenderingServer::has_feature);
ClassDB::bind_method(D_METHOD("has_os_feature", "feature"), &RenderingServer::has_os_feature);
ClassDB::bind_method(D_METHOD("set_debug_generate_wireframes", "generate"), &RenderingServer::set_debug_generate_wireframes);
ClassDB::bind_method(D_METHOD("is_render_loop_enabled"), &RenderingServer::is_render_loop_enabled);
ClassDB::bind_method(D_METHOD("set_render_loop_enabled", "enabled"), &RenderingServer::set_render_loop_enabled);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "render_loop_enabled"), "set_render_loop_enabled", "is_render_loop_enabled");
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_ENUM_CONSTANT(TEXTURE_LAYERED_2D_ARRAY);
BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP);
BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP_ARRAY);
BIND_ENUM_CONSTANT(CUBEMAP_LAYER_LEFT);
BIND_ENUM_CONSTANT(CUBEMAP_LAYER_RIGHT);
BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BOTTOM);
BIND_ENUM_CONSTANT(CUBEMAP_LAYER_TOP);
BIND_ENUM_CONSTANT(CUBEMAP_LAYER_FRONT);
BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BACK);
BIND_ENUM_CONSTANT(SHADER_SPATIAL);
BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
BIND_ENUM_CONSTANT(SHADER_PARTICLES);
BIND_ENUM_CONSTANT(SHADER_SKY);
BIND_ENUM_CONSTANT(SHADER_MAX);
BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN);
BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_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_CUSTOM0);
BIND_ENUM_CONSTANT(ARRAY_CUSTOM1);
BIND_ENUM_CONSTANT(ARRAY_CUSTOM2);
BIND_ENUM_CONSTANT(ARRAY_CUSTOM3);
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_CUSTOM0);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM1);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM2);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM3);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_BLEND_SHAPE_MASK);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM_BASE);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM0_SHIFT);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM1_SHIFT);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM2_SHIFT);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM3_SHIFT);
BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM_MASK);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_FLAGS_BASE);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_DYNAMIC_UPDATE);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_8_BONE_WEIGHTS);
BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP);
BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES);
BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP);
BIND_ENUM_CONSTANT(PRIMITIVE_MAX);
BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);
BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D);
BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D);
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_INDIRECT_ENERGY);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SPECULAR);
BIND_ENUM_CONSTANT(LIGHT_PARAM_RANGE);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SIZE);
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_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_FADE_START);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BLUR);
BIND_ENUM_CONSTANT(LIGHT_PARAM_TRANSMITTANCE_BIAS);
BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED);
BIND_ENUM_CONSTANT(LIGHT_BAKE_DYNAMIC);
BIND_ENUM_CONSTANT(LIGHT_BAKE_STATIC);
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
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(REFLECTION_PROBE_UPDATE_ONCE);
BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);
BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_DISABLED);
BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_ENVIRONMENT);
BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_COLOR);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_ALBEDO);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_NORMAL);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_ORM);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_EMISSION);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_MAX);
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(VIEWPORT_UPDATE_DISABLED);
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE);
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE);
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_PARENT_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_MSAA_MAX);
BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_DISABLED);
BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_FXAA);
BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_MAX);
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_LIGHTING);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OVERDRAW);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_WIREFRAME);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_PSSM_SPLITS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DECAL_ATLAS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI_PROBES);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_BUFFER);
