rendering_server_default.h 43 KB

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  1. /**************************************************************************/
  2. /* rendering_server_default.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef RENDERING_SERVER_DEFAULT_H
  31. #define RENDERING_SERVER_DEFAULT_H
  32. #include "core/object/worker_thread_pool.h"
  33. #include "core/os/thread.h"
  34. #include "core/templates/command_queue_mt.h"
  35. #include "core/templates/hash_map.h"
  36. #include "renderer_canvas_cull.h"
  37. #include "renderer_scene_cull.h"
  38. #include "renderer_viewport.h"
  39. #include "rendering_server_globals.h"
  40. #include "servers/rendering/renderer_compositor.h"
  41. #include "servers/rendering_server.h"
  42. #include "servers/server_wrap_mt_common.h"
  43. class RenderingServerDefault : public RenderingServer {
  44. enum {
  45. MAX_INSTANCE_CULL = 8192,
  46. MAX_INSTANCE_LIGHTS = 4,
  47. LIGHT_CACHE_DIRTY = -1,
  48. MAX_LIGHTS_CULLED = 256,
  49. MAX_ROOM_CULL = 32,
  50. MAX_EXTERIOR_PORTALS = 128,
  51. MAX_LIGHT_SAMPLERS = 256,
  52. INSTANCE_ROOMLESS_MASK = (1 << 20)
  53. };
  54. static int changes;
  55. RID test_cube;
  56. List<Callable> frame_drawn_callbacks;
  57. static void _changes_changed() {}
  58. uint64_t frame_profile_frame = 0;
  59. Vector<FrameProfileArea> frame_profile;
  60. double frame_setup_time = 0;
  61. //for printing
  62. bool print_gpu_profile = false;
  63. HashMap<String, float> print_gpu_profile_task_time;
  64. uint64_t print_frame_profile_ticks_from = 0;
  65. uint32_t print_frame_profile_frame_count = 0;
  66. mutable CommandQueueMT command_queue;
  67. Thread::ID server_thread = Thread::MAIN_ID;
  68. WorkerThreadPool::TaskID server_task_id = WorkerThreadPool::INVALID_TASK_ID;
  69. bool exit = false;
  70. bool create_thread = false;
  71. void _assign_mt_ids(WorkerThreadPool::TaskID p_pump_task_id);
  72. void _thread_exit();
  73. void _thread_loop();
  74. void _draw(bool p_swap_buffers, double frame_step);
  75. void _run_post_draw_steps();
  76. void _init();
  77. void _finish();
  78. void _free(RID p_rid);
  79. void _call_on_render_thread(const Callable &p_callable);
  80. public:
  81. //if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
  82. //#define DEBUG_CHANGES
  83. #ifdef DEBUG_CHANGES
  84. _FORCE_INLINE_ static void redraw_request() {
  85. changes++;
  86. _changes_changed();
  87. }
  88. #else
  89. _FORCE_INLINE_ static void redraw_request() {
  90. changes++;
  91. }
  92. #endif
  93. #define WRITE_ACTION redraw_request();
  94. #ifdef DEBUG_SYNC
  95. #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
  96. #else
  97. #define SYNC_DEBUG
  98. #endif
  99. #ifdef DEBUG_ENABLED
  100. #define MAIN_THREAD_SYNC_WARN WARN_PRINT("Call to " + String(__FUNCTION__) + " causing RenderingServer synchronizations on every frame. This significantly affects performance.");
  101. #endif
  102. #include "servers/server_wrap_mt_common.h"
  103. /* TEXTURE API */
  104. #define ServerName RendererTextureStorage
  105. #define server_name RSG::texture_storage
  106. #define FUNCRIDTEX0(m_type) \
  107. virtual RID m_type##_create() override { \
  108. RID ret = RSG::texture_storage->texture_allocate(); \
  109. if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
  110. RSG::texture_storage->m_type##_initialize(ret); \
  111. } else { \
  112. command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret); \
  113. } \
  114. return ret; \
  115. }
  116. #define FUNCRIDTEX1(m_type, m_type1) \
  117. virtual RID m_type##_create(m_type1 p1) override { \
  118. RID ret = RSG::texture_storage->texture_allocate(); \
  119. if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
  120. RSG::texture_storage->m_type##_initialize(ret, p1); \
  121. } else { \
  122. command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1); \
  123. } \
  124. return ret; \
  125. }
  126. #define FUNCRIDTEX2(m_type, m_type1, m_type2) \
  127. virtual RID m_type##_create(m_type1 p1, m_type2 p2) override { \
  128. RID ret = RSG::texture_storage->texture_allocate(); \
  129. if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
  130. RSG::texture_storage->m_type##_initialize(ret, p1, p2); \
  131. } else { \
  132. command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1, p2); \
  133. } \
  134. return ret; \
  135. }
  136. #define FUNCRIDTEX6(m_type, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
  137. virtual RID m_type##_create(m_type1 p1, m_type2 p2, m_type3 p3, m_type4 p4, m_type5 p5, m_type6 p6) override { \
  138. RID ret = RSG::texture_storage->texture_allocate(); \
  139. if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
  140. RSG::texture_storage->m_type##_initialize(ret, p1, p2, p3, p4, p5, p6); \
  141. } else { \
  142. command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1, p2, p3, p4, p5, p6); \
  143. } \
  144. return ret; \
  145. }
  146. //these go pass-through, as they can be called from any thread
  147. FUNCRIDTEX1(texture_2d, const Ref<Image> &)
  148. FUNCRIDTEX2(texture_2d_layered, const Vector<Ref<Image>> &, TextureLayeredType)
  149. FUNCRIDTEX6(texture_3d, Image::Format, int, int, int, bool, const Vector<Ref<Image>> &)
  150. FUNCRIDTEX1(texture_proxy, RID)
  151. //these go through command queue if they are in another thread
  152. FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
  153. FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
  154. FUNC2(texture_proxy_update, RID, RID)
  155. //these also go pass-through
  156. FUNCRIDTEX0(texture_2d_placeholder)
  157. FUNCRIDTEX1(texture_2d_layered_placeholder, TextureLayeredType)
  158. FUNCRIDTEX0(texture_3d_placeholder)
  159. FUNC1RC(Ref<Image>, texture_2d_get, RID)
  160. FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
  161. FUNC1RC(Vector<Ref<Image>>, texture_3d_get, RID)
  162. FUNC2(texture_replace, RID, RID)
  163. FUNC3(texture_set_size_override, RID, int, int)
  164. // FIXME: Disabled during Vulkan refactoring, should be ported.
