godot/servers/visual/visual_server_wrap_mt.h
Rémi Verschelde 86b0669f4c Revert "Add/expose VisualServer::get_default_clear_color()"
This reverts commit 753ba67d65,
in preparation from the merge of the gles3 branch, as the VisualServer
code changed too much to port this commit over during merge conflicts
resolution. It could be readded afterwards.
2017-01-02 20:32:52 +01:00

740 lines
25 KiB
C++

/*************************************************************************/
/* visual_server_wrap_mt.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VISUAL_SERVER_WRAP_MT_H
#define VISUAL_SERVER_WRAP_MT_H
#include "servers/visual_server.h"
#include "command_queue_mt.h"
#include "os/thread.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class VisualServerWrapMT : public VisualServer {
// the real visual server
mutable VisualServer *visual_server;
mutable CommandQueueMT command_queue;
static void _thread_callback(void *_instance);
void thread_loop();
Thread::ID server_thread;
volatile bool exit;
Thread *thread;
volatile bool draw_thread_up;
bool create_thread;
Mutex *draw_mutex;
int draw_pending;
void thread_draw();
void thread_flush();
void thread_exit();
Mutex*alloc_mutex;
int texture_pool_max_size;
List<RID> texture_id_pool;
int mesh_pool_max_size;
List<RID> mesh_id_pool;
//#define DEBUG_SYNC
#ifdef DEBUG_SYNC
#define SYNC_DEBUG print_line("sync on: "+String(__FUNCTION__));
#else
#define SYNC_DEBUG
#endif
public:
#define ServerName VisualServer
#define ServerNameWrapMT VisualServerWrapMT
#define server_name visual_server
#include "servers/server_wrap_mt_common.h"
//FUNC0R(RID,texture_create);
FUNCRID(texture);
FUNC5(texture_allocate,RID,int,int,Image::Format,uint32_t);
FUNC3(texture_set_data,RID,const Image&,CubeMapSide);
FUNC2RC(Image,texture_get_data,RID,CubeMapSide);
FUNC2(texture_set_flags,RID,uint32_t);
FUNC1RC(Image::Format,texture_get_format,RID);
FUNC1RC(uint32_t,texture_get_flags,RID);
FUNC1RC(uint32_t,texture_get_width,RID);
FUNC1RC(uint32_t,texture_get_height,RID);
FUNC3(texture_set_size_override,RID,int,int);
FUNC1RC(bool,texture_can_stream,RID);
FUNC3C(texture_set_reload_hook,RID,ObjectID,const StringName&);
FUNC2(texture_set_path,RID,const String&);
FUNC1RC(String,texture_get_path,RID);
FUNC1(texture_set_shrink_all_x2_on_set_data,bool);
virtual void texture_debug_usage(List<TextureInfo> *r_info) {
//pass directly, should lock the server anyway
visual_server->texture_debug_usage(r_info);
}
/* SHADER API */
FUNC1R(RID,shader_create,ShaderMode);
FUNC2(shader_set_mode,RID,ShaderMode);
FUNC1RC(ShaderMode,shader_get_mode,RID);
FUNC7(shader_set_code,RID,const String&,const String&,const String&,int,int,int);
FUNC1RC(String,shader_get_vertex_code,RID);
FUNC1RC(String,shader_get_fragment_code,RID);
FUNC1RC(String,shader_get_light_code,RID);
FUNC2SC(shader_get_param_list,RID,List<PropertyInfo>*);
FUNC3(shader_set_default_texture_param,RID,const StringName&,RID);
FUNC2RC(RID,shader_get_default_texture_param,RID,const StringName&);
/*virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) {
if (Thread::get_caller_ID()!=server_thread) {
command_queue.push_and_sync( visual_server, &VisualServer::shader_get_param_list,p_shader,p_param_list);
} else {
visual_server->m_type(p1, p2, p3, p4, p5);
}
}*/
// virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list);
