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- /**************************************************************************/
- /* rendering_server_default.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 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 RENDERING_SERVER_DEFAULT_H
- #define RENDERING_SERVER_DEFAULT_H
- #include "core/object/worker_thread_pool.h"
- #include "core/os/thread.h"
- #include "core/templates/command_queue_mt.h"
- #include "core/templates/hash_map.h"
- #include "renderer_canvas_cull.h"
- #include "renderer_scene_cull.h"
- #include "renderer_viewport.h"
- #include "rendering_server_globals.h"
- #include "servers/rendering/renderer_compositor.h"
- #include "servers/rendering_server.h"
- #include "servers/server_wrap_mt_common.h"
- class RenderingServerDefault : public RenderingServer {
- enum {
- MAX_INSTANCE_CULL = 8192,
- MAX_INSTANCE_LIGHTS = 4,
- LIGHT_CACHE_DIRTY = -1,
- MAX_LIGHTS_CULLED = 256,
- MAX_ROOM_CULL = 32,
- MAX_EXTERIOR_PORTALS = 128,
- MAX_LIGHT_SAMPLERS = 256,
- INSTANCE_ROOMLESS_MASK = (1 << 20)
- };
- static int changes;
- RID test_cube;
- List<Callable> frame_drawn_callbacks;
- static void _changes_changed() {}
- uint64_t frame_profile_frame = 0;
- Vector<FrameProfileArea> frame_profile;
- double frame_setup_time = 0;
- //for printing
- bool print_gpu_profile = false;
- HashMap<String, float> print_gpu_profile_task_time;
- uint64_t print_frame_profile_ticks_from = 0;
- uint32_t print_frame_profile_frame_count = 0;
- mutable CommandQueueMT command_queue;
- Thread::ID server_thread = Thread::MAIN_ID;
- WorkerThreadPool::TaskID server_task_id = WorkerThreadPool::INVALID_TASK_ID;
- bool exit = false;
- bool create_thread = false;
- void _assign_mt_ids(WorkerThreadPool::TaskID p_pump_task_id);
- void _thread_exit();
- void _thread_loop();
- void _draw(bool p_swap_buffers, double frame_step);
- void _run_post_draw_steps();
- void _init();
- void _finish();
- void _free(RID p_rid);
- void _call_on_render_thread(const Callable &p_callable);
- public:
- //if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
- //#define DEBUG_CHANGES
- #ifdef DEBUG_CHANGES
- _FORCE_INLINE_ static void redraw_request() {
- changes++;
- _changes_changed();
- }
- #else
- _FORCE_INLINE_ static void redraw_request() {
- changes++;
- }
- #endif
- #define WRITE_ACTION redraw_request();
- #ifdef DEBUG_SYNC
- #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
- #else
- #define SYNC_DEBUG
- #endif
- #ifdef DEBUG_ENABLED
- #define MAIN_THREAD_SYNC_WARN WARN_PRINT("Call to " + String(__FUNCTION__) + " causing RenderingServer synchronizations on every frame. This significantly affects performance.");
- #endif
- #include "servers/server_wrap_mt_common.h"
- /* TEXTURE API */
- #define ServerName RendererTextureStorage
- #define server_name RSG::texture_storage
- #define FUNCRIDTEX0(m_type) \
- virtual RID m_type##_create() override { \
- RID ret = RSG::texture_storage->texture_allocate(); \
- if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
- RSG::texture_storage->m_type##_initialize(ret); \
- } else { \
- command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret); \
- } \
- return ret; \
- }
- #define FUNCRIDTEX1(m_type, m_type1) \
- virtual RID m_type##_create(m_type1 p1) override { \
- RID ret = RSG::texture_storage->texture_allocate(); \
- if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
- RSG::texture_storage->m_type##_initialize(ret, p1); \
- } else { \
- command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1); \
- } \
- return ret; \
- }
- #define FUNCRIDTEX2(m_type, m_type1, m_type2) \
- virtual RID m_type##_create(m_type1 p1, m_type2 p2) override { \
- RID ret = RSG::texture_storage->texture_allocate(); \
- if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
- RSG::texture_storage->m_type##_initialize(ret, p1, p2); \
- } else { \
- command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1, p2); \
- } \
- return ret; \
- }
- #define FUNCRIDTEX6(m_type, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
- virtual RID m_type##_create(m_type1 p1, m_type2 p2, m_type3 p3, m_type4 p4, m_type5 p5, m_type6 p6) override { \
- RID ret = RSG::texture_storage->texture_allocate(); \
- if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) { \
- RSG::texture_storage->m_type##_initialize(ret, p1, p2, p3, p4, p5, p6); \
- } else { \
- command_queue.push(RSG::texture_storage, &RendererTextureStorage::m_type##_initialize, ret, p1, p2, p3, p4, p5, p6); \
- } \
- return ret; \
- }
- //these go pass-through, as they can be called from any thread
- FUNCRIDTEX1(texture_2d, const Ref<Image> &)
- FUNCRIDTEX2(texture_2d_layered, const Vector<Ref<Image>> &, TextureLayeredType)
- FUNCRIDTEX6(texture_3d, Image::Format, int, int, int, bool, const Vector<Ref<Image>> &)
- FUNCRIDTEX1(texture_proxy, RID)
- //these go through command queue if they are in another thread
- FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
- FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
- FUNC2(texture_proxy_update, RID, RID)
- //these also go pass-through
- FUNCRIDTEX0(texture_2d_placeholder)
- FUNCRIDTEX1(texture_2d_layered_placeholder, TextureLayeredType)
- FUNCRIDTEX0(texture_3d_placeholder)
- FUNC1RC(Ref<Image>, texture_2d_get, RID)
- FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
- FUNC1RC(Vector<Ref<Image>>, texture_3d_get, RID)
- FUNC2(texture_replace, RID, RID)
- FUNC3(texture_set_size_override, RID, int, int)
- // FIXME: Disabled during Vulkan refactoring, should be ported.