  165. #if 0
  166. FUNC2(texture_bind, RID, uint32_t)
  167. #endif
  168. FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
  169. FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
  170. FUNC3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *)
  171. FUNC2(texture_set_path, RID, const String &)
  172. FUNC1RC(String, texture_get_path, RID)
  173. FUNC1RC(Image::Format, texture_get_format, RID)
  174. FUNC1(texture_debug_usage, List<TextureInfo> *)
  175. FUNC2(texture_set_force_redraw_if_visible, RID, bool)
  176. FUNCRIDTEX2(texture_rd, const RID &, const RS::TextureLayeredType)
  177. FUNC2RC(RID, texture_get_rd_texture, RID, bool)
  178. FUNC2RC(uint64_t, texture_get_native_handle, RID, bool)
  179. /* SHADER API */
  180. #undef ServerName
  181. #undef server_name
  182. #define ServerName RendererMaterialStorage
  183. #define server_name RSG::material_storage
  184. FUNCRIDSPLIT(shader)
  185. FUNC2(shader_set_code, RID, const String &)
  186. FUNC2(shader_set_path_hint, RID, const String &)
  187. FUNC1RC(String, shader_get_code, RID)
  188. FUNC2SC(get_shader_parameter_list, RID, List<PropertyInfo> *)
  189. FUNC4(shader_set_default_texture_parameter, RID, const StringName &, RID, int)
  190. FUNC3RC(RID, shader_get_default_texture_parameter, RID, const StringName &, int)
  191. FUNC2RC(Variant, shader_get_parameter_default, RID, const StringName &)
  192. FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
  193. /* COMMON MATERIAL API */
  194. FUNCRIDSPLIT(material)
  195. FUNC2(material_set_shader, RID, RID)
  196. FUNC3(material_set_param, RID, const StringName &, const Variant &)
  197. FUNC2RC(Variant, material_get_param, RID, const StringName &)
  198. FUNC2(material_set_render_priority, RID, int)
  199. FUNC2(material_set_next_pass, RID, RID)
  200. /* MESH API */
  201. //from now on, calls forwarded to this singleton
  202. #undef ServerName
  203. #undef server_name
  204. #define ServerName RendererMeshStorage
  205. #define server_name RSG::mesh_storage
  206. virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) override {
  207. RID mesh = RSG::mesh_storage->mesh_allocate();
  208. // TODO once we have RSG::mesh_storage, add can_create_resources_async and call here instead of texture_storage!!
  209. if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) {
  210. if (Thread::get_caller_id() == server_thread) {
  211. command_queue.flush_if_pending();
  212. }
  213. RSG::mesh_storage->mesh_initialize(mesh);
  214. RSG::mesh_storage->mesh_set_blend_shape_count(mesh, p_blend_shape_count);
  215. for (int i = 0; i < p_surfaces.size(); i++) {
  216. RSG::mesh_storage->mesh_add_surface(mesh, p_surfaces[i]);
  217. }
  218. } else {
  219. command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_initialize, mesh);
  220. command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_set_blend_shape_count, mesh, p_blend_shape_count);
  221. for (int i = 0; i < p_surfaces.size(); i++) {
  222. command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_add_surface, mesh, p_surfaces[i]);
  223. }
  224. }
  225. return mesh;
  226. }
  227. FUNC2(mesh_set_blend_shape_count, RID, int)
  228. FUNCRIDSPLIT(mesh)
  229. FUNC2(mesh_add_surface, RID, const SurfaceData &)
  230. FUNC1RC(int, mesh_get_blend_shape_count, RID)
  231. FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
  232. FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
  233. FUNC4(mesh_surface_update_vertex_region, RID, int, int, const Vector<uint8_t> &)
  234. FUNC4(mesh_surface_update_attribute_region, RID, int, int, const Vector<uint8_t> &)
  235. FUNC4(mesh_surface_update_skin_region, RID, int, int, const Vector<uint8_t> &)
  236. FUNC3(mesh_surface_set_material, RID, int, RID)
  237. FUNC2RC(RID, mesh_surface_get_material, RID, int)
  238. FUNC2RC(SurfaceData, mesh_get_surface, RID, int)
  239. FUNC1RC(int, mesh_get_surface_count, RID)
  240. FUNC2(mesh_set_custom_aabb, RID, const AABB &)
  241. FUNC1RC(AABB, mesh_get_custom_aabb, RID)
  242. FUNC2(mesh_set_path, RID, const String &)
  243. FUNC1RC(String, mesh_get_path, RID)
  244. FUNC2(mesh_set_shadow_mesh, RID, RID)
  245. FUNC1(mesh_clear, RID)
  246. /* MULTIMESH API */
  247. FUNCRIDSPLIT(multimesh)
  248. FUNC5(multimesh_allocate_data, RID, int, MultimeshTransformFormat, bool, bool)
  249. FUNC1RC(int, multimesh_get_instance_count, RID)
  250. FUNC2(multimesh_set_mesh, RID, RID)
  251. FUNC3(multimesh_instance_set_transform, RID, int, const Transform3D &)
  252. FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
  253. FUNC3(multimesh_instance_set_color, RID, int, const Color &)
  254. FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)
  255. FUNC2(multimesh_set_custom_aabb, RID, const AABB &)
  256. FUNC1RC(AABB, multimesh_get_custom_aabb, RID)
  257. FUNC1RC(RID, multimesh_get_mesh, RID)
  258. FUNC1RC(AABB, multimesh_get_aabb, RID)
  259. FUNC2RC(Transform3D, multimesh_instance_get_transform, RID, int)
  260. FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