/* COMMON MATERIAL API */
FUNC0R(RID,material_create);
FUNC2(material_set_shader,RID,RID);
FUNC1RC(RID,material_get_shader,RID);
FUNC3(material_set_param,RID,const StringName&,const Variant&);
FUNC2RC(Variant,material_get_param,RID,const StringName&);
FUNC3(material_set_flag,RID,MaterialFlag,bool);
FUNC2RC(bool,material_get_flag,RID,MaterialFlag);
FUNC2(material_set_depth_draw_mode,RID,MaterialDepthDrawMode);
FUNC1RC(MaterialDepthDrawMode,material_get_depth_draw_mode,RID);
FUNC2(material_set_blend_mode,RID,MaterialBlendMode);
FUNC1RC(MaterialBlendMode,material_get_blend_mode,RID);
FUNC2(material_set_line_width,RID,float);
FUNC1RC(float,material_get_line_width,RID);
/* FIXED MATERIAL */
FUNC0R(RID,fixed_material_create);
FUNC3(fixed_material_set_flag,RID, FixedMaterialFlags , bool );
FUNC2RC(bool, fixed_material_get_flag,RID, FixedMaterialFlags);
FUNC3(fixed_material_set_param,RID, FixedMaterialParam, const Variant& );
FUNC2RC(Variant, fixed_material_get_param,RID ,FixedMaterialParam);
FUNC3(fixed_material_set_texture,RID ,FixedMaterialParam, RID );
FUNC2RC(RID, fixed_material_get_texture,RID,FixedMaterialParam);
FUNC3(fixed_material_set_texcoord_mode,RID,FixedMaterialParam, FixedMaterialTexCoordMode );
FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode,RID,FixedMaterialParam);
FUNC2(fixed_material_set_light_shader,RID,FixedMaterialLightShader);
FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader,RID);
FUNC2(fixed_material_set_uv_transform,RID,const Transform&);
FUNC1RC(Transform, fixed_material_get_uv_transform,RID);
FUNC2(fixed_material_set_point_size,RID ,float);
FUNC1RC(float,fixed_material_get_point_size,RID);
/* SURFACE API */
FUNCRID(mesh);
FUNC2(mesh_set_morph_target_count,RID,int);
FUNC1RC(int,mesh_get_morph_target_count,RID);
FUNC2(mesh_set_morph_target_mode,RID,MorphTargetMode);
FUNC1RC(MorphTargetMode,mesh_get_morph_target_mode,RID);
FUNC2(mesh_add_custom_surface,RID,const Variant&); //this is used by each platform in a different way
FUNC5(mesh_add_surface,RID,PrimitiveType,const Array&,const Array&,bool);
FUNC2RC(Array,mesh_get_surface_arrays,RID,int);
FUNC2RC(Array,mesh_get_surface_morph_arrays,RID,int);
FUNC4(mesh_surface_set_material,RID, int, RID,bool);
FUNC2RC(RID,mesh_surface_get_material,RID, int);
FUNC2RC(int,mesh_surface_get_array_len,RID, int);
FUNC2RC(int,mesh_surface_get_array_index_len,RID, int);
FUNC2RC(uint32_t,mesh_surface_get_format,RID, int);
FUNC2RC(PrimitiveType,mesh_surface_get_primitive_type,RID, int);
FUNC2(mesh_remove_surface,RID,int);
FUNC1RC(int,mesh_get_surface_count,RID);
FUNC1(mesh_clear,RID);
FUNC2(mesh_set_custom_aabb,RID,const AABB&);
FUNC1RC(AABB,mesh_get_custom_aabb,RID);
/* MULTIMESH API */
FUNC0R(RID,multimesh_create);
FUNC2(multimesh_set_instance_count,RID,int);
FUNC1RC(int,multimesh_get_instance_count,RID);
FUNC2(multimesh_set_mesh,RID,RID);
FUNC2(multimesh_set_aabb,RID,const AABB&);
FUNC3(multimesh_instance_set_transform,RID,int,const Transform&);
FUNC3(multimesh_instance_set_color,RID,int,const Color&);
FUNC1RC(RID,multimesh_get_mesh,RID);
FUNC2RC(AABB,multimesh_get_aabb,RID,const AABB&);
FUNC2RC(Transform,multimesh_instance_get_transform,RID,int);
FUNC2RC(Color,multimesh_instance_get_color,RID,int);
FUNC2(multimesh_set_visible_instances,RID,int);
FUNC1RC(int,multimesh_get_visible_instances,RID);
/* IMMEDIATE API */
