a8a1f2e2a8
-Ability to smooth out 2D shadow filters
585 lines
21 KiB
C++
585 lines
21 KiB
C++
/*************************************************************************/
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/* visual_server_wrap_mt.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUAL_SERVER_WRAP_MT_H
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#define VISUAL_SERVER_WRAP_MT_H
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#include "command_queue_mt.h"
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#include "os/thread.h"
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#include "servers/visual_server.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class VisualServerWrapMT : public VisualServer {
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// the real visual server
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mutable VisualServer *visual_server;
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mutable CommandQueueMT command_queue;
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static void _thread_callback(void *_instance);
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void thread_loop();
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Thread::ID server_thread;
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volatile bool exit;
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Thread *thread;
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volatile bool draw_thread_up;
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bool create_thread;
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Mutex *draw_mutex;
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int draw_pending;
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void thread_draw();
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void thread_flush();
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void thread_exit();
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Mutex *alloc_mutex;
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int pool_max_size;
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//#define DEBUG_SYNC
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#ifdef DEBUG_SYNC
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#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
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#else
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#define SYNC_DEBUG
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#endif
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public:
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#define ServerName VisualServer
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#define ServerNameWrapMT VisualServerWrapMT
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#define server_name visual_server
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#include "servers/server_wrap_mt_common.h"
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/* EVENT QUEUING */
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FUNCRID(texture)
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FUNC5(texture_allocate, RID, int, int, Image::Format, uint32_t)
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FUNC3(texture_set_data, RID, const Ref<Image> &, CubeMapSide)
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FUNC2RC(Ref<Image>, texture_get_data, RID, CubeMapSide)
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FUNC2(texture_set_flags, RID, uint32_t)
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FUNC1RC(uint32_t, texture_get_flags, RID)
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FUNC1RC(Image::Format, texture_get_format, RID)
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FUNC1RC(uint32_t, texture_get_texid, RID)
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FUNC1RC(uint32_t, texture_get_width, RID)
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FUNC1RC(uint32_t, texture_get_height, RID)
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FUNC3(texture_set_size_override, RID, int, int)
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FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
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FUNC3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)
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FUNC2(texture_set_path, RID, const String &)
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FUNC1RC(String, texture_get_path, RID)
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FUNC1(texture_set_shrink_all_x2_on_set_data, bool)
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FUNC1(texture_debug_usage, List<TextureInfo> *)
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FUNC1(textures_keep_original, bool)
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/* SKY API */
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FUNC0R(RID, sky_create)
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FUNC3(sky_set_texture, RID, RID, int)
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/* SHADER API */
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FUNC0R(RID, shader_create)
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FUNC2(shader_set_code, RID, const String &)
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FUNC1RC(String, shader_get_code, RID)
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FUNC2C(shader_get_param_list, RID, List<PropertyInfo> *)
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FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)
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FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
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/* COMMON MATERIAL API */
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FUNC0R(RID, material_create)
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FUNC2(material_set_shader, RID, RID)
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FUNC1RC(RID, material_get_shader, RID)
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FUNC3(material_set_param, RID, const StringName &, const Variant &)
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FUNC2RC(Variant, material_get_param, RID, const StringName &)
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FUNC2(material_set_line_width, RID, float)
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/* MESH API */
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FUNC0R(RID, mesh_create)
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FUNC10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const Rect3 &, const Vector<PoolVector<uint8_t> > &, const Vector<Rect3> &)
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FUNC2(mesh_set_blend_shape_count, RID, int)
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FUNC1RC(int, mesh_get_blend_shape_count, RID)
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FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
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FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
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FUNC3(mesh_surface_set_material, RID, int, RID)