  261. FUNC2RC(Color, multimesh_instance_get_color, RID, int)
  262. FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
  263. FUNC2(multimesh_set_buffer, RID, const Vector<float> &)
  264. FUNC1RC(Vector<float>, multimesh_get_buffer, RID)
  265. FUNC2(multimesh_set_visible_instances, RID, int)
  266. FUNC1RC(int, multimesh_get_visible_instances, RID)
  267. /* SKELETON API */
  268. FUNCRIDSPLIT(skeleton)
  269. FUNC3(skeleton_allocate_data, RID, int, bool)
  270. FUNC1RC(int, skeleton_get_bone_count, RID)
  271. FUNC3(skeleton_bone_set_transform, RID, int, const Transform3D &)
  272. FUNC2RC(Transform3D, skeleton_bone_get_transform, RID, int)
  273. FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
  274. FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
  275. FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
  276. /* Light API */
  277. #undef ServerName
  278. #undef server_name
  279. #define ServerName RendererLightStorage
  280. #define server_name RSG::light_storage
  281. FUNCRIDSPLIT(directional_light)
  282. FUNCRIDSPLIT(omni_light)
  283. FUNCRIDSPLIT(spot_light)
  284. FUNC2(light_set_color, RID, const Color &)
  285. FUNC3(light_set_param, RID, LightParam, float)
  286. FUNC2(light_set_shadow, RID, bool)
  287. FUNC2(light_set_projector, RID, RID)
  288. FUNC2(light_set_negative, RID, bool)
  289. FUNC2(light_set_cull_mask, RID, uint32_t)
  290. FUNC5(light_set_distance_fade, RID, bool, float, float, float)
  291. FUNC2(light_set_reverse_cull_face_mode, RID, bool)
  292. FUNC2(light_set_bake_mode, RID, LightBakeMode)
  293. FUNC2(light_set_max_sdfgi_cascade, RID, uint32_t)
  294. FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
  295. FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
  296. FUNC2(light_directional_set_blend_splits, RID, bool)
  297. FUNC2(light_directional_set_sky_mode, RID, LightDirectionalSkyMode)
  298. /* PROBE API */
  299. FUNCRIDSPLIT(reflection_probe)
  300. FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
  301. FUNC2(reflection_probe_set_intensity, RID, float)
  302. FUNC2(reflection_probe_set_ambient_color, RID, const Color &)
  303. FUNC2(reflection_probe_set_ambient_energy, RID, float)
  304. FUNC2(reflection_probe_set_ambient_mode, RID, ReflectionProbeAmbientMode)
  305. FUNC2(reflection_probe_set_max_distance, RID, float)
  306. FUNC2(reflection_probe_set_size, RID, const Vector3 &)
  307. FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
  308. FUNC2(reflection_probe_set_as_interior, RID, bool)
  309. FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
  310. FUNC2(reflection_probe_set_enable_shadows, RID, bool)
  311. FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
  312. FUNC2(reflection_probe_set_reflection_mask, RID, uint32_t)
  313. FUNC2(reflection_probe_set_resolution, RID, int)
  314. FUNC2(reflection_probe_set_mesh_lod_threshold, RID, float)
  315. /* LIGHTMAP */
  316. FUNCRIDSPLIT(lightmap)
  317. FUNC3(lightmap_set_textures, RID, RID, bool)
  318. FUNC2(lightmap_set_probe_bounds, RID, const AABB &)
  319. FUNC2(lightmap_set_probe_interior, RID, bool)
  320. FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
  321. FUNC2(lightmap_set_baked_exposure_normalization, RID, float)
  322. FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
  323. FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
  324. FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
  325. FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
  326. FUNC1(lightmap_set_probe_capture_update_speed, float)
  327. /* Shadow Atlas */
  328. FUNC0R(RID, shadow_atlas_create)
  329. FUNC3(shadow_atlas_set_size, RID, int, bool)
  330. FUNC3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
  331. FUNC2(directional_shadow_atlas_set_size, int, bool)
  332. /* DECAL API */
  333. #undef ServerName
  334. #undef server_name
  335. #define ServerName RendererTextureStorage
  336. #define server_name RSG::texture_storage
  337. FUNCRIDSPLIT(decal)
  338. FUNC2(decal_set_size, RID, const Vector3 &)
  339. FUNC3(decal_set_texture, RID, DecalTexture, RID)
  340. FUNC2(decal_set_emission_energy, RID, float)
  341. FUNC2(decal_set_albedo_mix, RID, float)
  342. FUNC2(decal_set_modulate, RID, const Color &)
  343. FUNC2(decal_set_cull_mask, RID, uint32_t)
  344. FUNC4(decal_set_distance_fade, RID, bool, float, float)
  345. FUNC3(decal_set_fade, RID, float, float)
  346. FUNC2(decal_set_normal_fade, RID, float)
  347. /* BAKED LIGHT API */
  348. //from now on, calls forwarded to this singleton
  349. #undef ServerName
  350. #undef server_name
  351. #define ServerName RendererGI
  352. #define server_name RSG::gi
  353. FUNCRIDSPLIT(voxel_gi)
  354. FUNC8(voxel_gi_allocate_data, RID, const Transform3D &, const AABB &, const Vector3i &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<int> &)
  355. FUNC1RC(AABB, voxel_gi_get_bounds, RID)
  356. FUNC1RC(Vector3i, voxel_gi_get_octree_size, RID)
  357. FUNC1RC(Vector<uint8_t>, voxel_gi_get_octree_cells, RID)
  358. FUNC1RC(Vector<uint8_t>, voxel_gi_get_data_cells, RID)