FUNC0R(RID,immediate_create);
FUNC3(immediate_begin,RID,PrimitiveType,RID);
FUNC2(immediate_vertex,RID,const Vector3&);
FUNC2(immediate_normal,RID,const Vector3&);
FUNC2(immediate_tangent,RID,const Plane&);
FUNC2(immediate_color,RID,const Color&);
FUNC2(immediate_uv,RID,const Vector2&);
FUNC2(immediate_uv2,RID,const Vector2&);
FUNC1(immediate_end,RID);
FUNC1(immediate_clear,RID);
FUNC2(immediate_set_material,RID,RID);
FUNC1RC(RID,immediate_get_material,RID);
/* PARTICLES API */
FUNC0R(RID,particles_create);
FUNC2(particles_set_amount,RID, int );
FUNC1RC(int,particles_get_amount,RID);
FUNC2(particles_set_emitting,RID, bool );
FUNC1RC(bool,particles_is_emitting,RID);
FUNC2(particles_set_visibility_aabb,RID, const AABB&);
FUNC1RC(AABB,particles_get_visibility_aabb,RID);
FUNC2(particles_set_emission_half_extents,RID, const Vector3&);
FUNC1RC(Vector3,particles_get_emission_half_extents,RID);
FUNC2(particles_set_emission_base_velocity,RID, const Vector3&);
FUNC1RC(Vector3,particles_get_emission_base_velocity,RID);
FUNC2(particles_set_emission_points,RID, const DVector<Vector3>& );
FUNC1RC(DVector<Vector3>,particles_get_emission_points,RID);
FUNC2(particles_set_gravity_normal,RID, const Vector3& );
FUNC1RC(Vector3,particles_get_gravity_normal,RID);
FUNC3(particles_set_variable,RID, ParticleVariable ,float);
FUNC2RC(float,particles_get_variable,RID, ParticleVariable );
FUNC3(particles_set_randomness,RID, ParticleVariable ,float);
FUNC2RC(float,particles_get_randomness,RID, ParticleVariable );
FUNC3(particles_set_color_phase_pos,RID, int , float);
FUNC2RC(float,particles_get_color_phase_pos,RID, int );
FUNC2(particles_set_color_phases,RID, int );
FUNC1RC(int,particles_get_color_phases,RID);
FUNC3(particles_set_color_phase_color,RID, int , const Color& );
FUNC2RC(Color,particles_get_color_phase_color,RID, int );
FUNC2(particles_set_attractors,RID, int);
FUNC1RC(int,particles_get_attractors,RID);
FUNC3(particles_set_attractor_pos,RID, int, const Vector3&);
FUNC2RC(Vector3,particles_get_attractor_pos,RID,int);
FUNC3(particles_set_attractor_strength,RID, int, float);
FUNC2RC(float,particles_get_attractor_strength,RID,int);
FUNC3(particles_set_material,RID, RID,bool);
FUNC1RC(RID,particles_get_material,RID);
FUNC2(particles_set_height_from_velocity,RID, bool);
FUNC1RC(bool,particles_has_height_from_velocity,RID);
FUNC2(particles_set_use_local_coordinates,RID, bool);
FUNC1RC(bool,particles_is_using_local_coordinates,RID);
/* Light API */
FUNC1R(RID,light_create,LightType);
FUNC1RC(LightType,light_get_type,RID);
FUNC3(light_set_color,RID,LightColor , const Color& );
FUNC2RC(Color,light_get_color,RID,LightColor );
FUNC2(light_set_shadow,RID,bool );
FUNC1RC(bool,light_has_shadow,RID);
FUNC2(light_set_volumetric,RID,bool );
FUNC1RC(bool,light_is_volumetric,RID);
FUNC2(light_set_projector,RID,RID );
FUNC1RC(RID,light_get_projector,RID);
FUNC3(light_set_param,RID, LightParam , float );
FUNC2RC(float,light_get_param,RID, LightParam );
FUNC2(light_set_operator,RID,LightOp);
FUNC1RC(LightOp,light_get_operator,RID);
FUNC2(light_omni_set_shadow_mode,RID,LightOmniShadowMode);
FUNC1RC(LightOmniShadowMode,light_omni_get_shadow_mode,RID);
FUNC2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode);
FUNC1RC(LightDirectionalShadowMode,light_directional_get_shadow_mode,RID);