- #if 0
- FUNC2(texture_bind, RID, uint32_t)
- #endif
- FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
- FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
- FUNC3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *)
- FUNC2(texture_set_path, RID, const String &)
- FUNC1RC(String, texture_get_path, RID)
- FUNC1RC(Image::Format, texture_get_format, RID)
- FUNC1(texture_debug_usage, List<TextureInfo> *)
- FUNC2(texture_set_force_redraw_if_visible, RID, bool)
- FUNCRIDTEX2(texture_rd, const RID &, const RS::TextureLayeredType)
- FUNC2RC(RID, texture_get_rd_texture, RID, bool)
- FUNC2RC(uint64_t, texture_get_native_handle, RID, bool)
- /* SHADER API */
- #undef ServerName
- #undef server_name
- #define ServerName RendererMaterialStorage
- #define server_name RSG::material_storage
- FUNCRIDSPLIT(shader)
- FUNC2(shader_set_code, RID, const String &)
- FUNC2(shader_set_path_hint, RID, const String &)
- FUNC1RC(String, shader_get_code, RID)
- FUNC2SC(get_shader_parameter_list, RID, List<PropertyInfo> *)
- FUNC4(shader_set_default_texture_parameter, RID, const StringName &, RID, int)
- FUNC3RC(RID, shader_get_default_texture_parameter, RID, const StringName &, int)
- FUNC2RC(Variant, shader_get_parameter_default, RID, const StringName &)
- FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
- /* COMMON MATERIAL API */
- FUNCRIDSPLIT(material)
- FUNC2(material_set_shader, RID, RID)
- FUNC3(material_set_param, RID, const StringName &, const Variant &)
- FUNC2RC(Variant, material_get_param, RID, const StringName &)
- FUNC2(material_set_render_priority, RID, int)
- FUNC2(material_set_next_pass, RID, RID)
- /* MESH API */
- //from now on, calls forwarded to this singleton
- #undef ServerName
- #undef server_name
- #define ServerName RendererMeshStorage
- #define server_name RSG::mesh_storage
- virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) override {
- RID mesh = RSG::mesh_storage->mesh_allocate();
- // TODO once we have RSG::mesh_storage, add can_create_resources_async and call here instead of texture_storage!!
- if (Thread::get_caller_id() == server_thread || RSG::texture_storage->can_create_resources_async()) {
- if (Thread::get_caller_id() == server_thread) {
- command_queue.flush_if_pending();
- }
- RSG::mesh_storage->mesh_initialize(mesh);
- RSG::mesh_storage->mesh_set_blend_shape_count(mesh, p_blend_shape_count);
- for (int i = 0; i < p_surfaces.size(); i++) {
- RSG::mesh_storage->mesh_add_surface(mesh, p_surfaces[i]);
- }
- } else {
- command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_initialize, mesh);
- command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_set_blend_shape_count, mesh, p_blend_shape_count);
- for (int i = 0; i < p_surfaces.size(); i++) {
- command_queue.push(RSG::mesh_storage, &RendererMeshStorage::mesh_add_surface, mesh, p_surfaces[i]);
- }
- }
- return mesh;
- }
- FUNC2(mesh_set_blend_shape_count, RID, int)
- FUNCRIDSPLIT(mesh)
- FUNC2(mesh_add_surface, RID, const SurfaceData &)
- FUNC1RC(int, mesh_get_blend_shape_count, RID)
- FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
- FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
- FUNC4(mesh_surface_update_vertex_region, RID, int, int, const Vector<uint8_t> &)
- FUNC4(mesh_surface_update_attribute_region, RID, int, int, const Vector<uint8_t> &)
- FUNC4(mesh_surface_update_skin_region, RID, int, int, const Vector<uint8_t> &)
- FUNC3(mesh_surface_set_material, RID, int, RID)
- FUNC2RC(RID, mesh_surface_get_material, RID, int)
- FUNC2RC(SurfaceData, mesh_get_surface, RID, int)
- FUNC1RC(int, mesh_get_surface_count, RID)
- FUNC2(mesh_set_custom_aabb, RID, const AABB &)
- FUNC1RC(AABB, mesh_get_custom_aabb, RID)
- FUNC2(mesh_set_path, RID, const String &)
- FUNC1RC(String, mesh_get_path, RID)
- FUNC2(mesh_set_shadow_mesh, RID, RID)
- FUNC1(mesh_clear, RID)
- /* MULTIMESH API */
- FUNCRIDSPLIT(multimesh)
- FUNC5(multimesh_allocate_data, RID, int, MultimeshTransformFormat, bool, bool)
- FUNC1RC(int, multimesh_get_instance_count, RID)
- FUNC2(multimesh_set_mesh, RID, RID)
- FUNC3(multimesh_instance_set_transform, RID, int, const Transform3D &)
- FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
- FUNC3(multimesh_instance_set_color, RID, int, const Color &)
- FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)
- FUNC2(multimesh_set_custom_aabb, RID, const AABB &)
- FUNC1RC(AABB, multimesh_get_custom_aabb, RID)
