doc: Sync classref with current source

Add missing enum bindings.
This commit is contained in:
Rémi Verschelde 2020-04-20 11:48:00 +02:00
parent 088c2a0870
commit b7b46093d8
22 changed files with 397 additions and 109 deletions

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@ -12,9 +12,6 @@
<methods>
</methods>
<members>
<member name="XRServer" type="XRServer" setter="" getter="">
The [XRServer] singleton.
</member>
<member name="AudioServer" type="AudioServer" setter="" getter="">
The [AudioServer] singleton.
</member>
@ -95,6 +92,9 @@
<member name="VisualScriptEditor" type="VisualScriptEditor" setter="" getter="">
The [VisualScriptEditor] singleton.
</member>
<member name="XRServer" type="XRServer" setter="" getter="">
The [XRServer] singleton.
</member>
</members>
<constants>
<constant name="MARGIN_LEFT" value="0" enum="Margin">
@ -1345,52 +1345,52 @@
<constant name="PROPERTY_HINT_LENGTH" value="5" enum="PropertyHint">
Deprecated hint, unused.
</constant>
<constant name="PROPERTY_HINT_KEY_ACCEL" value="7" enum="PropertyHint">
<constant name="PROPERTY_HINT_KEY_ACCEL" value="6" enum="PropertyHint">
Deprecated hint, unused.
</constant>
<constant name="PROPERTY_HINT_FLAGS" value="8" enum="PropertyHint">
<constant name="PROPERTY_HINT_FLAGS" value="7" enum="PropertyHint">
Hints that an integer property is a bitmask with named bit flags. For example, to allow toggling bits 0, 1, 2 and 4, the hint could be something like [code]"Bit0,Bit1,Bit2,,Bit4"[/code].
</constant>
<constant name="PROPERTY_HINT_LAYERS_2D_RENDER" value="9" enum="PropertyHint">
<constant name="PROPERTY_HINT_LAYERS_2D_RENDER" value="8" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 2D render layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_2D_PHYSICS" value="10" enum="PropertyHint">
<constant name="PROPERTY_HINT_LAYERS_2D_PHYSICS" value="9" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 2D physics layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_3D_RENDER" value="11" enum="PropertyHint">
<constant name="PROPERTY_HINT_LAYERS_3D_RENDER" value="10" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 3D render layers.
</constant>
<constant name="PROPERTY_HINT_LAYERS_3D_PHYSICS" value="12" enum="PropertyHint">
<constant name="PROPERTY_HINT_LAYERS_3D_PHYSICS" value="11" enum="PropertyHint">
Hints that an integer property is a bitmask using the optionally named 3D physics layers.
</constant>
<constant name="PROPERTY_HINT_FILE" value="13" enum="PropertyHint">
<constant name="PROPERTY_HINT_FILE" value="12" enum="PropertyHint">
Hints that a string property is a path to a file. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
</constant>
<constant name="PROPERTY_HINT_DIR" value="14" enum="PropertyHint">
<constant name="PROPERTY_HINT_DIR" value="13" enum="PropertyHint">
Hints that a string property is a path to a directory. Editing it will show a file dialog for picking the path.
</constant>
<constant name="PROPERTY_HINT_GLOBAL_FILE" value="15" enum="PropertyHint">
<constant name="PROPERTY_HINT_GLOBAL_FILE" value="14" enum="PropertyHint">
Hints that a string property is an absolute path to a file outside the project folder. Editing it will show a file dialog for picking the path. The hint string can be a set of filters with wildcards like [code]"*.png,*.jpg"[/code].
</constant>
<constant name="PROPERTY_HINT_GLOBAL_DIR" value="16" enum="PropertyHint">
<constant name="PROPERTY_HINT_GLOBAL_DIR" value="15" enum="PropertyHint">
Hints that a string property is an absolute path to a directory outside the project folder. Editing it will show a file dialog for picking the path.
</constant>
<constant name="PROPERTY_HINT_RESOURCE_TYPE" value="17" enum="PropertyHint">
<constant name="PROPERTY_HINT_RESOURCE_TYPE" value="16" enum="PropertyHint">
Hints that a property is an instance of a [Resource]-derived type, optionally specified via the hint string (e.g. [code]"Texture2D"[/code]). Editing it will show a popup menu of valid resource types to instantiate.
</constant>
<constant name="PROPERTY_HINT_MULTILINE_TEXT" value="18" enum="PropertyHint">
<constant name="PROPERTY_HINT_MULTILINE_TEXT" value="17" enum="PropertyHint">
Hints that a string property is text with line breaks. Editing it will show a text input field where line breaks can be typed.
</constant>
<constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="19" enum="PropertyHint">
<constant name="PROPERTY_HINT_PLACEHOLDER_TEXT" value="18" enum="PropertyHint">
Hints that a string property should have a placeholder text visible on its input field, whenever the property is empty. The hint string is the placeholder text to use.
</constant>
<constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="20" enum="PropertyHint">
<constant name="PROPERTY_HINT_COLOR_NO_ALPHA" value="19" enum="PropertyHint">
Hints that a color property should be edited without changing its alpha component, i.e. only R, G and B channels are edited.
</constant>
<constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="21" enum="PropertyHint">
<constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSY" value="20" enum="PropertyHint">
Hints that an image is compressed using lossy compression.
</constant>
<constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="22" enum="PropertyHint">
<constant name="PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS" value="21" enum="PropertyHint">
Hints that an image is compressed using lossless compression.
</constant>
<constant name="PROPERTY_USAGE_STORAGE" value="1" enum="PropertyUsageFlags">