  359. FUNC1RC(Vector<uint8_t>, voxel_gi_get_distance_field, RID)
  360. FUNC1RC(Vector<int>, voxel_gi_get_level_counts, RID)
  361. FUNC1RC(Transform3D, voxel_gi_get_to_cell_xform, RID)
  362. FUNC2(voxel_gi_set_dynamic_range, RID, float)
  363. FUNC2(voxel_gi_set_propagation, RID, float)
  364. FUNC2(voxel_gi_set_energy, RID, float)
  365. FUNC2(voxel_gi_set_baked_exposure_normalization, RID, float)
  366. FUNC2(voxel_gi_set_bias, RID, float)
  367. FUNC2(voxel_gi_set_normal_bias, RID, float)
  368. FUNC2(voxel_gi_set_interior, RID, bool)
  369. FUNC2(voxel_gi_set_use_two_bounces, RID, bool)
  370. FUNC0(sdfgi_reset)
  371. /* PARTICLES */
  372. #undef ServerName
  373. #undef server_name
  374. #define ServerName RendererParticlesStorage
  375. #define server_name RSG::particles_storage
  376. FUNCRIDSPLIT(particles)
  377. FUNC2(particles_set_mode, RID, ParticlesMode)
  378. FUNC2(particles_set_emitting, RID, bool)
  379. FUNC1R(bool, particles_get_emitting, RID)
  380. FUNC2(particles_set_amount, RID, int)
  381. FUNC2(particles_set_amount_ratio, RID, float)
  382. FUNC2(particles_set_lifetime, RID, double)
  383. FUNC2(particles_set_one_shot, RID, bool)
  384. FUNC2(particles_set_pre_process_time, RID, double)
  385. FUNC2(particles_set_explosiveness_ratio, RID, float)
  386. FUNC2(particles_set_randomness_ratio, RID, float)
  387. FUNC2(particles_set_custom_aabb, RID, const AABB &)
  388. FUNC2(particles_set_speed_scale, RID, double)
  389. FUNC2(particles_set_use_local_coordinates, RID, bool)
  390. FUNC2(particles_set_process_material, RID, RID)
  391. FUNC2(particles_set_fixed_fps, RID, int)
  392. FUNC2(particles_set_interpolate, RID, bool)
  393. FUNC2(particles_set_fractional_delta, RID, bool)
  394. FUNC1R(bool, particles_is_inactive, RID)
  395. FUNC3(particles_set_trails, RID, bool, float)
  396. FUNC2(particles_set_trail_bind_poses, RID, const Vector<Transform3D> &)
  397. FUNC1(particles_request_process, RID)
  398. FUNC1(particles_restart, RID)
  399. FUNC6(particles_emit, RID, const Transform3D &, const Vector3 &, const Color &, const Color &, uint32_t)
  400. FUNC2(particles_set_subemitter, RID, RID)
  401. FUNC2(particles_set_collision_base_size, RID, float)
  402. FUNC2(particles_set_transform_align, RID, RS::ParticlesTransformAlign)
  403. FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
  404. FUNC2(particles_set_draw_passes, RID, int)
  405. FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
  406. FUNC1R(AABB, particles_get_current_aabb, RID)
  407. FUNC2(particles_set_emission_transform, RID, const Transform3D &)
  408. FUNC2(particles_set_emitter_velocity, RID, const Vector3 &)
  409. FUNC2(particles_set_interp_to_end, RID, float)
  410. /* PARTICLES COLLISION */
  411. FUNCRIDSPLIT(particles_collision)
  412. FUNC2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
  413. FUNC2(particles_collision_set_cull_mask, RID, uint32_t)
  414. FUNC2(particles_collision_set_sphere_radius, RID, real_t)
  415. FUNC2(particles_collision_set_box_extents, RID, const Vector3 &)
  416. FUNC2(particles_collision_set_attractor_strength, RID, real_t)
  417. FUNC2(particles_collision_set_attractor_directionality, RID, real_t)
  418. FUNC2(particles_collision_set_attractor_attenuation, RID, real_t)
  419. FUNC2(particles_collision_set_field_texture, RID, RID)
  420. FUNC1(particles_collision_height_field_update, RID)
  421. FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
  422. /* FOG VOLUME */
  423. #undef ServerName
  424. #undef server_name
  425. #define ServerName RendererFog
  426. #define server_name RSG::fog
  427. FUNCRIDSPLIT(fog_volume)
  428. FUNC2(fog_volume_set_shape, RID, FogVolumeShape)
  429. FUNC2(fog_volume_set_size, RID, const Vector3 &)
  430. FUNC2(fog_volume_set_material, RID, RID)
  431. /* VISIBILITY_NOTIFIER */
  432. #undef ServerName
  433. #undef server_name
  434. #define ServerName RendererUtilities
  435. #define server_name RSG::utilities
  436. FUNCRIDSPLIT(visibility_notifier)
  437. FUNC2(visibility_notifier_set_aabb, RID, const AABB &)
  438. FUNC3(visibility_notifier_set_callbacks, RID, const Callable &, const Callable &)
  439. #undef server_name
  440. #undef ServerName
  441. //from now on, calls forwarded to this singleton
  442. #define ServerName RenderingMethod
  443. #define server_name RSG::scene
  444. /* CAMERA API */
  445. FUNCRIDSPLIT(camera)
  446. FUNC4(camera_set_perspective, RID, float, float, float)
  447. FUNC4(camera_set_orthogonal, RID, float, float, float)
  448. FUNC5(camera_set_frustum, RID, float, Vector2, float, float)
  449. FUNC2(camera_set_transform, RID, const Transform3D &)
  450. FUNC2(camera_set_cull_mask, RID, uint32_t)
  451. FUNC2(camera_set_environment, RID, RID)
  452. FUNC2(camera_set_camera_attributes, RID, RID)
  453. FUNC2(camera_set_compositor, RID, RID)
  454. FUNC2(camera_set_use_vertical_aspect, RID, bool)
  455. /* OCCLUDER */
  456. FUNCRIDSPLIT(occluder)
  457. FUNC3(occluder_set_mesh, RID, const PackedVector3Array &, const PackedInt32Array &)