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FUNC2RC(RID, mesh_surface_get_material, RID, int)
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FUNC2RC(int, mesh_surface_get_array_len, RID, int)
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FUNC2RC(int, mesh_surface_get_array_index_len, RID, int)
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FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)
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FUNC2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)
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FUNC2RC(uint32_t, mesh_surface_get_format, RID, int)
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FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)
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FUNC2RC(Rect3, mesh_surface_get_aabb, RID, int)
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FUNC2RC(Vector<PoolVector<uint8_t> >, mesh_surface_get_blend_shapes, RID, int)
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FUNC2RC(Vector<Rect3>, mesh_surface_get_skeleton_aabb, RID, int)
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FUNC2(mesh_remove_surface, RID, int)
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FUNC1RC(int, mesh_get_surface_count, RID)
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FUNC2(mesh_set_custom_aabb, RID, const Rect3 &)
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FUNC1RC(Rect3, mesh_get_custom_aabb, RID)
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FUNC1(mesh_clear, RID)
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/* MULTIMESH API */
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FUNC0R(RID, multimesh_create)
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FUNC4(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat)
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FUNC1RC(int, multimesh_get_instance_count, RID)
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FUNC2(multimesh_set_mesh, RID, RID)
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FUNC3(multimesh_instance_set_transform, RID, int, const Transform &)
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FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
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FUNC3(multimesh_instance_set_color, RID, int, const Color &)
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FUNC1RC(RID, multimesh_get_mesh, RID)
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FUNC1RC(Rect3, multimesh_get_aabb, RID)
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FUNC2RC(Transform, multimesh_instance_get_transform, RID, int)
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FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
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FUNC2RC(Color, multimesh_instance_get_color, RID, int)
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FUNC2(multimesh_set_visible_instances, RID, int)
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FUNC1RC(int, multimesh_get_visible_instances, RID)
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/* IMMEDIATE API */
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FUNC0R(RID, immediate_create)
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FUNC3(immediate_begin, RID, PrimitiveType, RID)
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FUNC2(immediate_vertex, RID, const Vector3 &)
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FUNC2(immediate_normal, RID, const Vector3 &)
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FUNC2(immediate_tangent, RID, const Plane &)
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FUNC2(immediate_color, RID, const Color &)
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FUNC2(immediate_uv, RID, const Vector2 &)
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FUNC2(immediate_uv2, RID, const Vector2 &)
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FUNC1(immediate_end, RID)
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FUNC1(immediate_clear, RID)
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FUNC2(immediate_set_material, RID, RID)
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FUNC1RC(RID, immediate_get_material, RID)
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/* SKELETON API */
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FUNC0R(RID, skeleton_create)
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FUNC3(skeleton_allocate, RID, int, bool)
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FUNC1RC(int, skeleton_get_bone_count, RID)
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FUNC3(skeleton_bone_set_transform, RID, int, const Transform &)
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FUNC2RC(Transform, skeleton_bone_get_transform, RID, int)
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FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
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FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
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/* Light API */
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FUNC1R(RID, light_create, LightType)
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FUNC2(light_set_color, RID, const Color &)
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FUNC3(light_set_param, RID, LightParam, float)
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FUNC2(light_set_shadow, RID, bool)
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FUNC2(light_set_shadow_color, RID, const Color &)
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FUNC2(light_set_projector, RID, RID)
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FUNC2(light_set_negative, RID, bool)
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FUNC2(light_set_cull_mask, RID, uint32_t)
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FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
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FUNC2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)
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FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
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FUNC2(light_directional_set_blend_splits, RID, bool)
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/* PROBE API */
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FUNC0R(RID, reflection_probe_create)
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FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
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FUNC2(reflection_probe_set_intensity, RID, float)
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FUNC2(reflection_probe_set_interior_ambient, RID, const Color &)
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FUNC2(reflection_probe_set_interior_ambient_energy, RID, float)
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FUNC2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)
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FUNC2(reflection_probe_set_max_distance, RID, float)
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FUNC2(reflection_probe_set_extents, RID, const Vector3 &)