- FUNC1RC(RID, multimesh_get_mesh, RID)
- FUNC1RC(AABB, multimesh_get_aabb, RID)
- FUNC2RC(Transform3D, multimesh_instance_get_transform, RID, int)
- FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
- FUNC2RC(Color, multimesh_instance_get_color, RID, int)
- FUNC2RC(Color, multimesh_instance_get_custom_data, RID, int)
- FUNC2(multimesh_set_buffer, RID, const Vector<float> &)
- FUNC1RC(Vector<float>, multimesh_get_buffer, RID)
- FUNC2(multimesh_set_visible_instances, RID, int)
- FUNC1RC(int, multimesh_get_visible_instances, RID)
- /* SKELETON API */
- FUNCRIDSPLIT(skeleton)
- FUNC3(skeleton_allocate_data, RID, int, bool)
- FUNC1RC(int, skeleton_get_bone_count, RID)
- FUNC3(skeleton_bone_set_transform, RID, int, const Transform3D &)
- FUNC2RC(Transform3D, skeleton_bone_get_transform, RID, int)
- FUNC3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
- FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
- FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
- /* Light API */
- #undef ServerName
- #undef server_name
- #define ServerName RendererLightStorage
- #define server_name RSG::light_storage
- FUNCRIDSPLIT(directional_light)
- FUNCRIDSPLIT(omni_light)
- FUNCRIDSPLIT(spot_light)
- FUNC2(light_set_color, RID, const Color &)
- FUNC3(light_set_param, RID, LightParam, float)
- FUNC2(light_set_shadow, RID, bool)
- FUNC2(light_set_projector, RID, RID)
- FUNC2(light_set_negative, RID, bool)
- FUNC2(light_set_cull_mask, RID, uint32_t)
- FUNC5(light_set_distance_fade, RID, bool, float, float, float)
- FUNC2(light_set_reverse_cull_face_mode, RID, bool)
- FUNC2(light_set_bake_mode, RID, LightBakeMode)
- FUNC2(light_set_max_sdfgi_cascade, RID, uint32_t)
- FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
- FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
- FUNC2(light_directional_set_blend_splits, RID, bool)
- FUNC2(light_directional_set_sky_mode, RID, LightDirectionalSkyMode)
- /* PROBE API */
- FUNCRIDSPLIT(reflection_probe)
- FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
- FUNC2(reflection_probe_set_intensity, RID, float)
- FUNC2(reflection_probe_set_ambient_color, RID, const Color &)
- FUNC2(reflection_probe_set_ambient_energy, RID, float)
- FUNC2(reflection_probe_set_ambient_mode, RID, ReflectionProbeAmbientMode)
- FUNC2(reflection_probe_set_max_distance, RID, float)
- FUNC2(reflection_probe_set_size, RID, const Vector3 &)
- FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
- FUNC2(reflection_probe_set_as_interior, RID, bool)
- FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
- FUNC2(reflection_probe_set_enable_shadows, RID, bool)
- FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
- FUNC2(reflection_probe_set_reflection_mask, RID, uint32_t)
- FUNC2(reflection_probe_set_resolution, RID, int)
- FUNC2(reflection_probe_set_mesh_lod_threshold, RID, float)
- /* LIGHTMAP */
- FUNCRIDSPLIT(lightmap)
- FUNC3(lightmap_set_textures, RID, RID, bool)
- FUNC2(lightmap_set_probe_bounds, RID, const AABB &)
- FUNC2(lightmap_set_probe_interior, RID, bool)
- FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
- FUNC2(lightmap_set_baked_exposure_normalization, RID, float)
- FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
- FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
- FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
- FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
- FUNC1(lightmap_set_probe_capture_update_speed, float)
- /* Shadow Atlas */
- FUNC0R(RID, shadow_atlas_create)
- FUNC3(shadow_atlas_set_size, RID, int, bool)
- FUNC3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
- FUNC2(directional_shadow_atlas_set_size, int, bool)
- /* DECAL API */
- #undef ServerName
- #undef server_name
- #define ServerName RendererTextureStorage
- #define server_name RSG::texture_storage
- FUNCRIDSPLIT(decal)
- FUNC2(decal_set_size, RID, const Vector3 &)
- FUNC3(decal_set_texture, RID, DecalTexture, RID)
- FUNC2(decal_set_emission_energy, RID, float)
- FUNC2(decal_set_albedo_mix, RID, float)
- FUNC2(decal_set_modulate, RID, const Color &)
- FUNC2(decal_set_cull_mask, RID, uint32_t)
- FUNC4(decal_set_distance_fade, RID, bool, float, float)
- FUNC3(decal_set_fade, RID, float, float)
- FUNC2(decal_set_normal_fade, RID, float)
- /* BAKED LIGHT API */
- //from now on, calls forwarded to this singleton
- #undef ServerName
- #undef server_name