  458. #undef server_name
  459. #undef ServerName
  460. //from now on, calls forwarded to this singleton
  461. #define ServerName RendererViewport
  462. #define server_name RSG::viewport
  463. /* VIEWPORT TARGET API */
  464. FUNCRIDSPLIT(viewport)
  465. FUNC2(viewport_set_use_xr, RID, bool)
  466. FUNC3(viewport_set_size, RID, int, int)
  467. FUNC2(viewport_set_active, RID, bool)
  468. FUNC2(viewport_set_parent_viewport, RID, RID)
  469. FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
  470. FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)
  471. FUNC2(viewport_set_render_direct_to_screen, RID, bool)
  472. FUNC2(viewport_set_scaling_3d_mode, RID, ViewportScaling3DMode)
  473. FUNC2(viewport_set_scaling_3d_scale, RID, float)
  474. FUNC2(viewport_set_fsr_sharpness, RID, float)
  475. FUNC2(viewport_set_texture_mipmap_bias, RID, float)
  476. FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
  477. FUNC1RC(ViewportUpdateMode, viewport_get_update_mode, RID)
  478. FUNC1RC(RID, viewport_get_render_target, RID)
  479. FUNC1RC(RID, viewport_get_texture, RID)
  480. FUNC2(viewport_set_disable_2d, RID, bool)
  481. FUNC2(viewport_set_environment_mode, RID, ViewportEnvironmentMode)
  482. FUNC2(viewport_set_disable_3d, RID, bool)
  483. FUNC2(viewport_set_canvas_cull_mask, RID, uint32_t)
  484. FUNC2(viewport_attach_camera, RID, RID)
  485. FUNC2(viewport_set_scenario, RID, RID)
  486. FUNC2(viewport_attach_canvas, RID, RID)
  487. FUNC2(viewport_remove_canvas, RID, RID)
  488. FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
  489. FUNC2(viewport_set_transparent_background, RID, bool)
  490. FUNC2(viewport_set_use_hdr_2d, RID, bool)
  491. FUNC2(viewport_set_snap_2d_transforms_to_pixel, RID, bool)
  492. FUNC2(viewport_set_snap_2d_vertices_to_pixel, RID, bool)
  493. FUNC2(viewport_set_default_canvas_item_texture_filter, RID, CanvasItemTextureFilter)
  494. FUNC2(viewport_set_default_canvas_item_texture_repeat, RID, CanvasItemTextureRepeat)
  495. FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
  496. FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
  497. FUNC3(viewport_set_positional_shadow_atlas_size, RID, int, bool)
  498. FUNC3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale)
  499. FUNC3(viewport_set_positional_shadow_atlas_quadrant_subdivision, RID, int, int)
  500. FUNC2(viewport_set_msaa_2d, RID, ViewportMSAA)
  501. FUNC2(viewport_set_msaa_3d, RID, ViewportMSAA)
  502. FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
  503. FUNC2(viewport_set_use_taa, RID, bool)
  504. FUNC2(viewport_set_use_debanding, RID, bool)
  505. FUNC2(viewport_set_use_occlusion_culling, RID, bool)
  506. FUNC1(viewport_set_occlusion_rays_per_thread, int)
  507. FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality)
  508. FUNC2(viewport_set_mesh_lod_threshold, RID, float)
  509. FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo)
  510. FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
  511. FUNC2(viewport_set_measure_render_time, RID, bool)
  512. FUNC1RC(double, viewport_get_measured_render_time_cpu, RID)
  513. FUNC1RC(double, viewport_get_measured_render_time_gpu, RID)
  514. FUNC1RC(RID, viewport_find_from_screen_attachment, DisplayServer::WindowID)
  515. FUNC2(call_set_vsync_mode, DisplayServer::VSyncMode, DisplayServer::WindowID)
  516. FUNC2(viewport_set_vrs_mode, RID, ViewportVRSMode)
  517. FUNC2(viewport_set_vrs_update_mode, RID, ViewportVRSUpdateMode)
  518. FUNC2(viewport_set_vrs_texture, RID, RID)
  519. /* COMPOSITOR EFFECT */
  520. #undef server_name
  521. #undef ServerName
  522. //from now on, calls forwarded to this singleton
  523. #define ServerName RenderingMethod
  524. #define server_name RSG::scene
  525. FUNCRIDSPLIT(compositor_effect)
  526. FUNC2(compositor_effect_set_enabled, RID, bool)
  527. FUNC3(compositor_effect_set_callback, RID, CompositorEffectCallbackType, const Callable &)
  528. FUNC3(compositor_effect_set_flag, RID, CompositorEffectFlags, bool)
  529. /* COMPOSITOR */
  530. FUNC2(compositor_set_compositor_effects, RID, const TypedArray<RID> &)
  531. FUNCRIDSPLIT(compositor)
  532. /* ENVIRONMENT API */
  533. FUNC1(voxel_gi_set_quality, VoxelGIQuality)
  534. /* SKY API */
  535. FUNCRIDSPLIT(sky)
  536. FUNC2(sky_set_radiance_size, RID, int)
  537. FUNC2(sky_set_mode, RID, SkyMode)
  538. FUNC2(sky_set_material, RID, RID)
  539. FUNC4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
  540. /* ENVIRONMENT */
  541. FUNCRIDSPLIT(environment)
  542. FUNC2(environment_set_background, RID, EnvironmentBG)
  543. FUNC2(environment_set_sky, RID, RID)
  544. FUNC2(environment_set_sky_custom_fov, RID, float)
  545. FUNC2(environment_set_sky_orientation, RID, const Basis &)
  546. FUNC2(environment_set_bg_color, RID, const Color &)
  547. FUNC3(environment_set_bg_energy, RID, float, float)
  548. FUNC2(environment_set_canvas_max_layer, RID, int)
  549. FUNC6(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource)
  550. // FIXME: Disabled during Vulkan refactoring, should be ported.