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FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
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FUNC2(reflection_probe_set_as_interior, RID, bool)
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FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
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FUNC2(reflection_probe_set_enable_shadows, RID, bool)
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FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
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/* ROOM API */
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FUNC0R(RID, room_create)
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FUNC4(room_add_bounds, RID, const PoolVector<Vector2> &, float, const Transform &)
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FUNC1(room_clear_bounds, RID)
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/* PORTAL API */
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// portals are only (x/y) points, forming a convex shape, which its clockwise
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// order points outside. (z is 0);
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FUNC0R(RID, portal_create)
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FUNC2(portal_set_shape, RID, const Vector<Point2> &)
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FUNC2(portal_set_enabled, RID, bool)
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FUNC2(portal_set_disable_distance, RID, float)
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FUNC2(portal_set_disabled_color, RID, const Color &)
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/* BAKED LIGHT API */
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FUNC0R(RID, gi_probe_create)
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FUNC2(gi_probe_set_bounds, RID, const Rect3 &)
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FUNC1RC(Rect3, gi_probe_get_bounds, RID)
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FUNC2(gi_probe_set_cell_size, RID, float)
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FUNC1RC(float, gi_probe_get_cell_size, RID)
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FUNC2(gi_probe_set_to_cell_xform, RID, const Transform &)
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FUNC1RC(Transform, gi_probe_get_to_cell_xform, RID)
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FUNC2(gi_probe_set_dynamic_range, RID, int)
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FUNC1RC(int, gi_probe_get_dynamic_range, RID)
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FUNC2(gi_probe_set_energy, RID, float)
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FUNC1RC(float, gi_probe_get_energy, RID)
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FUNC2(gi_probe_set_bias, RID, float)
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FUNC1RC(float, gi_probe_get_bias, RID)
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FUNC2(gi_probe_set_propagation, RID, float)
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FUNC1RC(float, gi_probe_get_propagation, RID)
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FUNC2(gi_probe_set_interior, RID, bool)
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FUNC1RC(bool, gi_probe_is_interior, RID)
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FUNC2(gi_probe_set_compress, RID, bool)
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FUNC1RC(bool, gi_probe_is_compressed, RID)
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FUNC2(gi_probe_set_dynamic_data, RID, const PoolVector<int> &)
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FUNC1RC(PoolVector<int>, gi_probe_get_dynamic_data, RID)
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/* PARTICLES */
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FUNC0R(RID, particles_create)
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FUNC2(particles_set_emitting, RID, bool)
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FUNC2(particles_set_amount, RID, int)
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FUNC2(particles_set_lifetime, RID, float)
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FUNC2(particles_set_pre_process_time, RID, float)
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FUNC2(particles_set_explosiveness_ratio, RID, float)
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FUNC2(particles_set_randomness_ratio, RID, float)
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FUNC2(particles_set_custom_aabb, RID, const Rect3 &)
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FUNC2(particles_set_speed_scale, RID, float)
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FUNC2(particles_set_use_local_coordinates, RID, bool)
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FUNC2(particles_set_process_material, RID, RID)
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FUNC2(particles_set_fixed_fps, RID, int)
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FUNC2(particles_set_fractional_delta, RID, bool)
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FUNC2(particles_set_draw_order, RID, VS::ParticlesDrawOrder)
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FUNC2(particles_set_draw_passes, RID, int)
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FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
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FUNC1R(Rect3, particles_get_current_aabb, RID)
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/* CAMERA API */
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FUNC0R(RID, camera_create)
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FUNC4(camera_set_perspective, RID, float, float, float)
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FUNC4(camera_set_orthogonal, RID, float, float, float)
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FUNC2(camera_set_transform, RID, const Transform &)
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FUNC2(camera_set_cull_mask, RID, uint32_t)
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FUNC2(camera_set_environment, RID, RID)
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FUNC2(camera_set_use_vertical_aspect, RID, bool)
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/* VIEWPORT TARGET API */
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FUNC0R(RID, viewport_create)
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FUNC3(viewport_set_size, RID, int, int)
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FUNC2(viewport_set_active, RID, bool)
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FUNC2(viewport_set_parent_viewport, RID, RID)
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FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
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FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)
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FUNC1(viewport_detach, RID)
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FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
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FUNC2(viewport_set_vflip, RID, bool)