- #define ServerName RendererGI
- #define server_name RSG::gi
- FUNCRIDSPLIT(voxel_gi)
- 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> &)
- FUNC1RC(AABB, voxel_gi_get_bounds, RID)
- FUNC1RC(Vector3i, voxel_gi_get_octree_size, RID)
- FUNC1RC(Vector<uint8_t>, voxel_gi_get_octree_cells, RID)
- FUNC1RC(Vector<uint8_t>, voxel_gi_get_data_cells, RID)
- FUNC1RC(Vector<uint8_t>, voxel_gi_get_distance_field, RID)
- FUNC1RC(Vector<int>, voxel_gi_get_level_counts, RID)
- FUNC1RC(Transform3D, voxel_gi_get_to_cell_xform, RID)
- FUNC2(voxel_gi_set_dynamic_range, RID, float)
- FUNC2(voxel_gi_set_propagation, RID, float)
- FUNC2(voxel_gi_set_energy, RID, float)
- FUNC2(voxel_gi_set_baked_exposure_normalization, RID, float)
- FUNC2(voxel_gi_set_bias, RID, float)
- FUNC2(voxel_gi_set_normal_bias, RID, float)
- FUNC2(voxel_gi_set_interior, RID, bool)
- FUNC2(voxel_gi_set_use_two_bounces, RID, bool)
- FUNC0(sdfgi_reset)
- /* PARTICLES */
- #undef ServerName
- #undef server_name
- #define ServerName RendererParticlesStorage
- #define server_name RSG::particles_storage
- FUNCRIDSPLIT(particles)
- FUNC2(particles_set_mode, RID, ParticlesMode)
- FUNC2(particles_set_emitting, RID, bool)
- FUNC1R(bool, particles_get_emitting, RID)
- FUNC2(particles_set_amount, RID, int)
- FUNC2(particles_set_amount_ratio, RID, float)
- FUNC2(particles_set_lifetime, RID, double)
- FUNC2(particles_set_one_shot, RID, bool)
- FUNC2(particles_set_pre_process_time, RID, double)
- FUNC2(particles_set_explosiveness_ratio, RID, float)
- FUNC2(particles_set_randomness_ratio, RID, float)
- FUNC2(particles_set_custom_aabb, RID, const AABB &)
- FUNC2(particles_set_speed_scale, RID, double)
- FUNC2(particles_set_use_local_coordinates, RID, bool)
- FUNC2(particles_set_process_material, RID, RID)
- FUNC2(particles_set_fixed_fps, RID, int)
- FUNC2(particles_set_interpolate, RID, bool)
- FUNC2(particles_set_fractional_delta, RID, bool)
- FUNC1R(bool, particles_is_inactive, RID)
- FUNC3(particles_set_trails, RID, bool, float)
- FUNC2(particles_set_trail_bind_poses, RID, const Vector<Transform3D> &)
- FUNC1(particles_request_process, RID)
- FUNC1(particles_restart, RID)
- FUNC6(particles_emit, RID, const Transform3D &, const Vector3 &, const Color &, const Color &, uint32_t)
- FUNC2(particles_set_subemitter, RID, RID)
- FUNC2(particles_set_collision_base_size, RID, float)
- FUNC2(particles_set_transform_align, RID, RS::ParticlesTransformAlign)
- FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
- FUNC2(particles_set_draw_passes, RID, int)
- FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
- FUNC1R(AABB, particles_get_current_aabb, RID)
- FUNC2(particles_set_emission_transform, RID, const Transform3D &)
- FUNC2(particles_set_emitter_velocity, RID, const Vector3 &)
- FUNC2(particles_set_interp_to_end, RID, float)
- /* PARTICLES COLLISION */
- FUNCRIDSPLIT(particles_collision)
- FUNC2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
- FUNC2(particles_collision_set_cull_mask, RID, uint32_t)
- FUNC2(particles_collision_set_sphere_radius, RID, real_t)
- FUNC2(particles_collision_set_box_extents, RID, const Vector3 &)
- FUNC2(particles_collision_set_attractor_strength, RID, real_t)
- FUNC2(particles_collision_set_attractor_directionality, RID, real_t)
- FUNC2(particles_collision_set_attractor_attenuation, RID, real_t)
- FUNC2(particles_collision_set_field_texture, RID, RID)
- FUNC1(particles_collision_height_field_update, RID)
- FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
- /* FOG VOLUME */
- #undef ServerName
- #undef server_name
- #define ServerName RendererFog
- #define server_name RSG::fog
- FUNCRIDSPLIT(fog_volume)
- FUNC2(fog_volume_set_shape, RID, FogVolumeShape)
- FUNC2(fog_volume_set_size, RID, const Vector3 &)
- FUNC2(fog_volume_set_material, RID, RID)
- /* VISIBILITY_NOTIFIER */
- #undef ServerName
- #undef server_name
- #define ServerName RendererUtilities
- #define server_name RSG::utilities
- FUNCRIDSPLIT(visibility_notifier)
- FUNC2(visibility_notifier_set_aabb, RID, const AABB &)
- FUNC3(visibility_notifier_set_callbacks, RID, const Callable &, const Callable &)
- #undef server_name
- #undef ServerName
- //from now on, calls forwarded to this singleton
- #define ServerName RenderingMethod
- #define server_name RSG::scene
- /* CAMERA API */
- FUNCRIDSPLIT(camera)
- FUNC4(camera_set_perspective, RID, float, float, float)