  551. #if 0
  552. FUNC2(environment_set_camera_feed_id, RID, int)
  553. #endif
  554. FUNC6(environment_set_ssr, RID, bool, int, float, float, float)
  555. FUNC1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
  556. FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
  557. FUNC6(environment_set_ssao_quality, EnvironmentSSAOQuality, bool, float, int, float, float)
  558. FUNC6(environment_set_ssil, RID, bool, float, float, float, float)
  559. FUNC6(environment_set_ssil_quality, EnvironmentSSILQuality, bool, float, int, float, float)
  560. FUNC13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, float, RID)
  561. FUNC1(environment_glow_set_use_bicubic_upscale, bool)
  562. FUNC4(environment_set_tonemap, RID, EnvironmentToneMapper, float, float)
  563. FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
  564. FUNC11(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float, EnvironmentFogMode)
  565. FUNC4(environment_set_fog_depth, RID, float, float, float)
  566. FUNC14(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float, float)
  567. FUNC2(environment_set_volumetric_fog_volume_size, int, int)
  568. FUNC1(environment_set_volumetric_fog_filter_active, bool)
  569. FUNC11(environment_set_sdfgi, RID, bool, int, float, EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
  570. FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
  571. FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
  572. FUNC1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight)
  573. FUNC3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
  574. FUNC3(screen_space_roughness_limiter_set_active, bool, float, float)
  575. FUNC1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
  576. FUNC2(sub_surface_scattering_set_scale, float, float)
  577. FUNC1(positional_soft_shadow_filter_set_quality, ShadowQuality);
  578. FUNC1(directional_soft_shadow_filter_set_quality, ShadowQuality);
  579. FUNC1(decals_set_filter, RS::DecalFilter);
  580. FUNC1(light_projectors_set_filter, RS::LightProjectorFilter);
  581. /* CAMERA ATTRIBUTES */
  582. #undef server_name
  583. #undef ServerName
  584. //from now on, calls forwarded to this singleton
  585. #define ServerName RendererCameraAttributes
  586. #define server_name RSG::camera_attributes
  587. FUNCRIDSPLIT(camera_attributes)
  588. FUNC2(camera_attributes_set_dof_blur_quality, DOFBlurQuality, bool)
  589. FUNC1(camera_attributes_set_dof_blur_bokeh_shape, DOFBokehShape)
  590. FUNC8(camera_attributes_set_dof_blur, RID, bool, float, float, bool, float, float, float)
  591. FUNC3(camera_attributes_set_exposure, RID, float, float)
  592. FUNC6(camera_attributes_set_auto_exposure, RID, bool, float, float, float, float)
  593. /* SCENARIO API */
  594. #undef server_name
  595. #undef ServerName
  596. #define ServerName RenderingMethod
  597. #define server_name RSG::scene
  598. FUNCRIDSPLIT(scenario)
  599. FUNC2(scenario_set_environment, RID, RID)
  600. FUNC2(scenario_set_camera_attributes, RID, RID)
  601. FUNC2(scenario_set_fallback_environment, RID, RID)
  602. FUNC2(scenario_set_compositor, RID, RID)
  603. /* INSTANCING API */
  604. FUNCRIDSPLIT(instance)
  605. FUNC2(instance_set_base, RID, RID)
  606. FUNC2(instance_set_scenario, RID, RID)
  607. FUNC2(instance_set_layer_mask, RID, uint32_t)
  608. FUNC3(instance_set_pivot_data, RID, float, bool)
  609. FUNC2(instance_set_transform, RID, const Transform3D &)
  610. FUNC2(instance_attach_object_instance_id, RID, ObjectID)
  611. FUNC3(instance_set_blend_shape_weight, RID, int, float)
  612. FUNC3(instance_set_surface_override_material, RID, int, RID)
  613. FUNC2(instance_set_visible, RID, bool)
  614. FUNC2(instance_set_custom_aabb, RID, AABB)
  615. FUNC2(instance_attach_skeleton, RID, RID)
  616. FUNC2(instance_set_extra_visibility_margin, RID, real_t)
  617. FUNC2(instance_set_visibility_parent, RID, RID)
  618. FUNC2(instance_set_ignore_culling, RID, bool)
  619. // don't use these in a game!
