godot/servers/visual/visual_server_raster.h

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/*************************************************************************/
/* visual_server_raster.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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_RASTER_H
#define VISUAL_SERVER_RASTER_H
#include "servers/visual_server.h"
#include "servers/visual/rasterizer.h"
#include "allocators.h"
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#include "octree.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
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class VisualServerRaster : public VisualServer {
enum {
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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,
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INSTANCE_ROOMLESS_MASK=(1<<20)
};
int changes;
bool draw_extra_frame;
RID test_cube;
#if 0
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struct Room {
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bool occlude_exterior;
BSP_Tree bounds;
Room() { occlude_exterior=true; }
};
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BalloonAllocator<> octree_allocator;
struct OctreeAllocator {
static BalloonAllocator<> *allocator;
_FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
_FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }
};
struct Portal {
bool enabled;
float disable_distance;
Color disable_color;
float connect_range;
Vector<Point2> shape;
Rect2 bounds;
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Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
};
struct BakedLight {
Rasterizer::BakedLightData data;
DVector<int> sampler;
AABB octree_aabb;
Size2i octree_tex_size;
Size2i light_tex_size;
};
struct BakedLightSampler {
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float params[BAKED_LIGHT_SAMPLER_MAX];
int resolution;
Vector<Vector3> dp_cache;
BakedLightSampler() {
params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
resolution=16;
}
};
void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
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struct Camera {
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enum Type {
PERSPECTIVE,
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ORTHOGONAL
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};
Type type;
float fov;
float znear,zfar;
float size;
uint32_t visible_layers;
bool vaspect;
RID env;
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Transform transform;
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Camera() {
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visible_layers=0xFFFFFFFF;
fov=60;
type=PERSPECTIVE;
znear=0.1; zfar=100;
size=1.0;
vaspect=false;
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}
};
struct Instance;
typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
struct Scenario;
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struct Instance {
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enum {
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MAX_LIGHTS=4
};
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RID self;
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OctreeElementID octree_id;
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Scenario *scenario;
bool update;
bool update_aabb;
bool update_materials;
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Instance *update_next;
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InstanceType base_type;
RID base_rid;
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AABB aabb;
AABB transformed_aabb;
uint32_t object_ID;
bool visible;
bool visible_in_all_rooms;
uint32_t layer_mask;
float draw_range_begin;
float draw_range_end;
float extra_margin;
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Rasterizer::InstanceData data;
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Set<Instance*> auto_rooms;
Set<Instance*> valid_auto_rooms;
Instance *room;
List<Instance*>::Element *RE;
Instance *baked_light;
List<Instance*>::Element *BLE;
Instance *sampled_light;
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bool exterior;
uint64_t last_render_pass;
uint64_t last_frame_pass;
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uint64_t version; // changes to this, and changes to base increase version
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InstanceSet lights;
bool light_cache_dirty;
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struct RoomInfo {
Transform affine_inverse;
Room *room;
List<Instance*> owned_geometry_instances;
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List<Instance*> owned_portal_instances;
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List<Instance*> owned_room_instances;
List<Instance*> owned_light_instances; //not used, but just for the sake of it
Set<Instance*> disconnected_child_portals;
Set<Instance*> owned_autoroom_geometry;
uint64_t last_visited_pass;
RoomInfo() { last_visited_pass=0; }
};
struct PortalInfo {
Portal *portal;
Set<Instance*> candidate_set;
Instance *connected;
uint64_t last_visited_pass;
Plane plane_cache;
Vector<Vector3> transformed_point_cache;
PortalInfo() { connected=NULL; last_visited_pass=0;}
};
struct LightInfo {
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RID instance;
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int light_set_index;
uint64_t last_version;
uint64_t last_add_pass;
List<RID>::Element *D; // directional light in scenario
InstanceSet affected;
bool enabled;
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float dtc; //distance to camera, used for sorting
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LightInfo() {
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D=NULL;
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light_set_index=-1;
last_add_pass=0;
enabled=true;
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}
};
struct BakedLightInfo {
BakedLight *baked_light;
Transform affine_inverse;
List<Instance*> owned_instances;
};
struct BakedLightSamplerInfo {
Set<Instance*> baked_lights;
Set<Instance*> owned_instances;
BakedLightSampler *sampler;
int resolution;
Vector<Color> light_bufer;
RID sampled_light;
uint64_t last_pass;
Transform xform; // viewspace normal to lightspace, might not use one.