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FUNC1RC(RID, viewport_get_texture, RID)
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FUNC2(viewport_set_hide_scenario, RID, bool)
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FUNC2(viewport_set_hide_canvas, RID, bool)
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FUNC2(viewport_set_disable_environment, RID, bool)
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FUNC2(viewport_set_disable_3d, RID, bool)
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FUNC2(viewport_attach_camera, RID, RID)
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FUNC2(viewport_set_scenario, RID, RID)
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FUNC2(viewport_attach_canvas, RID, RID)
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FUNC2(viewport_remove_canvas, RID, RID)
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FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
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FUNC2(viewport_set_transparent_background, RID, bool)
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FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
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FUNC3(viewport_set_canvas_layer, RID, RID, int)
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FUNC2(viewport_set_shadow_atlas_size, RID, int)
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FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
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FUNC2(viewport_set_msaa, RID, ViewportMSAA)
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FUNC2(viewport_set_hdr, RID, bool)
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FUNC2(viewport_set_usage, RID, ViewportUsage)
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//this passes directly to avoid stalling, but it's pretty dangerous, so dont call after freeing a viewport
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virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {
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return visual_server->viewport_get_render_info(p_viewport, p_info);
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}
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FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
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/* ENVIRONMENT API */
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FUNC0R(RID, environment_create)
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FUNC2(environment_set_background, RID, EnvironmentBG)
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FUNC2(environment_set_sky, RID, RID)
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FUNC2(environment_set_sky_scale, RID, float)
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FUNC2(environment_set_bg_color, RID, const Color &)
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FUNC2(environment_set_bg_energy, RID, float)
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FUNC2(environment_set_canvas_max_layer, RID, int)
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FUNC4(environment_set_ambient_light, RID, const Color &, float, float)
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FUNC8(environment_set_ssr, RID, bool, int, float, float, float, bool, bool)
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FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, bool)
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FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
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FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
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FUNC10(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, bool)
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FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
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FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
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FUNC5(environment_set_fog, RID, bool, const Color &, const Color &, float)
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FUNC6(environment_set_fog_depth, RID, bool, float, float, bool, float)
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FUNC5(environment_set_fog_height, RID, bool, float, float, float)
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FUNC0R(RID, scenario_create)
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FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
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FUNC2(scenario_set_environment, RID, RID)
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FUNC3(scenario_set_reflection_atlas_size, RID, int, int)
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FUNC2(scenario_set_fallback_environment, RID, RID)
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/* INSTANCING API */
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// from can be mesh, light, area and portal so far.
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FUNC0R(RID, instance_create)
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FUNC2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
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FUNC2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
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FUNC2(instance_set_layer_mask, RID, uint32_t)
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FUNC2(instance_set_transform, RID, const Transform &)
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FUNC2(instance_attach_object_instance_ID, RID, ObjectID)
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FUNC3(instance_set_blend_shape_weight, RID, int, float)
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FUNC3(instance_set_surface_material, RID, int, RID)
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FUNC2(instance_set_visible, RID, bool)
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FUNC2(instance_attach_skeleton, RID, RID)
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FUNC2(instance_set_exterior, RID, bool)
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FUNC2(instance_set_room, RID, RID)
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FUNC2(instance_set_extra_visibility_margin, RID, real_t)
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// don't use these in a game!
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FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const Rect3 &, RID)
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FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
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FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
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FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
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FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
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FUNC2(instance_geometry_set_material_override, RID, RID)
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FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float)