BIND_ENUM_CONSTANT(SKY_MODE_QUALITY);
BIND_ENUM_CONSTANT(SKY_MODE_REALTIME);
BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR);
BIND_ENUM_CONSTANT(ENV_BG_COLOR);
BIND_ENUM_CONSTANT(ENV_BG_SKY);
BIND_ENUM_CONSTANT(ENV_BG_CANVAS);
BIND_ENUM_CONSTANT(ENV_BG_KEEP);
BIND_ENUM_CONSTANT(ENV_BG_CAMERA_FEED);
BIND_ENUM_CONSTANT(ENV_BG_MAX);
BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_BG);
BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_DISABLED);
BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_COLOR);
BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_SKY);
BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_BG);
BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_DISABLED);
BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_SKY);
BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_ADDITIVE);
BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_SCREEN);
BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_SOFTLIGHT);
BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_REPLACE);
BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_DISABLED);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_LOW);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_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);
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_QUALITY_ULTRA);
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_DISABLED);
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_LOW);
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_HIGH);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_VERY_LOW);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
BIND_ENUM_CONSTANT(DOF_BOKEH_BOX);
BIND_ENUM_CONSTANT(DOF_BOKEH_HEXAGON);
BIND_ENUM_CONSTANT(DOF_BOKEH_CIRCLE);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_LOW);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_MEDIUM);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_HIGH);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_ULTRA);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_MAX);
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_PARTICLES_COLLISION);
BIND_ENUM_CONSTANT(INSTANCE_LIGHT);
BIND_ENUM_CONSTANT(INSTANCE_REFLECTION_PROBE);
BIND_ENUM_CONSTANT(INSTANCE_DECAL);
BIND_ENUM_CONSTANT(INSTANCE_GI_PROBE);
BIND_ENUM_CONSTANT(INSTANCE_LIGHTMAP);
BIND_ENUM_CONSTANT(INSTANCE_MAX);
BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_DYNAMIC_GI);
BIND_ENUM_CONSTANT(INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
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_ITEM_TEXTURE_FILTER_DEFAULT);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_MAX);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MAX);
BIND_ENUM_CONSTANT(CANVAS_GROUP_MODE_DISABLED);
BIND_ENUM_CONSTANT(CANVAS_GROUP_MODE_OPAQUE);
BIND_ENUM_CONSTANT(CANVAS_GROUP_MODE_TRANSPARENT);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_POINT);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_DIRECTIONAL);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_ADD);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_SUB);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_NONE);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF5);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF13);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_MAX);
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(GLOBAL_VAR_TYPE_BOOL);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC2);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC3);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC4);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_INT);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC2);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC3);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC4);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_RECT2I);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UINT);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UVEC2);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UVEC3);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UVEC4);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_FLOAT);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_VEC2);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_VEC3);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_VEC4);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_COLOR);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_RECT2);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAT2);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAT3);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAT4);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_TRANSFORM_2D);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLER2D);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLER2DARRAY);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLER3D);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLERCUBE);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAX);
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);