BakedLightSamplerInfo() {
sampler=NULL;
last_pass=0;
resolution=0;
}
};
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struct ParticlesInfo {
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RID instance;
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};
RoomInfo *room_info;
LightInfo *light_info;
ParticlesInfo *particles_info;
PortalInfo * portal_info;
BakedLightInfo * baked_light_info;
BakedLightSamplerInfo * baked_light_sampler_info;
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Instance() {
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octree_id=0;
update_next=0;
object_ID=0;
last_render_pass=0;
last_frame_pass=0;
light_info=0;
particles_info=0;
update_next=NULL;
update=false;
visible=true;
data.cast_shadows=SHADOW_CASTING_SETTING_ON;
data.receive_shadows=true;
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data.depth_scale=false;
data.billboard=false;
data.billboard_y=false;
data.baked_light=NULL;
data.baked_light_octree_xform=NULL;
data.baked_lightmap_id=-1;
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version=1;
room_info=NULL;
room=NULL;
RE=NULL;
portal_info=NULL;
exterior=false;
layer_mask=1;
draw_range_begin=0;
draw_range_end=0;
extra_margin=0;
visible_in_all_rooms=false;
update_aabb=false;
update_materials=false;
baked_light=NULL;
baked_light_info=NULL;
baked_light_sampler_info=NULL;
sampled_light=NULL;
BLE=NULL;
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light_cache_dirty=true;
}
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~Instance() {
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if (light_info)
memdelete(light_info);
if (particles_info)
memdelete(particles_info);
if (room_info)
memdelete(room_info);
if (portal_info)
memdelete(portal_info);
if (baked_light_info)
memdelete(baked_light_info);
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};
};
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struct _InstanceLightsort {
bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
};
struct Scenario {
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ScenarioDebugMode debug;
RID self;
// well wtf, balloon allocator is slower?
typedef ::Octree<Instance,true> Octree;
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Octree octree;
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List<RID> directional_lights;
RID environment;
RID fallback_environment;
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Instance *dirty_instances;
Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
};
mutable RID_Owner<Rasterizer::CanvasItemMaterial> canvas_item_material_owner;
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struct Viewport {
RID self;
RID parent;
VisualServer::ViewportRect rect;
RID camera;
RID scenario;
RID viewport_data;
RenderTargetUpdateMode render_target_update_mode;
RID render_target;
RID render_target_texture;
Rect2 rt_to_screen_rect;
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bool hide_scenario;
bool hide_canvas;
bool transparent_bg;
bool queue_capture;
bool render_target_vflip;
bool render_target_clear_on_new_frame;
bool render_target_clear;
bool disable_environment;
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Image capture;
bool rendered_in_prev_frame;
struct CanvasKey {
int layer;
RID canvas;
bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
CanvasKey() { layer=0; }
CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
};
struct CanvasData {
Canvas *canvas;
Matrix32 transform;
int layer;
};
Matrix32 global_transform;
Map<RID,CanvasData> canvas_map;
SelfList<Viewport> update_list;
Viewport() : update_list(this) { transparent_bg=false; render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE; queue_capture=false; rendered_in_prev_frame=false; render_target_vflip=false; render_target_clear_on_new_frame=true; render_target_clear=true; disable_environment=false; }
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};
SelfList<Viewport>::List viewport_update_list;
Map<RID,int> screen_viewports;
struct CullRange {
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Plane nearp;
float min,max;
float z_near,z_far;
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void add_aabb(const AABB& p_aabb) {
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}
};
struct Cursor {
Point2 pos;
float rot;
RID texture;
Point2 center;
bool visible;
Rect2 region;
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Cursor() {
rot = 0;
visible = false;
region = Rect2();
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};
};
Rect2 canvas_clip;
Color clear_color;
Cursor cursors[MAX_CURSORS];
RID default_cursor_texture;
static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);
Instance *instance_cull_result[MAX_INSTANCE_CULL];
Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
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Instance *light_cull_result[MAX_LIGHTS_CULLED];
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int light_cull_count;
Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
int exterior_portal_cull_count;
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bool exterior_visited;
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Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS];
int light_samplers_culled;
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Instance *room_cull_result[MAX_ROOM_CULL];
int room_cull_count;
bool room_cull_enabled;
bool light_discard_enabled;
bool shadows_enabled;
int black_margin[4];
RID black_image[4];
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Vector<Vector3> aabb_random_points;
Vector<Vector3> transformed_aabb_random_points;
void _instance_validate_autorooms(Instance *p_geometry);
void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
void _portal_attempt_connect(Instance *p_portal);
void _dependency_queue_update(RID p_rid, bool p_update_aabb=false, bool p_update_materials=false);
_FORCE_INLINE_ void _instance_queue_update(Instance *p_instance,bool p_update_aabb=false,bool p_update_materials=false);
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void _update_instances();
void _update_instance_aabb(Instance *p_instance);