FUNC3(light_directional_set_shadow_param,RID,LightDirectionalShadowParam, float );
FUNC2RC(float,light_directional_get_shadow_param,RID,LightDirectionalShadowParam );
/* SKELETON API */
FUNC0R(RID,skeleton_create);
FUNC2(skeleton_resize,RID,int );
FUNC1RC(int,skeleton_get_bone_count,RID) ;
FUNC3(skeleton_bone_set_transform,RID,int, const Transform&);
FUNC2R(Transform,skeleton_bone_get_transform,RID,int );
/* ROOM API */
FUNC0R(RID,room_create);
FUNC2(room_set_bounds,RID, const BSP_Tree&);
FUNC1RC(BSP_Tree,room_get_bounds,RID);
/* PORTAL API */
FUNC0R(RID,portal_create);
FUNC2(portal_set_shape,RID,const Vector<Point2>&);
FUNC1RC(Vector<Point2>,portal_get_shape,RID);
FUNC2(portal_set_enabled,RID, bool);
FUNC1RC(bool,portal_is_enabled,RID);
FUNC2(portal_set_disable_distance,RID, float);
FUNC1RC(float,portal_get_disable_distance,RID);
FUNC2(portal_set_disabled_color,RID, const Color&);
FUNC1RC(Color,portal_get_disabled_color,RID);
FUNC2(portal_set_connect_range,RID, float);
FUNC1RC(float,portal_get_connect_range,RID);
FUNC0R(RID,baked_light_create);
FUNC2(baked_light_set_mode,RID,BakedLightMode);
FUNC1RC(BakedLightMode,baked_light_get_mode,RID);
FUNC2(baked_light_set_octree,RID,DVector<uint8_t>);
FUNC1RC(DVector<uint8_t>,baked_light_get_octree,RID);
FUNC2(baked_light_set_light,RID,DVector<uint8_t>);
FUNC1RC(DVector<uint8_t>,baked_light_get_light,RID);
FUNC2(baked_light_set_sampler_octree,RID,const DVector<int>&);
FUNC1RC(DVector<int>,baked_light_get_sampler_octree,RID);
FUNC2(baked_light_set_lightmap_multiplier,RID,float);
FUNC1RC(float,baked_light_get_lightmap_multiplier,RID);
FUNC3(baked_light_add_lightmap,RID,RID,int);
FUNC1(baked_light_clear_lightmaps,RID);
FUNC2(baked_light_set_realtime_color_enabled, RID, const bool);
FUNC1RC(bool, baked_light_get_realtime_color_enabled, RID);
FUNC2(baked_light_set_realtime_color, RID, const Color&);
FUNC1RC(Color, baked_light_get_realtime_color, RID);
FUNC2(baked_light_set_realtime_energy, RID, const float);
FUNC1RC(float, baked_light_get_realtime_energy, RID);
FUNC0R(RID,baked_light_sampler_create);
FUNC3(baked_light_sampler_set_param,RID, BakedLightSamplerParam , float );
FUNC2RC(float,baked_light_sampler_get_param,RID, BakedLightSamplerParam );
FUNC2(baked_light_sampler_set_resolution,RID,int);
FUNC1RC(int,baked_light_sampler_get_resolution,RID);
/* CAMERA API */
FUNC0R(RID,camera_create);
FUNC4(camera_set_perspective,RID,float , float , float );
FUNC4(camera_set_orthogonal,RID,float, float , float );
FUNC2(camera_set_transform,RID,const Transform& );
FUNC2(camera_set_visible_layers,RID,uint32_t);
FUNC1RC(uint32_t,camera_get_visible_layers,RID);
FUNC2(camera_set_environment,RID,RID);
FUNC1RC(RID,camera_get_environment,RID);
FUNC2(camera_set_use_vertical_aspect,RID,bool);
FUNC2RC(bool,camera_is_using_vertical_aspect,RID,bool);
/* VIEWPORT API */
FUNC0R(RID,viewport_create);
FUNC2(viewport_attach_to_screen,RID,int );
FUNC1(viewport_detach,RID);
FUNC2(viewport_set_as_render_target,RID,bool);
FUNC2(viewport_set_render_target_update_mode,RID,RenderTargetUpdateMode);
FUNC1RC(RenderTargetUpdateMode,viewport_get_render_target_update_mode,RID);
FUNC1RC(RID,viewport_get_render_target_texture,RID);
FUNC2(viewport_set_render_target_vflip,RID,bool);
FUNC1RC(bool,viewport_get_render_target_vflip,RID);
FUNC2(viewport_set_render_target_to_screen_rect,RID,const Rect2&);