ADD_SIGNAL(MethodInfo("frame_pre_draw"));
ADD_SIGNAL(MethodInfo("frame_post_draw"));
}
void RenderingServer::_canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &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 RenderingServer::_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 RenderingServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry3D::MeshData &p_mesh_data) {
Vector<Vector3> vertices;
Vector<Vector3> normals;
for (int i = 0; i < p_mesh_data.faces.size(); i++) {
const Geometry3D::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(RS::ARRAY_MAX);
d[ARRAY_VERTEX] = vertices;
d[ARRAY_NORMAL] = normals;
mesh_add_surface_from_arrays(p_mesh, PRIMITIVE_TRIANGLES, d);
}
void RenderingServer::mesh_add_surface_from_planes(RID p_mesh, const Vector<Plane> &p_planes) {
Geometry3D::MeshData mdata = Geometry3D::build_convex_mesh(p_planes);
mesh_add_surface_from_mesh_data(p_mesh, mdata);
}
void RenderingServer::immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex) {
immediate_vertex(p_immediate, Vector3(p_vertex.x, p_vertex.y, 0));
}
RID RenderingServer::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;
}
bool RenderingServer::is_render_loop_enabled() const {
return render_loop_enabled;
}
void RenderingServer::set_render_loop_enabled(bool p_enabled) {
render_loop_enabled = p_enabled;
}
RenderingServer::RenderingServer() {
//ERR_FAIL_COND(singleton);
singleton = this;
GLOBAL_DEF_RST("rendering/vram_compression/import_bptc", false);
GLOBAL_DEF_RST("rendering/vram_compression/import_s3tc", true);
GLOBAL_DEF_RST("rendering/vram_compression/import_etc", false);
GLOBAL_DEF_RST("rendering/vram_compression/import_etc2", true);
GLOBAL_DEF_RST("rendering/vram_compression/import_pvrtc", false);
GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/time/time_rollover_secs", PropertyInfo(Variant::FLOAT, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater"));
GLOBAL_DEF("rendering/quality/directional_shadow/size", 4096);
GLOBAL_DEF("rendering/quality/directional_shadow/size.mobile", 2048);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
GLOBAL_DEF("rendering/quality/directional_shadow/soft_shadow_quality", 2);
GLOBAL_DEF("rendering/quality/directional_shadow/soft_shadow_quality.mobile", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
GLOBAL_DEF("rendering/quality/shadows/soft_shadow_quality", 2);
GLOBAL_DEF("rendering/quality/shadows/soft_shadow_quality.mobile", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/quality/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
GLOBAL_DEF("rendering/quality/2d_shadow_atlas/size", 2048);
GLOBAL_DEF("rendering/quality/rd_renderer/use_low_end_renderer", false);
GLOBAL_DEF("rendering/quality/rd_renderer/use_low_end_renderer.mobile", true);
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/reflections/roughness_layers", 8);
GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true);
GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections.mobile", false);
GLOBAL_DEF("rendering/quality/reflections/ggx_samples", 1024);
GLOBAL_DEF("rendering/quality/reflections/ggx_samples.mobile", 128);
GLOBAL_DEF("rendering/quality/reflections/fast_filter_high_quality", false);
GLOBAL_DEF("rendering/quality/reflection_atlas/reflection_size", 256);
GLOBAL_DEF("rendering/quality/reflection_atlas/reflection_size.mobile", 128);
GLOBAL_DEF("rendering/quality/reflection_atlas/reflection_count", 64);
GLOBAL_DEF("rendering/quality/gi_probes/anisotropic", false);
GLOBAL_DEF("rendering/quality/gi_probes/quality", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/gi_probes/quality", PropertyInfo(Variant::INT, "rendering/quality/gi_probes/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"));
GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false);
GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true);
GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley", false);
GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley.mobile", true);
GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx", false);
GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx.mobile", true);
GLOBAL_DEF("rendering/quality/depth_prepass/enable", true);
GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
GLOBAL_DEF("rendering/quality/texture_filters/use_nearest_mipmap_filter", false);
GLOBAL_DEF("rendering/quality/texture_filters/anisotropic_filtering_level", 2);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/texture_filters/anisotropic_filtering_level", PropertyInfo(Variant::INT, "rendering/quality/texture_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, "Disabled (Fastest),2x (Faster),4x (Fast),8x (Average),16x (Slow)"));
GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_bokeh_shape", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/depth_of_field/depth_of_field_bokeh_shape", PropertyInfo(Variant::INT, "rendering/quality/depth_of_field/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fast),Hexagon (Average),Circle (Slow)"));
GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_bokeh_quality", 2);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/depth_of_field/depth_of_field_bokeh_quality", PropertyInfo(Variant::INT, "rendering/quality/depth_of_field/depth_of_field_bokeh_quality", PROPERTY_HINT_ENUM, "Very Low (Fastest),Low (Fast),Medium (Average),High (Slow)"));
GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_use_jitter", false);
GLOBAL_DEF("rendering/quality/ssao/quality", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/ssao/quality", PropertyInfo(Variant::INT, "rendering/quality/ssao/quality", PROPERTY_HINT_ENUM, "Low (Fast),Medium (Average),High (Slow),Ultra (Slower)"));
GLOBAL_DEF("rendering/quality/ssao/half_size", false);
GLOBAL_DEF("rendering/quality/screen_filters/screen_space_roughness_limiter_enabled", true);
GLOBAL_DEF("rendering/quality/screen_filters/screen_space_roughness_limiter_amount", 0.25);
GLOBAL_DEF("rendering/quality/screen_filters/screen_space_roughness_limiter_limit", 0.18);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/screen_filters/screen_space_roughness_limiter_amount", PropertyInfo(Variant::FLOAT, "rendering/quality/screen_filters/screen_space_roughness_limiter_amount", PROPERTY_HINT_RANGE, "0.01,4.0,0.01"));
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/screen_filters/screen_space_roughness_limiter_limit", PropertyInfo(Variant::FLOAT, "rendering/quality/screen_filters/screen_space_roughness_limiter_limit", PROPERTY_HINT_RANGE, "0.01,1.0,0.01"));
GLOBAL_DEF("rendering/quality/glow/upscale_mode", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/glow/upscale_mode", PropertyInfo(Variant::INT, "rendering/quality/glow/upscale_mode", PROPERTY_HINT_ENUM, "Linear (Fast),Bicubic (Slow)"));
GLOBAL_DEF("rendering/quality/glow/upscale_mode.mobile", 0);
GLOBAL_DEF("rendering/quality/glow/use_high_quality", false);
GLOBAL_DEF("rendering/quality/screen_space_reflection/roughness_quality", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/screen_space_reflection/roughness_quality", PropertyInfo(Variant::INT, "rendering/quality/screen_space_reflection/roughness_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"));
GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_quality", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_quality", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/subsurface_scattering_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"));
GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_scale", 0.05);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_scale", PropertyInfo(Variant::FLOAT, "rendering/quality/subsurface_scattering/subsurface_scattering_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"));
GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", 0.01);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", PropertyInfo(Variant::FLOAT, "rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"));
GLOBAL_DEF("rendering/high_end/global_shader_variables_buffer_size", 65536);
GLOBAL_DEF("rendering/lightmapper/probe_capture_update_speed", 15);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/lightmapper/probe_capture_update_speed", PropertyInfo(Variant::FLOAT, "rendering/lightmapper/probe_capture_update_speed", PROPERTY_HINT_RANGE, "0.001,256,0.001"));
GLOBAL_DEF("rendering/sdfgi/probe_ray_count", 2);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/sdfgi/probe_ray_count", PropertyInfo(Variant::INT, "rendering/sdfgi/probe_ray_count", PROPERTY_HINT_ENUM, "8 (Fastest),16,32,64,96,128 (Slowest)"));
GLOBAL_DEF("rendering/sdfgi/frames_to_converge", 1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/sdfgi/frames_to_converge", PropertyInfo(Variant::INT, "rendering/sdfgi/frames_to_converge", PROPERTY_HINT_ENUM, "5 (Less Latency but Lower Quality),10,15,20,25,30 (More Latency but Higher Quality)"));
GLOBAL_DEF("rendering/volumetric_fog/volume_size", 64);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/volume_size", PropertyInfo(Variant::INT, "rendering/volumetric_fog/volume_size", PROPERTY_HINT_RANGE, "16,512,1"));
GLOBAL_DEF("rendering/volumetric_fog/volume_depth", 128);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/volume_depth", PropertyInfo(Variant::INT, "rendering/volumetric_fog/volume_depth", PROPERTY_HINT_RANGE, "16,512,1"));
GLOBAL_DEF("rendering/volumetric_fog/use_filter", 0);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/use_filter", PropertyInfo(Variant::INT, "rendering/volumetric_fog/use_filter", PROPERTY_HINT_ENUM, "No (Faster),Yes (Higher Quality)"));
GLOBAL_DEF("rendering/volumetric_fog/directional_shadow_shrink", 512);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/directional_shadow_shrink", PropertyInfo(Variant::INT, "rendering/volumetric_fog/directional_shadow_shrink", PROPERTY_HINT_RANGE, "32,2048,1"));
GLOBAL_DEF("rendering/volumetric_fog/positional_shadow_shrink", 512);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/positional_shadow_shrink", PropertyInfo(Variant::INT, "rendering/volumetric_fog/positional_shadow_shrink", PROPERTY_HINT_RANGE, "32,2048,1"));
}
RenderingServer::~RenderingServer() {
singleton = nullptr;
}