- FUNC4(camera_set_orthogonal, RID, float, float, float)
- FUNC5(camera_set_frustum, RID, float, Vector2, float, float)
- FUNC2(camera_set_transform, RID, const Transform3D &)
- FUNC2(camera_set_cull_mask, RID, uint32_t)
- FUNC2(camera_set_environment, RID, RID)
- FUNC2(camera_set_camera_attributes, RID, RID)
- FUNC2(camera_set_compositor, RID, RID)
- FUNC2(camera_set_use_vertical_aspect, RID, bool)
- /* OCCLUDER */
- FUNCRIDSPLIT(occluder)
- FUNC3(occluder_set_mesh, RID, const PackedVector3Array &, const PackedInt32Array &)
- #undef server_name
- #undef ServerName
- //from now on, calls forwarded to this singleton
- #define ServerName RendererViewport
- #define server_name RSG::viewport
- /* VIEWPORT TARGET API */
- FUNCRIDSPLIT(viewport)
- FUNC2(viewport_set_use_xr, RID, bool)
- FUNC3(viewport_set_size, RID, int, int)
- FUNC2(viewport_set_active, RID, bool)
- FUNC2(viewport_set_parent_viewport, RID, RID)
- FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
- FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)
- FUNC2(viewport_set_render_direct_to_screen, RID, bool)
- FUNC2(viewport_set_scaling_3d_mode, RID, ViewportScaling3DMode)
- FUNC2(viewport_set_scaling_3d_scale, RID, float)
- FUNC2(viewport_set_fsr_sharpness, RID, float)
- FUNC2(viewport_set_texture_mipmap_bias, RID, float)
- FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
- FUNC1RC(ViewportUpdateMode, viewport_get_update_mode, RID)
- FUNC1RC(RID, viewport_get_render_target, RID)
- FUNC1RC(RID, viewport_get_texture, RID)
- FUNC2(viewport_set_disable_2d, RID, bool)
- FUNC2(viewport_set_environment_mode, RID, ViewportEnvironmentMode)
- FUNC2(viewport_set_disable_3d, RID, bool)
- FUNC2(viewport_set_canvas_cull_mask, RID, uint32_t)
- FUNC2(viewport_attach_camera, RID, RID)
- FUNC2(viewport_set_scenario, RID, RID)
- FUNC2(viewport_attach_canvas, RID, RID)
- FUNC2(viewport_remove_canvas, RID, RID)
- FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
- FUNC2(viewport_set_transparent_background, RID, bool)
- FUNC2(viewport_set_use_hdr_2d, RID, bool)
- FUNC2(viewport_set_snap_2d_transforms_to_pixel, RID, bool)
- FUNC2(viewport_set_snap_2d_vertices_to_pixel, RID, bool)
- FUNC2(viewport_set_default_canvas_item_texture_filter, RID, CanvasItemTextureFilter)
- FUNC2(viewport_set_default_canvas_item_texture_repeat, RID, CanvasItemTextureRepeat)
- FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
- FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
- FUNC3(viewport_set_positional_shadow_atlas_size, RID, int, bool)
- FUNC3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale)
- FUNC3(viewport_set_positional_shadow_atlas_quadrant_subdivision, RID, int, int)
- FUNC2(viewport_set_msaa_2d, RID, ViewportMSAA)
- FUNC2(viewport_set_msaa_3d, RID, ViewportMSAA)
- FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
- FUNC2(viewport_set_use_taa, RID, bool)
- FUNC2(viewport_set_use_debanding, RID, bool)
- FUNC2(viewport_set_use_occlusion_culling, RID, bool)
- FUNC1(viewport_set_occlusion_rays_per_thread, int)
- FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality)
- FUNC2(viewport_set_mesh_lod_threshold, RID, float)
- FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo)
- FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
- FUNC2(viewport_set_measure_render_time, RID, bool)
- FUNC1RC(double, viewport_get_measured_render_time_cpu, RID)
- FUNC1RC(double, viewport_get_measured_render_time_gpu, RID)
- FUNC1RC(RID, viewport_find_from_screen_attachment, DisplayServer::WindowID)
- FUNC2(call_set_vsync_mode, DisplayServer::VSyncMode, DisplayServer::WindowID)
- FUNC2(viewport_set_vrs_mode, RID, ViewportVRSMode)
- FUNC2(viewport_set_vrs_update_mode, RID, ViewportVRSUpdateMode)
- FUNC2(viewport_set_vrs_texture, RID, RID)
- /* COMPOSITOR EFFECT */
- #undef server_name
- #undef ServerName
- //from now on, calls forwarded to this singleton
- #define ServerName RenderingMethod
- #define server_name RSG::scene
- FUNCRIDSPLIT(compositor_effect)
- FUNC2(compositor_effect_set_enabled, RID, bool)
- FUNC3(compositor_effect_set_callback, RID, CompositorEffectCallbackType, const Callable &)
- FUNC3(compositor_effect_set_flag, RID, CompositorEffectFlags, bool)
- /* COMPOSITOR */
- FUNC2(compositor_set_compositor_effects, RID, const TypedArray<RID> &)
- FUNCRIDSPLIT(compositor)
- /* ENVIRONMENT API */
- FUNC1(voxel_gi_set_quality, VoxelGIQuality)
- /* SKY API */