  620. FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
  621. FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
  622. FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
  623. FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
  624. FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
  625. FUNC2(instance_geometry_set_material_override, RID, RID)
  626. FUNC2(instance_geometry_set_material_overlay, RID, RID)
  627. FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode)
  628. FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
  629. FUNC2(instance_geometry_set_lod_bias, RID, float)
  630. FUNC2(instance_geometry_set_transparency, RID, float)
  631. FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
  632. FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
  633. FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
  634. FUNC2C(instance_geometry_get_shader_parameter_list, RID, List<PropertyInfo> *)
  635. FUNC3R(TypedArray<Image>, bake_render_uv2, RID, const TypedArray<RID> &, const Size2i &)
  636. FUNC1(gi_set_use_half_resolution, bool)
  637. #undef server_name
  638. #undef ServerName
  639. //from now on, calls forwarded to this singleton
  640. #define ServerName RendererCanvasCull
  641. #define server_name RSG::canvas
  642. /* CANVAS (2D) */
  643. FUNCRIDSPLIT(canvas)
  644. FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
  645. FUNC3(canvas_set_item_repeat, RID, const Point2 &, int)
  646. FUNC2(canvas_set_modulate, RID, const Color &)
  647. FUNC3(canvas_set_parent, RID, RID, float)
  648. FUNC1(canvas_set_disable_scale, bool)
  649. FUNCRIDSPLIT(canvas_texture)
  650. FUNC3(canvas_texture_set_channel, RID, CanvasTextureChannel, RID)
  651. FUNC3(canvas_texture_set_shading_parameters, RID, const Color &, float)
  652. FUNC2(canvas_texture_set_texture_filter, RID, CanvasItemTextureFilter)
  653. FUNC2(canvas_texture_set_texture_repeat, RID, CanvasItemTextureRepeat)
  654. FUNCRIDSPLIT(canvas_item)
  655. FUNC2(canvas_item_set_parent, RID, RID)
  656. FUNC2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
  657. FUNC2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
  658. FUNC2(canvas_item_set_visible, RID, bool)
  659. FUNC2(canvas_item_set_light_mask, RID, int)
  660. FUNC2(canvas_item_set_visibility_layer, RID, uint32_t)
  661. FUNC2(canvas_item_set_update_when_visible, RID, bool)
  662. FUNC2(canvas_item_set_transform, RID, const Transform2D &)
  663. FUNC2(canvas_item_set_clip, RID, bool)
  664. FUNC2(canvas_item_set_distance_field_mode, RID, bool)
  665. FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
  666. FUNC2(canvas_item_set_modulate, RID, const Color &)
  667. FUNC2(canvas_item_set_self_modulate, RID, const Color &)
  668. FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
  669. FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
  670. FUNC5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
  671. FUNC5(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
  672. FUNC4(canvas_item_add_rect, RID, const Rect2 &, const Color &, bool)
  673. FUNC5(canvas_item_add_circle, RID, const Point2 &, float, const Color &, bool)
  674. FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
  675. FUNC7(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, bool)
  676. FUNC8(canvas_item_add_msdf_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, int, float, float)
  677. FUNC5(canvas_item_add_lcd_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &)
  678. FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
  679. FUNC5(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
  680. FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
  681. FUNC9(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int)
  682. FUNC5(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID)
  683. FUNC3(canvas_item_add_multimesh, RID, RID, RID)
  684. FUNC3(canvas_item_add_particles, RID, RID, RID)
  685. FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
  686. FUNC2(canvas_item_add_clip_ignore, RID, bool)
  687. FUNC5(canvas_item_add_animation_slice, RID, double, double, double, double)
  688. FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
  689. FUNC2(canvas_item_set_z_index, RID, int)
  690. FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
  691. FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
  692. FUNC2(canvas_item_attach_skeleton, RID, RID)
  693. FUNC1(canvas_item_clear, RID)
  694. FUNC2(canvas_item_set_draw_index, RID, int)
  695. FUNC2(canvas_item_set_material, RID, RID)
  696. FUNC2(canvas_item_set_use_parent_material, RID, bool)
  697. FUNC5(canvas_item_set_visibility_notifier, RID, bool, const Rect2 &, const Callable &, const Callable &)
  698. FUNC6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool)
  699. FUNC1(canvas_item_set_debug_redraw, bool)
  700. FUNC0RC(bool, canvas_item_get_debug_redraw)
  701. FUNC2(canvas_item_set_interpolated, RID, bool)
  702. FUNC1(canvas_item_reset_physics_interpolation, RID)
  703. FUNC2(canvas_item_transform_physics_interpolation, RID, const Transform2D &)
  704. FUNCRIDSPLIT(canvas_light)
  705. FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
  706. FUNC2(canvas_light_attach_to_canvas, RID, RID)
  707. FUNC2(canvas_light_set_enabled, RID, bool)
  708. FUNC2(canvas_light_set_texture_scale, RID, float)
  709. FUNC2(canvas_light_set_transform, RID, const Transform2D &)
  710. FUNC2(canvas_light_set_texture, RID, RID)
  711. FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
  712. FUNC2(canvas_light_set_color, RID, const Color &)
  713. FUNC2(canvas_light_set_height, RID, float)
  714. FUNC2(canvas_light_set_energy, RID, float)
  715. FUNC3(canvas_light_set_z_range, RID, int, int)
  716. FUNC3(canvas_light_set_layer_range, RID, int, int)