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@ -440,7 +440,7 @@
Texture specifying per-pixel detail normal.
</constant>
<constant name="TEXTURE_ORM" value="17" enum="TextureParam">
Texture holding, ambient occlusion, roughness, and metallic.
Texture holding ambient occlusion, roughness, and metallic.
</constant>
<constant name="TEXTURE_MAX" value="18" enum="TextureParam">
Represents the size of the [enum TextureParam] enum.

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@ -12,7 +12,7 @@
dynamic_font.size = 64
$"Label".set("custom_fonts/font", dynamic_font)
[/codeblock]
[b]Note:[/b] DynamicFont doesn't support features such as right-to-left typesetting, ligatures, text shaping, variable fonts and optional font features yet. If you wish to "bake" an optional font feature into a TTF font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. In FontForge, use [b]File > Generate Fonts[/b], click [b]Options[/b], choose the desired features then generate the font.
[b]Note:[/b] DynamicFont doesn't support features such as right-to-left typesetting, ligatures, text shaping, variable fonts and optional font features yet. If you wish to "bake" an optional font feature into a TTF font file, you can use [url=https://fontforge.org/]FontForge[/url] to do so. In FontForge, use [b]File &gt; Generate Fonts[/b], click [b]Options[/b], choose the desired features then generate the font.
</description>
<tutorials>
</tutorials>

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@ -26,6 +26,12 @@
<description>
</description>
</signal>
<signal name="property_deleted">
<argument index="0" name="property" type="String">
</argument>
<description>
</description>
</signal>
<signal name="property_edited">
<argument index="0" name="property" type="String">
</argument>

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@ -78,6 +78,8 @@
<member name="checked" type="bool" setter="set_checked" getter="is_checked" default="false">
Used by the inspector, when the property is checked.
</member>
<member name="deletable" type="bool" setter="set_deletable" getter="is_deletable" default="false">
</member>
<member name="draw_red" type="bool" setter="set_draw_red" getter="is_draw_red" default="false">
Used by the inspector, when the property must draw with error color.
</member>
@ -128,6 +130,12 @@
Emitted when a property was checked. Used internally.
</description>
</signal>
<signal name="property_deleted">
<argument index="0" name="property" type="StringName">
</argument>
<description>
</description>
</signal>
<signal name="property_keyed">
<argument index="0" name="property" type="StringName">
</argument>

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@ -18,6 +18,14 @@
Returns the [enum GeometryInstance3D.Flags] that have been set for this object.
</description>
</method>
<method name="get_shader_instance_uniform" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="uniform" type="StringName">
</argument>
<description>
</description>
</method>
<method name="set_custom_aabb">
<return type="void">
</return>
@ -38,6 +46,16 @@
Sets the [enum GeometryInstance3D.Flags] specified. See [enum GeometryInstance3D.Flags] for options.
</description>
</method>
<method name="set_shader_instance_uniform">
<return type="void">
</return>
<argument index="0" name="uniform" type="StringName">
</argument>
<argument index="1" name="value" type="Variant">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="cast_shadow" type="int" setter="set_cast_shadows_setting" getter="get_cast_shadows_setting" enum="GeometryInstance3D.ShadowCastingSetting" default="1">

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@ -273,6 +273,12 @@
Emitted when a GraphNode is selected.
</description>
</signal>
<signal name="node_unselected">
<argument index="0" name="node" type="Node">
</argument>
<description>
</description>
</signal>
<signal name="paste_nodes_request">
<description>
Emitted when the user presses [code]Ctrl + V[/code].