void _update_instance(Instance *p_instance);
void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);
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Instance *instance_update_list;
//RID default_scenario;
//RID default_viewport;
RID test_cube;
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mutable RID_Owner<Room> room_owner;
mutable RID_Owner<Portal> portal_owner;
mutable RID_Owner<BakedLight> baked_light_owner;
mutable RID_Owner<BakedLightSampler> baked_light_sampler_owner;
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mutable RID_Owner<Camera> camera_owner;
mutable RID_Owner<Viewport> viewport_owner;
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mutable RID_Owner<Scenario> scenario_owner;
mutable RID_Owner<Instance> instance_owner;
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mutable RID_Owner<Canvas> canvas_owner;
mutable RID_Owner<CanvasItem> canvas_item_owner;
Map< RID, Set<RID> > instance_dependency_map;
Map< RID, Set<Instance*> > skeleton_dependency_map;
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ViewportRect viewport_rect;
_FORCE_INLINE_ void _instance_draw(Instance *p_instance);
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bool _test_portal_cull(Camera *p_camera, Instance *p_portal_from, Instance *p_portal_to);
void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace);
void _render_no_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
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void _render_camera(Viewport *p_viewport,Camera *p_camera, Scenario *p_scenario);
static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
void _render_canvas_item(CanvasItem *p_canvas_item, const Matrix32& p_transform, const Rect2& p_clip_rect, float p_opacity, int p_z, Rasterizer::CanvasItem **z_list, Rasterizer::CanvasItem **z_last_list, CanvasItem *p_canvas_clip, CanvasItem *p_material_owner);
void _render_canvas(Canvas *p_canvas, const Matrix32 &p_transform, Rasterizer::CanvasLight *p_lights, Rasterizer::CanvasLight *p_masked_lights);
void _light_mask_canvas_items(int p_z,Rasterizer::CanvasItem *p_canvas_item,Rasterizer::CanvasLight *p_masked_lights);
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Vector<Vector3> _camera_generate_endpoints(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
Vector<Plane> _camera_generate_orthogonal_planes(Instance *p_light,Camera *p_camera,float p_range_min, float p_range_max);
void _light_instance_update_lispsm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
void _light_instance_update_pssm_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
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void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
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uint64_t render_pass;
int changes;
bool draw_extra_frame;
void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera);
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void _draw_viewport(Viewport *p_viewport,int p_ofs_x, int p_ofs_y,int p_parent_w,int p_parent_h);
void _draw_viewports();
void _draw_cursors_and_margins();
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Rasterizer *rasterizer;
#endif
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public:
/* TEXTURE API */
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virtual RID texture_create();
virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=TEXTURE_FLAGS_DEFAULT);
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virtual void texture_set_data(RID p_texture,const Image& p_image,CubeMapSide p_cube_side=CUBEMAP_LEFT);
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virtual Image texture_get_data(RID p_texture,CubeMapSide p_cube_side=CUBEMAP_LEFT) const;
virtual void texture_set_flags(RID p_texture,uint32_t p_flags) ;
virtual uint32_t texture_get_flags(RID p_texture) const;
virtual Image::Format texture_get_format(RID p_texture) const;
virtual uint32_t texture_get_width(RID p_texture) const;
virtual uint32_t texture_get_height(RID p_texture) const;
virtual void texture_set_size_override(RID p_texture,int p_width, int p_height);
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virtual void texture_set_path(RID p_texture,const String& p_path);
virtual String texture_get_path(RID p_texture) const;
virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
virtual void texture_debug_usage(List<TextureInfo> *r_info);
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/* SHADER API */
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virtual RID shader_create(ShaderMode p_mode=SHADER_SPATIAL);
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virtual void shader_set_mode(RID p_shader,ShaderMode p_mode);
virtual ShaderMode shader_get_mode(RID p_shader) const;
virtual void shader_set_code(RID p_shader, const String& p_code);
virtual String shader_get_code(RID p_shader) const;
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virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture);
virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const;
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/* COMMON MATERIAL API */
virtual RID material_create();
virtual void material_set_shader(RID p_shader_material, RID p_shader);
virtual RID material_get_shader(RID p_shader_material) const;
virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value);
virtual Variant material_get_param(RID p_material, const StringName& p_param) const;
/* MESH API */
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virtual RID mesh_create();
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >());
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virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
virtual int mesh_get_morph_target_count(RID p_mesh) const;
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virtual void mesh_set_morph_target_mode(RID p_mesh,MorphTargetMode p_mode);
virtual MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
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virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
virtual DVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