  717. FUNC2(canvas_light_set_item_cull_mask, RID, int)
  718. FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
  719. FUNC2(canvas_light_set_directional_distance, RID, float)
  720. FUNC2(canvas_light_set_blend_mode, RID, CanvasLightBlendMode)
  721. FUNC2(canvas_light_set_shadow_enabled, RID, bool)
  722. FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
  723. FUNC2(canvas_light_set_shadow_color, RID, const Color &)
  724. FUNC2(canvas_light_set_shadow_smooth, RID, float)
  725. FUNC2(canvas_light_set_interpolated, RID, bool)
  726. FUNC1(canvas_light_reset_physics_interpolation, RID)
  727. FUNC2(canvas_light_transform_physics_interpolation, RID, const Transform2D &)
  728. FUNCRIDSPLIT(canvas_light_occluder)
  729. FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
  730. FUNC2(canvas_light_occluder_set_enabled, RID, bool)
  731. FUNC2(canvas_light_occluder_set_polygon, RID, RID)
  732. FUNC2(canvas_light_occluder_set_as_sdf_collision, RID, bool)
  733. FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
  734. FUNC2(canvas_light_occluder_set_light_mask, RID, int)
  735. FUNC2(canvas_light_occluder_set_interpolated, RID, bool)
  736. FUNC1(canvas_light_occluder_reset_physics_interpolation, RID)
  737. FUNC2(canvas_light_occluder_transform_physics_interpolation, RID, const Transform2D &)
  738. FUNCRIDSPLIT(canvas_occluder_polygon)
  739. FUNC3(canvas_occluder_polygon_set_shape, RID, const Vector<Vector2> &, bool)
  740. FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
  741. FUNC1(canvas_set_shadow_texture_size, int)
  742. FUNC1R(Rect2, _debug_canvas_item_get_rect, RID)
  743. /* GLOBAL SHADER UNIFORMS */
  744. #undef server_name
  745. #undef ServerName
  746. //from now on, calls forwarded to this singleton
  747. #define ServerName RendererMaterialStorage
  748. #define server_name RSG::material_storage
  749. FUNC3(global_shader_parameter_add, const StringName &, GlobalShaderParameterType, const Variant &)
  750. FUNC1(global_shader_parameter_remove, const StringName &)
  751. FUNC0RC(Vector<StringName>, global_shader_parameter_get_list)
  752. FUNC2(global_shader_parameter_set, const StringName &, const Variant &)
  753. FUNC2(global_shader_parameter_set_override, const StringName &, const Variant &)
  754. FUNC1RC(GlobalShaderParameterType, global_shader_parameter_get_type, const StringName &)
  755. FUNC1RC(Variant, global_shader_parameter_get, const StringName &)
  756. FUNC1(global_shader_parameters_load_settings, bool)
  757. FUNC0(global_shader_parameters_clear)
  758. /* COMPOSITOR */
  759. #undef server_name
  760. #undef ServerName
  761. #define ServerName RendererCompositor
  762. #define server_name RSG::rasterizer
  763. FUNC4S(set_boot_image, const Ref<Image> &, const Color &, bool, bool)
  764. /* STATUS INFORMATION */
  765. #undef server_name
  766. #undef ServerName
  767. /* UTILITIES */
  768. #define ServerName RendererUtilities
  769. #define server_name RSG::utilities
  770. FUNC0RC(String, get_video_adapter_name)
  771. FUNC0RC(String, get_video_adapter_vendor)
  772. FUNC0RC(String, get_video_adapter_api_version)
  773. #undef server_name
  774. #undef ServerName
  775. #undef WRITE_ACTION
  776. #undef SYNC_DEBUG
  777. #ifdef DEBUG_ENABLED
  778. #undef MAIN_THREAD_SYNC_WARN
  779. #endif
  780. virtual uint64_t get_rendering_info(RenderingInfo p_info) override;
  781. virtual RenderingDevice::DeviceType get_video_adapter_type() const override;
  782. virtual void set_frame_profiling_enabled(bool p_enable) override;
  783. virtual Vector<FrameProfileArea> get_frame_profile() override;
  784. virtual uint64_t get_frame_profile_frame() override;
  785. virtual RID get_test_cube() override;
  786. /* FREE */
  787. virtual void free(RID p_rid) override {
  788. if (Thread::get_caller_id() == server_thread) {
  789. command_queue.flush_if_pending();
  790. _free(p_rid);
  791. } else {
  792. command_queue.push(this, &RenderingServerDefault::_free, p_rid);
  793. }
  794. }
  795. /* INTERPOLATION */
  796. virtual void tick() override;
  797. virtual void set_physics_interpolation_enabled(bool p_enabled) override;
  798. /* EVENT QUEUING */
  799. virtual void request_frame_drawn_callback(const Callable &p_callable) override;
  800. virtual void draw(bool p_swap_buffers, double frame_step) override;
  801. virtual void sync() override;
  802. virtual bool has_changed() const override;
  803. virtual void init() override;
  804. virtual void finish() override;
  805. virtual bool is_on_render_thread() override {
  806. return Thread::get_caller_id() == server_thread;
  807. }
  808. virtual void call_on_render_thread(const Callable &p_callable) override {
  809. if (Thread::get_caller_id() == server_thread) {
  810. command_queue.flush_if_pending();
  811. p_callable.call();
  812. } else {
  813. command_queue.push(this, &RenderingServerDefault::_call_on_render_thread, p_callable);
  814. }
  815. }
  816. /* TESTING */
  817. virtual double get_frame_setup_time_cpu() const override;
  818. virtual Color get_default_clear_color() override;
  819. virtual void set_default_clear_color(const Color &p_color) override;
  820. #ifndef DISABLE_DEPRECATED
  821. virtual bool has_feature(Features p_feature) const override;
  822. #endif
  823. virtual bool has_os_feature(const String &p_feature) const override;
  824. virtual void set_debug_generate_wireframes(bool p_generate) override;
  825. virtual bool is_low_end() const override;
  826. virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
  827. virtual void set_print_gpu_profile(bool p_enable) override;
  828. virtual Size2i get_maximum_viewport_size() const override;
  829. RenderingServerDefault(bool p_create_thread = false);
  830. ~RenderingServerDefault();
  831. };
  832. #endif // RENDERING_SERVER_DEFAULT_H