FUNC2(viewport_set_render_target_clear_on_new_frame,RID,bool);
FUNC1RC(bool,viewport_get_render_target_clear_on_new_frame,RID);
FUNC1(viewport_render_target_clear,RID);
FUNC1(viewport_queue_screen_capture,RID);
FUNC1RC(Image,viewport_get_screen_capture,RID);
FUNC2(viewport_set_rect,RID,const ViewportRect&);
FUNC1RC(ViewportRect,viewport_get_rect,RID);
FUNC2(viewport_set_hide_scenario,RID,bool );
FUNC2(viewport_set_hide_canvas,RID,bool );
FUNC2(viewport_attach_camera,RID,RID );
FUNC2(viewport_set_scenario,RID,RID );
FUNC2(viewport_set_disable_environment,RID,bool );
FUNC1RC(RID,viewport_get_attached_camera,RID);
FUNC1RC(RID,viewport_get_scenario,RID );
FUNC2(viewport_attach_canvas,RID,RID);
FUNC2(viewport_remove_canvas,RID,RID);
FUNC3(viewport_set_canvas_transform,RID,RID,const Matrix32&);
FUNC2RC(Matrix32,viewport_get_canvas_transform,RID,RID);
FUNC2(viewport_set_global_canvas_transform,RID,const Matrix32&);
FUNC1RC(Matrix32,viewport_get_global_canvas_transform,RID);
FUNC3(viewport_set_canvas_layer,RID,RID ,int);
FUNC2(viewport_set_transparent_background,RID,bool);
FUNC1RC(bool,viewport_has_transparent_background,RID);
/* ENVIRONMENT API */
FUNC0R(RID,environment_create);
FUNC2(environment_set_background,RID,EnvironmentBG);
FUNC1RC(EnvironmentBG,environment_get_background,RID);
FUNC3(environment_set_background_param,RID,EnvironmentBGParam, const Variant&);
FUNC2RC(Variant,environment_get_background_param,RID,EnvironmentBGParam );
FUNC3(environment_set_enable_fx,RID,EnvironmentFx,bool);
FUNC2RC(bool,environment_is_fx_enabled,RID,EnvironmentFx);
FUNC3(environment_fx_set_param,RID,EnvironmentFxParam,const Variant&);
FUNC2RC(Variant,environment_fx_get_param,RID,EnvironmentFxParam);
/* SCENARIO API */
FUNC0R(RID,scenario_create);
FUNC2(scenario_set_debug,RID,ScenarioDebugMode);
FUNC2(scenario_set_environment,RID, RID);
FUNC2RC(RID,scenario_get_environment,RID, RID);
FUNC2(scenario_set_fallback_environment,RID, RID);
/* INSTANCING API */
FUNC0R(RID,instance_create);
FUNC2(instance_set_base,RID, RID);
FUNC1RC(RID,instance_get_base,RID);
FUNC2(instance_set_scenario,RID, RID);
FUNC1RC(RID,instance_get_scenario,RID);
FUNC2(instance_set_layer_mask,RID, uint32_t);
FUNC1RC(uint32_t,instance_get_layer_mask,RID);
FUNC1RC(AABB,instance_get_base_aabb,RID);
FUNC2(instance_attach_object_instance_ID,RID,uint32_t);
FUNC1RC(uint32_t,instance_get_object_instance_ID,RID);
FUNC2(instance_attach_skeleton,RID,RID);
FUNC1RC(RID,instance_get_skeleton,RID);
FUNC3(instance_set_morph_target_weight,RID,int, float);
FUNC2RC(float,instance_get_morph_target_weight,RID,int);
FUNC3(instance_set_surface_material,RID,int, RID);
FUNC2(instance_set_transform,RID, const Transform&);
FUNC1RC(Transform,instance_get_transform,RID);
FUNC2(instance_set_exterior,RID, bool );
FUNC1RC(bool,instance_is_exterior,RID);
FUNC2(instance_set_room,RID, RID );
FUNC1RC(RID,instance_get_room,RID ) ;
FUNC2(instance_set_extra_visibility_margin,RID, real_t );
FUNC1RC(real_t,instance_get_extra_visibility_margin,RID );
FUNC2RC(Vector<RID>,instances_cull_aabb,const AABB& , RID );
FUNC3RC(Vector<RID>,instances_cull_ray,const Vector3& ,const Vector3&, RID );
FUNC2RC(Vector<RID>,instances_cull_convex,const Vector<Plane>& , RID );
FUNC3(instance_geometry_set_flag,RID,InstanceFlags ,bool );
FUNC2RC(bool,instance_geometry_get_flag,RID,InstanceFlags );
FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting);
FUNC1RC(ShadowCastingSetting, instance_geometry_get_cast_shadows_setting, RID);
FUNC2(instance_geometry_set_material_override,RID, RID );
FUNC1RC(RID,instance_geometry_get_material_override,RID);
FUNC3(instance_geometry_set_draw_range,RID,float ,float);
FUNC1RC(float,instance_geometry_get_draw_range_max,RID);
FUNC1RC(float,instance_geometry_get_draw_range_min,RID);
FUNC2(instance_geometry_set_baked_light,RID, RID );
FUNC1RC(RID,instance_geometry_get_baked_light,RID);
FUNC2(instance_geometry_set_baked_light_sampler,RID, RID );
FUNC1RC(RID,instance_geometry_get_baked_light_sampler,RID);
FUNC2(instance_geometry_set_baked_light_texture_index,RID, int);
FUNC1RC(int,instance_geometry_get_baked_light_texture_index,RID);
FUNC2(instance_light_set_enabled,RID,bool);
FUNC1RC(bool,instance_light_is_enabled,RID);
/* CANVAS (2D) */
FUNC0R(RID,canvas_create);
FUNC3(canvas_set_item_mirroring,RID,RID,const Point2&);
FUNC2RC(Point2,canvas_get_item_mirroring,RID,RID);
FUNC2(canvas_set_modulate,RID,const Color&);
FUNC0R(RID,canvas_item_create);
FUNC2(canvas_item_set_parent,RID,RID );
FUNC1RC(RID,canvas_item_get_parent,RID);
FUNC2(canvas_item_set_visible,RID,bool );
FUNC1RC(bool,canvas_item_is_visible,RID);
FUNC2(canvas_item_set_blend_mode,RID,MaterialBlendMode );
FUNC2(canvas_item_set_light_mask,RID,int );
//FUNC(canvas_item_set_rect,RID, const Rect2& p_rect);
FUNC2(canvas_item_set_transform,RID, const Matrix32& );
FUNC2(canvas_item_set_clip,RID, bool );
FUNC2(canvas_item_set_distance_field_mode,RID, bool );
FUNC3(canvas_item_set_custom_rect,RID, bool ,const Rect2&);
FUNC2(canvas_item_set_opacity,RID, float );
FUNC2RC(float,canvas_item_get_opacity,RID, float );
FUNC2(canvas_item_set_on_top,RID, bool );
FUNC1RC(bool,canvas_item_is_on_top,RID);
FUNC2(canvas_item_set_self_opacity,RID, float );
FUNC2RC(float,canvas_item_get_self_opacity,RID, float );
FUNC2(canvas_item_attach_viewport,RID, RID );
FUNC6(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float,bool);
FUNC3(canvas_item_add_rect,RID, const Rect2& , const Color& );
FUNC4(canvas_item_add_circle,RID, const Point2& , float ,const Color& );
FUNC6(canvas_item_add_texture_rect,RID, const Rect2& , RID ,bool ,const Color&,bool );
FUNC6(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color&,bool );
FUNC8(canvas_item_add_style_box,RID, const Rect2& , const Rect2&, RID ,const Vector2& ,const Vector2&, bool ,const Color& );
FUNC6(canvas_item_add_primitive,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ,float );
FUNC5(canvas_item_add_polygon,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID );
FUNC7(canvas_item_add_triangle_array,RID, const Vector<int>& , const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID , int );
FUNC7(canvas_item_add_triangle_array_ptr,RID, int , const int* , const Point2* , const Color* ,const Point2* , RID );
FUNC2(canvas_item_add_set_transform,RID,const Matrix32& );
FUNC2(canvas_item_add_set_blend_mode,RID, MaterialBlendMode );
FUNC2(canvas_item_add_clip_ignore,RID, bool );
FUNC2(canvas_item_set_sort_children_by_y,RID,bool);
FUNC2(canvas_item_set_z,RID,int);
FUNC2(canvas_item_set_z_as_relative_to_parent,RID,bool);
FUNC3(canvas_item_set_copy_to_backbuffer,RID,bool,const Rect2&);
FUNC2(canvas_item_set_material,RID, RID );