virtual DVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;
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virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
virtual PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
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virtual void mesh_remove_surface(RID p_mesh,int p_index);
virtual int mesh_get_surface_count(RID p_mesh) const;
virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
virtual void mesh_clear(RID p_mesh);
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/* MULTIMESH API */
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virtual RID multimesh_create();
virtual void multimesh_allocate(RID p_multimesh,int p_instances,MultimeshTransformFormat p_transform_format,MultimeshColorFormat p_color_format,bool p_gen_aabb=true);
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virtual int multimesh_get_instance_count(RID p_multimesh) const;
virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh);
virtual void multimesh_set_custom_aabb(RID p_multimesh,const AABB& p_aabb);
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virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform);
virtual void multimesh_instance_set_transform_2d(RID p_multimesh,int p_index,const Matrix32& p_transform);
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virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color);
virtual RID multimesh_get_mesh(RID p_multimesh) const;
virtual AABB multimesh_get_custom_aabb(RID p_multimesh,const AABB& p_aabb) const;
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virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const;
virtual Matrix32 multimesh_instance_get_transform_2d(RID p_multimesh,int p_index) const;
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virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const;
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
/* IMMEDIATE API */
virtual RID immediate_create();
virtual void immediate_begin(RID p_immediate,PrimitiveType p_rimitive,RID p_texture=RID());
virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
virtual void immediate_vertex_2d(RID p_immediate,const Vector3& p_vertex);
virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
virtual void immediate_color(RID p_immediate,const Color& p_color);
virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv);
virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
virtual void immediate_end(RID p_immediate);
virtual void immediate_clear(RID p_immediate);
virtual void immediate_set_material(RID p_immediate,RID p_material);
virtual RID immediate_get_material(RID p_immediate) const;
/* SKELETON API */
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virtual RID skeleton_create();
virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false);
virtual int skeleton_get_bone_count(RID p_skeleton) const;
virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform);
virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone);
virtual void skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform);
virtual Matrix32 skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone);
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/* Light API */
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virtual RID light_create(LightType p_type);
virtual void light_set_color(RID p_light,const Color& p_color);
virtual void light_set_param(RID p_light,LightParam p_param,float p_value);
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virtual void light_set_shadow(RID p_light,bool p_enabled);
virtual void light_set_projector(RID p_light,RID p_texture);
virtual void light_set_attenuation_texure(RID p_light,RID p_texture);
virtual void light_set_negative(RID p_light,bool p_enable);
virtual void light_set_cull_mask(RID p_light,uint32_t p_mask);
virtual void light_set_shader(RID p_light,RID p_shader);
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virtual void light_directional_set_shadow_mode(RID p_light,LightDirectionalShadowMode p_mode);
/* PROBE API */
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virtual RID reflection_probe_create();
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
virtual void reflection_probe_set_clip(RID p_probe, float p_near, float p_far);
virtual void reflection_probe_set_min_blend_distance(RID p_probe, float p_distance);
virtual void reflection_probe_set_extents(RID p_probe, const Vector3& p_extents);
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3& p_offset);
virtual void reflection_probe_set_enable_parallax_correction(RID p_probe, bool p_enable);
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
virtual void reflection_probe_set_hide_skybox(RID p_probe, bool p_hide);
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
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/* ROOM API */
virtual RID room_create();
virtual void room_add_bounds(RID p_room, const DVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform);
virtual void room_clear_bounds();
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/* PORTAL API */
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// portals are only (x/y) points, forming a convex shape, which its clockwise
// order points outside. (z is 0);
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virtual RID portal_create();
virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
virtual void portal_set_enabled(RID p_portal, bool p_enabled);
virtual void portal_set_disable_distance(RID p_portal, float p_distance);
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
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/* CAMERA API */
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virtual RID camera_create();
virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far);
virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far);
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virtual void camera_set_transform(RID p_camera,const Transform& p_transform);
virtual void camera_set_cull_mask(RID p_camera,uint32_t p_layers);
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virtual void camera_set_environment(RID p_camera,RID p_env);
virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
/* VIEWPORT TARGET API */
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virtual RID viewport_create();
virtual void viewport_set_size(RID p_viewport,int p_width,int p_height);
virtual void viewport_set_active(RID p_viewport,bool p_active);
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virtual void viewport_set_clear_mode(RID p_viewport,ViewportClearMode p_clear_mode);
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virtual void viewport_attach_to_screen(RID p_viewport,const Rect2& p_rect=Rect2(),int p_screen=0);
virtual void viewport_detach(RID p_viewport);
virtual void viewport_set_update_mode(RID p_viewport,ViewportUpdateMode p_mode);
virtual void viewport_set_vflip(RID p_viewport,bool p_enable);
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virtual RID viewport_get_texture(RID p_viewport) const;
virtual Image viewport_capture(RID p_viewport) const;
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virtual void viewport_set_hide_scenario(RID p_viewport,bool p_hide);
virtual void viewport_set_hide_canvas(RID p_viewport,bool p_hide);
virtual void viewport_set_disable_environment(RID p_viewport,bool p_disable);
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virtual void viewport_attach_camera(RID p_viewport,RID p_camera);
virtual void viewport_set_scenario(RID p_viewport,RID p_scenario);
virtual void viewport_attach_canvas(RID p_viewport,RID p_canvas);
virtual void viewport_remove_canvas(RID p_viewport,RID p_canvas);
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virtual void viewport_set_canvas_transform(RID p_viewport,RID p_canvas,const Matrix32& p_offset);
virtual void viewport_set_transparent_background(RID p_viewport,bool p_enabled);
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virtual void viewport_set_global_canvas_transform(RID p_viewport,const Matrix32& p_transform);
virtual void viewport_set_canvas_layer(RID p_viewport,RID p_canvas,int p_layer);
/* ENVIRONMENT API */
virtual RID environment_create();
virtual void environment_set_background(RID p_env,EnvironmentBG p_bg);
virtual void environment_set_skybox(RID p_env,RID p_skybox,float p_energy=1.0);
virtual void environment_set_bg_color(RID p_env,const Color& p_color);
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0);
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virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode);
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
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virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,EnvironmentToneMapper p_tone_mapper);
virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness);
virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast);
virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
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/* SCENARIO API */
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virtual RID scenario_create();
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virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode);
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
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/* INSTANCING API */
// from can be mesh, light, area and portal so far.
virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far.
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virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far.
virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far.
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virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
virtual void instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID);
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virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight);
virtual void instance_set_surface_material(RID p_instance,int p_surface, RID p_material);
virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
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virtual void instance_set_exterior( RID p_instance, bool p_enabled );
virtual void instance_set_room( RID p_instance, RID p_room );
virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
// don't use these in a game!
virtual Vector<ObjectID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
virtual Vector<ObjectID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
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virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting);
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virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin);
virtual void instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance);
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/* CANVAS (2D) */
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virtual RID canvas_create();
virtual void canvas_set_item_mirroring(RID p_canvas,RID p_item,const Point2& p_mirroring);
virtual void canvas_set_modulate(RID p_canvas,const Color& p_color);
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virtual RID canvas_item_create();
virtual void canvas_item_set_parent(RID p_item,RID p_parent);
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virtual void canvas_item_set_visible(RID p_item,bool p_visible);
virtual void canvas_item_set_light_mask(RID p_item,int p_mask);
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virtual void canvas_item_set_transform(RID p_item, const Matrix32& p_transform);
virtual void canvas_item_set_clip(RID p_item, bool p_clip);
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virtual void canvas_item_set_distance_field_mode(RID p_item, bool p_enable);
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virtual void canvas_item_set_custom_rect(RID p_item, bool p_custom_rect,const Rect2& p_rect=Rect2());
virtual void canvas_item_set_modulate(RID p_item, const Color& p_color);
virtual void canvas_item_set_self_modulate(RID p_item, const Color& p_color);
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virtual void canvas_item_set_draw_behind_parent(RID p_item, bool p_enable);