- FUNCRIDSPLIT(sky)
- FUNC2(sky_set_radiance_size, RID, int)
- FUNC2(sky_set_mode, RID, SkyMode)
- FUNC2(sky_set_material, RID, RID)
- FUNC4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
- /* ENVIRONMENT */
- FUNCRIDSPLIT(environment)
- FUNC2(environment_set_background, RID, EnvironmentBG)
- FUNC2(environment_set_sky, RID, RID)
- FUNC2(environment_set_sky_custom_fov, RID, float)
- FUNC2(environment_set_sky_orientation, RID, const Basis &)
- FUNC2(environment_set_bg_color, RID, const Color &)
- FUNC3(environment_set_bg_energy, RID, float, float)
- FUNC2(environment_set_canvas_max_layer, RID, int)
- FUNC6(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource)
- // FIXME: Disabled during Vulkan refactoring, should be ported.
- #if 0
- FUNC2(environment_set_camera_feed_id, RID, int)
- #endif
- FUNC6(environment_set_ssr, RID, bool, int, float, float, float)
- FUNC1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
- FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
- FUNC6(environment_set_ssao_quality, EnvironmentSSAOQuality, bool, float, int, float, float)
- FUNC6(environment_set_ssil, RID, bool, float, float, float, float)
- FUNC6(environment_set_ssil_quality, EnvironmentSSILQuality, bool, float, int, float, float)
- FUNC13(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float, float, RID)
- FUNC1(environment_glow_set_use_bicubic_upscale, bool)
- FUNC4(environment_set_tonemap, RID, EnvironmentToneMapper, float, float)
- FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
- FUNC11(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float, EnvironmentFogMode)
- FUNC4(environment_set_fog_depth, RID, float, float, float)
- FUNC14(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float, float)
- FUNC2(environment_set_volumetric_fog_volume_size, int, int)
- FUNC1(environment_set_volumetric_fog_filter_active, bool)
- FUNC11(environment_set_sdfgi, RID, bool, int, float, EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
- FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
- FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
- FUNC1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight)
- FUNC3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
- FUNC3(screen_space_roughness_limiter_set_active, bool, float, float)
- FUNC1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
- FUNC2(sub_surface_scattering_set_scale, float, float)
- FUNC1(positional_soft_shadow_filter_set_quality, ShadowQuality);
- FUNC1(directional_soft_shadow_filter_set_quality, ShadowQuality);
- FUNC1(decals_set_filter, RS::DecalFilter);
- FUNC1(light_projectors_set_filter, RS::LightProjectorFilter);
- /* CAMERA ATTRIBUTES */
- #undef server_name
- #undef ServerName
- //from now on, calls forwarded to this singleton
- #define ServerName RendererCameraAttributes
- #define server_name RSG::camera_attributes
- FUNCRIDSPLIT(camera_attributes)
- FUNC2(camera_attributes_set_dof_blur_quality, DOFBlurQuality, bool)
- FUNC1(camera_attributes_set_dof_blur_bokeh_shape, DOFBokehShape)
- FUNC8(camera_attributes_set_dof_blur, RID, bool, float, float, bool, float, float, float)
- FUNC3(camera_attributes_set_exposure, RID, float, float)
- FUNC6(camera_attributes_set_auto_exposure, RID, bool, float, float, float, float)
- /* SCENARIO API */
- #undef server_name
- #undef ServerName
- #define ServerName RenderingMethod
- #define server_name RSG::scene
- FUNCRIDSPLIT(scenario)
- FUNC2(scenario_set_environment, RID, RID)
- FUNC2(scenario_set_camera_attributes, RID, RID)
- FUNC2(scenario_set_fallback_environment, RID, RID)
- FUNC2(scenario_set_compositor, RID, RID)
- /* INSTANCING API */
- FUNCRIDSPLIT(instance)
- FUNC2(instance_set_base, RID, RID)
- FUNC2(instance_set_scenario, RID, RID)
- FUNC2(instance_set_layer_mask, RID, uint32_t)
- FUNC3(instance_set_pivot_data, RID, float, bool)
- FUNC2(instance_set_transform, RID, const Transform3D &)
- FUNC2(instance_attach_object_instance_id, RID, ObjectID)
- FUNC3(instance_set_blend_shape_weight, RID, int, float)
- FUNC3(instance_set_surface_override_material, RID, int, RID)
- FUNC2(instance_set_visible, RID, bool)
- FUNC2(instance_set_custom_aabb, RID, AABB)
- FUNC2(instance_attach_skeleton, RID, RID)
- FUNC2(instance_set_extra_visibility_margin, RID, real_t)
- FUNC2(instance_set_visibility_parent, RID, RID)
- FUNC2(instance_set_ignore_culling, RID, bool)
- // don't use these in a game!
- FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
- FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
- FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
- FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
- FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
- FUNC2(instance_geometry_set_material_override, RID, RID)
- FUNC2(instance_geometry_set_material_overlay, RID, RID)
- FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode)
- FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
- FUNC2(instance_geometry_set_lod_bias, RID, float)
- FUNC2(instance_geometry_set_transparency, RID, float)
- FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
- FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
- FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
- FUNC2C(instance_geometry_get_shader_parameter_list, RID, List<PropertyInfo> *)
- FUNC3R(TypedArray<Image>, bake_render_uv2, RID, const TypedArray<RID> &, const Size2i &)
- FUNC1(gi_set_use_half_resolution, bool)
- #undef server_name
- #undef ServerName
- //from now on, calls forwarded to this singleton
- #define ServerName RendererCanvasCull
- #define server_name RSG::canvas
- /* CANVAS (2D) */
- FUNCRIDSPLIT(canvas)
- FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
- FUNC3(canvas_set_item_repeat, RID, const Point2 &, int)
- FUNC2(canvas_set_modulate, RID, const Color &)
- FUNC3(canvas_set_parent, RID, RID, float)
- FUNC1(canvas_set_disable_scale, bool)
- FUNCRIDSPLIT(canvas_texture)
- FUNC3(canvas_texture_set_channel, RID, CanvasTextureChannel, RID)
- FUNC3(canvas_texture_set_shading_parameters, RID, const Color &, float)
- FUNC2(canvas_texture_set_texture_filter, RID, CanvasItemTextureFilter)
- FUNC2(canvas_texture_set_texture_repeat, RID, CanvasItemTextureRepeat)
- FUNCRIDSPLIT(canvas_item)
- FUNC2(canvas_item_set_parent, RID, RID)
- FUNC2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
- FUNC2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
- FUNC2(canvas_item_set_visible, RID, bool)
- FUNC2(canvas_item_set_light_mask, RID, int)
- FUNC2(canvas_item_set_visibility_layer, RID, uint32_t)
- FUNC2(canvas_item_set_update_when_visible, RID, bool)
- FUNC2(canvas_item_set_transform, RID, const Transform2D &)
- 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_modulate, RID, const Color &)
- FUNC2(canvas_item_set_self_modulate, RID, const Color &)
- FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
- FUNC6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
- FUNC5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
- FUNC5(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
- FUNC4(canvas_item_add_rect, RID, const Rect2 &, const Color &, bool)
- FUNC5(canvas_item_add_circle, RID, const Point2 &, float, const Color &, bool)
- FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
- FUNC7(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, bool)
- FUNC8(canvas_item_add_msdf_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, int, float, float)
- FUNC5(canvas_item_add_lcd_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &)
- FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
- FUNC5(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
- FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
- 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)
- FUNC5(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID)
- FUNC3(canvas_item_add_multimesh, RID, RID, RID)
- FUNC3(canvas_item_add_particles, RID, RID, RID)
- FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
- FUNC2(canvas_item_add_clip_ignore, RID, bool)
- FUNC5(canvas_item_add_animation_slice, RID, double, double, double, double)
- FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
- FUNC2(canvas_item_set_z_index, 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_attach_skeleton, RID, RID)
- FUNC1(canvas_item_clear, RID)
- FUNC2(canvas_item_set_draw_index, RID, int)
- FUNC2(canvas_item_set_material, RID, RID)
- FUNC2(canvas_item_set_use_parent_material, RID, bool)
- FUNC5(canvas_item_set_visibility_notifier, RID, bool, const Rect2 &, const Callable &, const Callable &)
- FUNC6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool)
- FUNC1(canvas_item_set_debug_redraw, bool)
- FUNC0RC(bool, canvas_item_get_debug_redraw)
- FUNC2(canvas_item_set_interpolated, RID, bool)
- FUNC1(canvas_item_reset_physics_interpolation, RID)
- FUNC2(canvas_item_transform_physics_interpolation, RID, const Transform2D &)
- FUNCRIDSPLIT(canvas_light)
- FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
- FUNC2(canvas_light_attach_to_canvas, RID, RID)
- FUNC2(canvas_light_set_enabled, RID, bool)
- FUNC2(canvas_light_set_texture_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_directional_distance, RID, float)
- FUNC2(canvas_light_set_blend_mode, RID, CanvasLightBlendMode)