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@ -19,6 +19,8 @@
<theme_item name="grabber_area" type="StyleBox">
The background of the area to the left of the grabber.
</theme_item>
<theme_item name="grabber_area_highlight" type="StyleBox">
</theme_item>
<theme_item name="grabber_disabled" type="Texture2D">
The texture for the grabber when it's disabled.
</theme_item>

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@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="JNISingleton" inherits="Object" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -99,6 +99,9 @@
<constant name="PARAM_RANGE" value="3" enum="Param">
Constant for accessing [member OmniLight3D.omni_range] or [member SpotLight3D.spot_range].
</constant>
<constant name="PARAM_SIZE" value="4" enum="Param">
Constant for accessing [member light_size].
</constant>
<constant name="PARAM_ATTENUATION" value="5" enum="Param">
Constant for accessing [member OmniLight3D.omni_attenuation] or [member SpotLight3D.spot_attenuation].
</constant>

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@ -25,6 +25,14 @@
<description>
</description>
</method>
<method name="get_axis_lock" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<description>
</description>
</method>
<method name="get_bone_id" qualifiers="const">
<return type="int">
</return>
@ -43,6 +51,16 @@
<description>
</description>
</method>
<method name="set_axis_lock">
<return type="void">
</return>
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
</argument>
<argument index="1" name="lock" type="bool">
</argument>
<description>
</description>
</method>
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
@ -84,7 +102,7 @@
<member name="joint_offset" type="Transform" setter="set_joint_offset" getter="get_joint_offset" default="Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )">
Sets the joint's transform.
</member>
<member name="joint_rotation" type="Vector3" setter="set_joint_rotation" getter="get_joint_rotation" default="Vector3( 0, 0, 0 )">
<member name="joint_rotation" type="Vector3" setter="set_joint_rotation" getter="get_joint_rotation">
Sets the joint's rotation in radians.
</member>
<member name="joint_rotation_degrees" type="Vector3" setter="set_joint_rotation_degrees" getter="get_joint_rotation_degrees" default="Vector3( 0, 0, 0 )">

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@ -974,6 +974,8 @@
<member name="rendering/environment/default_environment" type="String" setter="" getter="" default="&quot;&quot;">
[Environment] that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete [code]default_env.tres[/code], or to specify a different default environment here.
</member>
<member name="rendering/high_end/global_shader_variables_buffer_size" type="int" setter="" getter="" default="65536">
</member>
<member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="" default="128000">
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.
</member>