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virtual void canvas_item_add_line(RID p_item, const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width=1.0,bool p_antialiased=false);
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virtual void canvas_item_add_rect(RID p_item, const Rect2& p_rect, const Color& p_color);
virtual void canvas_item_add_circle(RID p_item, const Point2& p_pos, float p_radius,const Color& p_color);
virtual void canvas_item_add_texture_rect(RID p_item, const Rect2& p_rect, RID p_texture,bool p_tile=false,const Color& p_modulate=Color(1,1,1),bool p_transpose=false);
virtual void canvas_item_add_texture_rect_region(RID p_item, const Rect2& p_rect, RID p_texture,const Rect2& p_src_rect,const Color& p_modulate=Color(1,1,1),bool p_transpose=false);
virtual void canvas_item_add_nine_patch(RID p_item, const Rect2& p_rect, const Rect2& p_source, RID p_texture,const Vector2& p_topleft, const Vector2& p_bottomright,NinePatchAxisMode p_x_axis_mode=NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode=NINE_PATCH_STRETCH,bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
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virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width=1.0);
virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID());
virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int>& p_indices, const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs=Vector<Point2>(), RID p_texture=RID(), int p_count=-1);
virtual void canvas_item_add_mesh(RID p_item, const RID& p_mesh,RID p_skeleton=RID());
virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh,RID p_skeleton=RID());
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virtual void canvas_item_add_set_transform(RID p_item,const Matrix32& p_transform);
virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
virtual void canvas_item_set_z(RID p_item, int p_z);
virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
virtual void canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable,const Rect2& p_rect);
virtual void canvas_item_clear(RID p_item);
virtual void canvas_item_set_draw_index(RID p_item,int p_index);
virtual void canvas_item_set_material(RID p_item, RID p_material);
virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
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virtual RID canvas_light_create();
virtual void canvas_light_attach_to_canvas(RID p_light,RID p_canvas);
virtual void canvas_light_set_enabled(RID p_light, bool p_enabled);
virtual void canvas_light_set_scale(RID p_light, float p_scale);
virtual void canvas_light_set_transform(RID p_light, const Matrix32& p_transform);
virtual void canvas_light_set_texture(RID p_light, RID p_texture);
virtual void canvas_light_set_texture_offset(RID p_light, const Vector2& p_offset);
virtual void canvas_light_set_color(RID p_light, const Color& p_color);
virtual void canvas_light_set_height(RID p_light, float p_height);
virtual void canvas_light_set_energy(RID p_light, float p_energy);
virtual void canvas_light_set_z_range(RID p_light, int p_min_z,int p_max_z);
virtual void canvas_light_set_layer_range(RID p_light, int p_min_layer,int p_max_layer);
virtual void canvas_light_set_item_cull_mask(RID p_light, int p_mask);
virtual void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask);
virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode);
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
virtual void canvas_light_set_shadow_gradient_length(RID p_light, float p_length);
virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter);
virtual void canvas_light_set_shadow_color(RID p_light, const Color& p_color);
virtual RID canvas_light_occluder_create();
virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder,RID p_canvas);
virtual void canvas_light_occluder_set_enabled(RID p_occluder,bool p_enabled);
virtual void canvas_light_occluder_set_polygon(RID p_occluder,RID p_polygon);
virtual void canvas_light_occluder_set_transform(RID p_occluder,const Matrix32& p_xform);
virtual void canvas_light_occluder_set_light_mask(RID p_occluder,int p_mask);
virtual RID canvas_occluder_polygon_create();
virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon,const DVector<Vector2>& p_shape,bool p_closed);
virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon,const DVector<Vector2>& p_shape);
virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon,CanvasOccluderPolygonCullMode p_mode);
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/* CURSOR */
virtual void cursor_set_rotation(float p_rotation, int p_cursor = 0); // radians
virtual void cursor_set_texture(RID p_texture, const Point2 &p_center_offset = Point2(0, 0), int p_cursor=0, const Rect2 &p_region=Rect2());
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virtual void cursor_set_visible(bool p_visible, int p_cursor = 0);
virtual void cursor_set_pos(const Point2& p_pos, int p_cursor = 0);
/* BLACK BARS */
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virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);
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/* FREE */
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virtual void free( RID p_rid ); ///< free RIDs associated with the visual server
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/* EVENT QUEUING */
virtual void draw();
virtual void sync();
virtual bool has_changed() const;
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virtual void init();
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virtual void finish();
/* STATUS INFORMATION */
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virtual int get_render_info(RenderInfo p_info);
virtual RID get_test_cube();
/* TESTING */
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virtual void set_boot_image(const Image& p_image, const Color& p_color,bool p_scale);
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virtual void set_default_clear_color(const Color& p_color);
virtual bool has_feature(Features p_feature) const;
VisualServerRaster();
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~VisualServerRaster();
};
#endif