FUNC2(canvas_item_set_use_parent_material,RID, bool );
FUNC1(canvas_item_clear,RID);
FUNC1(canvas_item_raise,RID);
/* CANVAS LIGHT */
FUNC0R(RID,canvas_light_create);
FUNC2(canvas_light_attach_to_canvas,RID,RID);
FUNC2(canvas_light_set_enabled,RID,bool);
FUNC2(canvas_light_set_transform,RID,const Matrix32&);
FUNC2(canvas_light_set_scale,RID,float);
FUNC2(canvas_light_set_texture,RID,RID);
FUNC2(canvas_light_set_texture_offset,RID,const Vector2&);
FUNC2(canvas_light_set_color,RID,const Color&);
FUNC2(canvas_light_set_height,RID,float);
FUNC2(canvas_light_set_energy,RID,float);
FUNC3(canvas_light_set_layer_range,RID,int,int);
FUNC3(canvas_light_set_z_range,RID,int,int);
FUNC2(canvas_light_set_item_mask,RID,int);
FUNC2(canvas_light_set_item_shadow_mask,RID,int);
FUNC2(canvas_light_set_mode,RID,CanvasLightMode);
FUNC2(canvas_light_set_shadow_enabled,RID,bool);
FUNC2(canvas_light_set_shadow_buffer_size,RID,int);
FUNC2(canvas_light_set_shadow_esm_multiplier,RID,float);
FUNC2(canvas_light_set_shadow_color,RID,const Color&);
/* CANVAS OCCLUDER */
FUNC0R(RID,canvas_light_occluder_create);
FUNC2(canvas_light_occluder_attach_to_canvas,RID,RID);
FUNC2(canvas_light_occluder_set_enabled,RID,bool);
FUNC2(canvas_light_occluder_set_polygon,RID,RID);
FUNC2(canvas_light_occluder_set_transform,RID,const Matrix32&);
FUNC2(canvas_light_occluder_set_light_mask,RID,int);
FUNC0R(RID,canvas_occluder_polygon_create);
FUNC3(canvas_occluder_polygon_set_shape,RID,const DVector<Vector2>&,bool);
FUNC2(canvas_occluder_polygon_set_shape_as_lines,RID,const DVector<Vector2>&);
FUNC2(canvas_occluder_polygon_set_cull_mode,RID,CanvasOccluderPolygonCullMode);
/* CANVAS MATERIAL */
FUNC0R(RID,canvas_item_material_create);
FUNC2(canvas_item_material_set_shader,RID,RID);
FUNC3(canvas_item_material_set_shader_param,RID,const StringName&,const Variant&);
FUNC2RC(Variant,canvas_item_material_get_shader_param,RID,const StringName&);
FUNC2(canvas_item_material_set_shading_mode,RID,CanvasItemShadingMode);
/* CURSOR */
FUNC2(cursor_set_rotation,float , int ); // radians
FUNC4(cursor_set_texture,RID , const Point2 &, int, const Rect2 &);
FUNC2(cursor_set_visible,bool , int );
FUNC2(cursor_set_pos,const Point2& , int );
/* BLACK BARS */
FUNC4(black_bars_set_margins,int , int , int , int );
FUNC4(black_bars_set_images,RID , RID , RID , RID );
/* FREE */
FUNC1(free,RID);
/* CUSTOM SHADE MODEL */
FUNC2(custom_shade_model_set_shader,int , RID );
FUNC1RC(RID,custom_shade_model_get_shader,int );
FUNC2(custom_shade_model_set_name,int , const String& );
FUNC1RC(String,custom_shade_model_get_name,int );
FUNC2(custom_shade_model_set_param_info,int , const List<PropertyInfo>& );
FUNC2SC(custom_shade_model_get_param_info,int , List<PropertyInfo>* );
/* EVENT QUEUING */
virtual void init();
virtual void finish();
virtual void draw();
virtual void sync();
FUNC0RC(bool,has_changed);
/* RENDER INFO */
FUNC1R(int,get_render_info,RenderInfo );
virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); }
FUNC3(set_boot_image,const Image& , const Color&,bool );
FUNC1(set_default_clear_color,const Color& );
FUNC0R(RID,get_test_cube );
VisualServerWrapMT(VisualServer* p_contained,bool p_create_thread);
~VisualServerWrapMT();
#undef ServerName
#undef ServerNameWrapMT
#undef server_name
};
#ifdef DEBUG_SYNC
#undef DEBUG_SYNC
#endif
#undef SYNC_DEBUG
#endif