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FUNC2(instance_geometry_set_as_instance_lod, RID, RID)
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/* CANVAS (2D) */
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FUNC0R(RID, canvas_create)
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FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
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FUNC2(canvas_set_modulate, RID, const Color &)
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FUNC0R(RID, canvas_item_create)
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FUNC2(canvas_item_set_parent, RID, RID)
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FUNC2(canvas_item_set_visible, RID, bool)
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FUNC2(canvas_item_set_light_mask, RID, int)
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FUNC2(canvas_item_set_transform, RID, const Transform2D &)
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FUNC2(canvas_item_set_clip, RID, bool)
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FUNC2(canvas_item_set_distance_field_mode, RID, bool)
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FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
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FUNC2(canvas_item_set_modulate, RID, const Color &)
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FUNC2(canvas_item_set_self_modulate, RID, const Color &)
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|
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FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
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FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
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FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
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FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
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FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
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FUNC6(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool)
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FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
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FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
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FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
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FUNC7(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int)
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FUNC3(canvas_item_add_mesh, RID, const RID &, RID)
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FUNC3(canvas_item_add_multimesh, RID, RID, RID)
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FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
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FUNC2(canvas_item_add_clip_ignore, RID, bool)
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|
FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
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FUNC2(canvas_item_set_z, RID, int)
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|
FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
|
|
FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
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|
|
|
FUNC1(canvas_item_clear, RID)
|
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FUNC2(canvas_item_set_draw_index, RID, int)
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|
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FUNC2(canvas_item_set_material, RID, RID)
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|
|
|
FUNC2(canvas_item_set_use_parent_material, RID, bool)
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|
|
|
FUNC0R(RID, canvas_light_create)
|
|
FUNC2(canvas_light_attach_to_canvas, RID, RID)
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|
FUNC2(canvas_light_set_enabled, RID, bool)
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|
FUNC2(canvas_light_set_scale, RID, float)
|
|
FUNC2(canvas_light_set_transform, RID, const Transform2D &)
|
|
FUNC2(canvas_light_set_texture, RID, RID)
|
|
FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
|
|
FUNC2(canvas_light_set_color, RID, const Color &)
|
|
FUNC2(canvas_light_set_height, RID, float)
|
|
FUNC2(canvas_light_set_energy, RID, float)
|
|
FUNC3(canvas_light_set_z_range, RID, int, int)
|
|
FUNC3(canvas_light_set_layer_range, RID, int, int)
|
|
FUNC2(canvas_light_set_item_cull_mask, RID, int)
|
|
FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
|
|
|
|
FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
|
|
|
|
FUNC2(canvas_light_set_shadow_enabled, RID, bool)
|
|
FUNC2(canvas_light_set_shadow_buffer_size, RID, int)
|
|
FUNC2(canvas_light_set_shadow_gradient_length, RID, float)
|
|
FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
|
|
FUNC2(canvas_light_set_shadow_color, RID, const Color &)
|
|
FUNC2(canvas_light_set_shadow_smooth, RID, float)
|
|
|
|
FUNC0R(RID, canvas_light_occluder_create)
|
|
FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
|
|
FUNC2(canvas_light_occluder_set_enabled, RID, bool)
|
|
FUNC2(canvas_light_occluder_set_polygon, RID, RID)
|
|
FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
|
|
FUNC2(canvas_light_occluder_set_light_mask, RID, int)
|
|
|
|
FUNC0R(RID, canvas_occluder_polygon_create)
|
|
FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
|
|
FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)
|
|
|
|
FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
|
|
|
|
/* CURSOR */
|
|
FUNC2(cursor_set_rotation, float, int) // radians
|
|
FUNC4(cursor_set_texture, RID, const Point2 &, int, const Rect2 &)
|
|
FUNC2(cursor_set_visible, bool, int)
|
|
FUNC2(cursor_set_pos, const Point2 &, int)
|
|
|
|
/* BLACK BARS */
|
|
|
|
FUNC4(black_bars_set_margins, int, int, int, int)
|
|
FUNC4(black_bars_set_images, RID, RID, RID, RID)
|
|
|
|
/* FREE */
|
|
|
|
FUNC1(free, RID)
|
|
|
|
/* EVENT QUEUING */
|
|
|
|
FUNC3(request_frame_drawn_callback, Object *, const StringName &, const Variant &)
|
|
|
|
virtual void init();
|
|
virtual void finish();
|
|
virtual void draw();
|
|
virtual void sync();
|
|
FUNC0RC(bool, has_changed)
|
|
|
|
/* RENDER INFO */
|
|
|
|
//this passes directly to avoid stalling
|
|
virtual int get_render_info(RenderInfo p_info) {
|
|
return visual_server->get_render_info(p_info);
|
|
}
|
|
|
|
FUNC3(set_boot_image, const Ref<Image> &, const Color &, bool)
|
|
FUNC1(set_default_clear_color, const Color &)
|
|
|
|
FUNC0R(RID, get_test_cube)
|
|
|
|
FUNC1(set_debug_generate_wireframes, bool)
|
|
|
|
virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); }
|
|
virtual bool has_os_feature(const String &p_feature) const { return visual_server->has_os_feature(p_feature); }
|
|
|
|
VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread);
|
|
~VisualServerWrapMT();
|
|
|
|
#undef ServerName
|
|
#undef ServerNameWrapMT
|
|
#undef server_name
|
|
};
|
|
|
|
#ifdef DEBUG_SYNC
|
|
#undef DEBUG_SYNC
|
|
#endif
|
|
#undef SYNC_DEBUG
|
|
|
|
#endif
|