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@ -947,6 +947,58 @@
Returns the id of a white texture. Creates one if none exists.
</description>
</method>
<method name="global_variable_add">
<return type="void">
</return>
<argument index="0" name="name" type="StringName">
</argument>
<argument index="1" name="type" type="int" enum="RenderingServer.GlobalVariableType">
</argument>
<argument index="2" name="default_value" type="Variant">
</argument>
<description>
</description>
</method>
<method name="global_variable_get" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="name" type="StringName">
</argument>
<description>
</description>
</method>
<method name="global_variable_get_list" qualifiers="const">
<return type="PackedStringArray">
</return>
<description>
</description>
</method>
<method name="global_variable_get_type" qualifiers="const">
<return type="int" enum="RenderingServer.GlobalVariableType">
</return>
<argument index="0" name="name" type="StringName">
</argument>
<description>
</description>
</method>
<method name="global_variable_remove">
<return type="void">
</return>
<argument index="0" name="name" type="StringName">
</argument>
<description>
</description>
</method>
<method name="global_variable_set">
<return type="void">
</return>
<argument index="0" name="name" type="StringName">
</argument>
<argument index="1" name="value" type="Variant">
</argument>
<description>
</description>
</method>
<method name="has_changed" qualifiers="const">
<return type="bool">
</return>
@ -3110,12 +3162,6 @@
<constant name="MAX_CURSORS" value="8">
Unused enum in Godot 3.x.
</constant>
<constant name="MATERIAL_RENDER_PRIORITY_MIN" value="-128">
The minimum renderpriority of all materials.
</constant>
<constant name="MATERIAL_RENDER_PRIORITY_MAX" value="127">
The maximum renderpriority of all materials.
</constant>
<constant name="TEXTURE_LAYERED_2D_ARRAY" value="0" enum="TextureLayeredType">
</constant>
<constant name="TEXTURE_LAYERED_CUBEMAP" value="1" enum="TextureLayeredType">
@ -3149,6 +3195,12 @@
<constant name="SHADER_MAX" value="4" enum="ShaderMode">
Represents the size of the [enum ShaderMode] enum.
</constant>
<constant name="MATERIAL_RENDER_PRIORITY_MIN" value="-128">
The minimum renderpriority of all materials.
</constant>
<constant name="MATERIAL_RENDER_PRIORITY_MAX" value="127">
The maximum renderpriority of all materials.
</constant>
<constant name="ARRAY_VERTEX" value="0" enum="ArrayType">
Array is a vertex array.
</constant>
@ -3224,14 +3276,14 @@
<constant name="ARRAY_COMPRESS_INDEX" value="131072" enum="ArrayFormat">
Flag used to mark a compressed index array.
</constant>
<constant name="ARRAY_COMPRESS_DEFAULT" value="31744" enum="ArrayFormat">
Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV] and [constant ARRAY_COMPRESS_TEX_UV2] quickly.
</constant>
<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="262144" enum="ArrayFormat">
Flag used to mark that the array contains 2D vertices.
</constant>
<constant name="ARRAY_FLAG_USE_DYNAMIC_UPDATE" value="1048576" enum="ArrayFormat">
</constant>
<constant name="ARRAY_COMPRESS_DEFAULT" value="31744" enum="ArrayFormat">
Used to set flags [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV] and [constant ARRAY_COMPRESS_TEX_UV2] quickly.
</constant>
<constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType">
Primitive to draw consists of points.
</constant>
@ -3353,6 +3405,16 @@
<constant name="REFLECTION_PROBE_UPDATE_ALWAYS" value="1" enum="ReflectionProbeUpdateMode">
Reflection probe will update each frame. This mode is necessary to capture moving objects.
</constant>
<constant name="DECAL_TEXTURE_ALBEDO" value="0" enum="DecalTexture">
</constant>
<constant name="DECAL_TEXTURE_NORMAL" value="1" enum="DecalTexture">
</constant>
<constant name="DECAL_TEXTURE_ORM" value="2" enum="DecalTexture">
</constant>
<constant name="DECAL_TEXTURE_EMISSION" value="3" enum="DecalTexture">
</constant>
<constant name="DECAL_TEXTURE_MAX" value="4" enum="DecalTexture">
</constant>
<constant name="PARTICLES_DRAW_ORDER_INDEX" value="0" enum="ParticlesDrawOrder">
Draw particles in the order that they appear in the particles array.
</constant>
@ -3400,6 +3462,14 @@
<constant name="VIEWPORT_MSAA_16X" value="4" enum="ViewportMSAA">
Multisample antialiasing uses 16 samples per pixel.
</constant>
<constant name="VIEWPORT_MSAA_MAX" value="5" enum="ViewportMSAA">
</constant>
<constant name="VIEWPORT_SCREEN_SPACE_AA_DISABLED" value="0" enum="ViewportScreenSpaceAA">
</constant>
<constant name="VIEWPORT_SCREEN_SPACE_AA_FXAA" value="1" enum="ViewportScreenSpaceAA">
</constant>
<constant name="VIEWPORT_SCREEN_SPACE_AA_MAX" value="2" enum="ViewportScreenSpaceAA">
</constant>
<constant name="VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME" value="0" enum="ViewportRenderInfo">
Number of objects drawn in a single frame.
</constant>
@ -3465,6 +3535,8 @@
<constant name="VIEWPORT_DEBUG_DRAW_PSSM_SPLITS" value="14" enum="ViewportDebugDraw">
Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_DECAL_ATLAS" value="15" enum="ViewportDebugDraw">
</constant>