- FUNC2(canvas_light_set_shadow_enabled, RID, bool)
- 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)
- FUNC2(canvas_light_set_interpolated, RID, bool)
- FUNC1(canvas_light_reset_physics_interpolation, RID)
- FUNC2(canvas_light_transform_physics_interpolation, RID, const Transform2D &)
- FUNCRIDSPLIT(canvas_light_occluder)
- 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_as_sdf_collision, RID, bool)
- FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
- FUNC2(canvas_light_occluder_set_light_mask, RID, int)
- FUNC2(canvas_light_occluder_set_interpolated, RID, bool)
- FUNC1(canvas_light_occluder_reset_physics_interpolation, RID)
- FUNC2(canvas_light_occluder_transform_physics_interpolation, RID, const Transform2D &)
- FUNCRIDSPLIT(canvas_occluder_polygon)
- FUNC3(canvas_occluder_polygon_set_shape, RID, const Vector<Vector2> &, bool)
- FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
- FUNC1(canvas_set_shadow_texture_size, int)
- FUNC1R(Rect2, _debug_canvas_item_get_rect, RID)
- /* GLOBAL SHADER UNIFORMS */
- #undef server_name
- #undef ServerName
- //from now on, calls forwarded to this singleton
- #define ServerName RendererMaterialStorage
- #define server_name RSG::material_storage
- FUNC3(global_shader_parameter_add, const StringName &, GlobalShaderParameterType, const Variant &)
- FUNC1(global_shader_parameter_remove, const StringName &)
- FUNC0RC(Vector<StringName>, global_shader_parameter_get_list)
- FUNC2(global_shader_parameter_set, const StringName &, const Variant &)
- FUNC2(global_shader_parameter_set_override, const StringName &, const Variant &)
- FUNC1RC(GlobalShaderParameterType, global_shader_parameter_get_type, const StringName &)
- FUNC1RC(Variant, global_shader_parameter_get, const StringName &)
- FUNC1(global_shader_parameters_load_settings, bool)
- FUNC0(global_shader_parameters_clear)
- /* COMPOSITOR */
- #undef server_name
- #undef ServerName
- #define ServerName RendererCompositor
- #define server_name RSG::rasterizer
- FUNC4S(set_boot_image, const Ref<Image> &, const Color &, bool, bool)
- /* STATUS INFORMATION */
- #undef server_name
- #undef ServerName
- /* UTILITIES */
- #define ServerName RendererUtilities
- #define server_name RSG::utilities
- FUNC0RC(String, get_video_adapter_name)
- FUNC0RC(String, get_video_adapter_vendor)
- FUNC0RC(String, get_video_adapter_api_version)
- #undef server_name
- #undef ServerName
- #undef WRITE_ACTION
- #undef SYNC_DEBUG
- #ifdef DEBUG_ENABLED
- #undef MAIN_THREAD_SYNC_WARN
- #endif
- virtual uint64_t get_rendering_info(RenderingInfo p_info) override;
- virtual RenderingDevice::DeviceType get_video_adapter_type() const override;
- virtual void set_frame_profiling_enabled(bool p_enable) override;
- virtual Vector<FrameProfileArea> get_frame_profile() override;
- virtual uint64_t get_frame_profile_frame() override;
- virtual RID get_test_cube() override;
- /* FREE */
- virtual void free(RID p_rid) override {
- if (Thread::get_caller_id() == server_thread) {
- command_queue.flush_if_pending();
- _free(p_rid);
- } else {
- command_queue.push(this, &RenderingServerDefault::_free, p_rid);
- }
- }
- /* INTERPOLATION */
- virtual void tick() override;
- virtual void set_physics_interpolation_enabled(bool p_enabled) override;
- /* EVENT QUEUING */
- virtual void request_frame_drawn_callback(const Callable &p_callable) override;
- virtual void draw(bool p_swap_buffers, double frame_step) override;
- virtual void sync() override;
- virtual bool has_changed() const override;
- virtual void init() override;
- virtual void finish() override;
- virtual bool is_on_render_thread() override {
- return Thread::get_caller_id() == server_thread;
- }
- virtual void call_on_render_thread(const Callable &p_callable) override {
- if (Thread::get_caller_id() == server_thread) {
- command_queue.flush_if_pending();
- p_callable.call();
- } else {
- command_queue.push(this, &RenderingServerDefault::_call_on_render_thread, p_callable);
- }
- }
- /* TESTING */
- virtual double get_frame_setup_time_cpu() const override;
- virtual Color get_default_clear_color() override;
- virtual void set_default_clear_color(const Color &p_color) override;
- #ifndef DISABLE_DEPRECATED
- virtual bool has_feature(Features p_feature) const override;
- #endif
- virtual bool has_os_feature(const String &p_feature) const override;
- virtual void set_debug_generate_wireframes(bool p_generate) override;
- virtual bool is_low_end() const override;
- virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
- virtual void set_print_gpu_profile(bool p_enable) override;
- virtual Size2i get_maximum_viewport_size() const override;
- RenderingServerDefault(bool p_create_thread = false);
- ~RenderingServerDefault();
- };
- #endif // RENDERING_SERVER_DEFAULT_H
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