<constant name="SKY_MODE_QUALITY" value="0" enum="SkyMode">
Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant Sky.PROCESS_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/quality/reflections/ggx_samples].
</constant>
@ -3541,6 +3613,14 @@
<constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper">
Use the ACES tonemapper.
</constant>
<constant name="ENV_SSR_ROUGNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality">
</constant>
<constant name="ENV_SSR_ROUGNESS_QUALITY_LOW" value="1" enum="EnvironmentSSRRoughnessQuality">
</constant>
<constant name="ENV_SSR_ROUGNESS_QUALITY_MEDIUM" value="2" enum="EnvironmentSSRRoughnessQuality">
</constant>
<constant name="ENV_SSR_ROUGNESS_QUALITY_HIGH" value="3" enum="EnvironmentSSRRoughnessQuality">
</constant>
<constant name="ENV_SSAO_BLUR_DISABLED" value="0" enum="EnvironmentSSAOBlur">
Disables the blur set for SSAO. Will make SSAO look noisier.
</constant>
@ -3565,6 +3645,14 @@
<constant name="ENV_SSAO_QUALITY_ULTRA" value="3" enum="EnvironmentSSAOQuality">
Highest quality screen space ambient occlusion.
</constant>
<constant name="SUB_SURFACE_SCATTERING_QUALITY_DISABLED" value="0" enum="SubSurfaceScatteringQuality">
</constant>
<constant name="SUB_SURFACE_SCATTERING_QUALITY_LOW" value="1" enum="SubSurfaceScatteringQuality">
</constant>
<constant name="SUB_SURFACE_SCATTERING_QUALITY_MEDIUM" value="2" enum="SubSurfaceScatteringQuality">
</constant>
<constant name="SUB_SURFACE_SCATTERING_QUALITY_HIGH" value="3" enum="SubSurfaceScatteringQuality">
</constant>
<constant name="DOF_BLUR_QUALITY_VERY_LOW" value="0" enum="DOFBlurQuality">
Lowest quality DOF blur. This is the fastest setting, but you may be able to see filtering artifacts.
</constant>
@ -3586,6 +3674,18 @@
<constant name="DOF_BOKEH_CIRCLE" value="2" enum="DOFBokehShape">
Calculates DOF blur using a circle shaped filter. Best quality and most realistic, but slowest. Use only for areas where a lot of performance can be dedicated to post-processing (e.g. cutscenes).
</constant>
<constant name="SHADOW_QUALITY_HARD" value="0" enum="ShadowQuality">
</constant>
<constant name="SHADOW_QUALITY_SOFT_LOW" value="1" enum="ShadowQuality">
</constant>
<constant name="SHADOW_QUALITY_SOFT_MEDIUM" value="2" enum="ShadowQuality">
</constant>
<constant name="SHADOW_QUALITY_SOFT_HIGH" value="3" enum="ShadowQuality">
</constant>
<constant name="SHADOW_QUALITY_SOFT_ULTRA" value="4" enum="ShadowQuality">
</constant>
<constant name="SHADOW_QUALITY_MAX" value="5" enum="ShadowQuality">
</constant>
<constant name="SCENARIO_DEBUG_DISABLED" value="0" enum="ScenarioDebugMode">
Do not use a debug mode.
</constant>
@ -3619,6 +3719,9 @@
<constant name="INSTANCE_REFLECTION_PROBE" value="6" enum="InstanceType">
The instance is a reflection probe.
</constant>
<constant name="INSTANCE_DECAL" value="7" enum="InstanceType">
The instance is a decal.
</constant>
<constant name="INSTANCE_GI_PROBE" value="8" enum="InstanceType">
The instance is a GI probe.
</constant>
@ -3635,7 +3738,7 @@
Allows the instance to be used in baked lighting.
</constant>
<constant name="INSTANCE_FLAG_USE_DYNAMIC_GI" value="1" enum="InstanceFlags">
Allows the instance to be used with dynamic global illumination.
Allows the instance to be used with dynamic global illumination.
</constant>
<constant name="INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE" value="2" enum="InstanceFlags">
When set, manually requests to draw geometry on next frame.
@ -3736,6 +3839,64 @@
<constant name="CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE" value="2" enum="CanvasOccluderPolygonCullMode">
Culling of the canvas occluder is counterclockwise.
</constant>
<constant name="GLOBAL_VAR_TYPE_BOOL" value="0" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_BVEC2" value="1" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_BVEC3" value="2" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_BVEC4" value="3" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_INT" value="4" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_IVEC2" value="5" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_IVEC3" value="6" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_IVEC4" value="7" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_RECT2I" value="8" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_UINT" value="9" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_UVEC2" value="10" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_UVEC3" value="11" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_UVEC4" value="12" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_FLOAT" value="13" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_VEC2" value="14" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_VEC3" value="15" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_VEC4" value="16" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_COLOR" value="17" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_RECT2" value="18" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_MAT2" value="19" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_MAT3" value="20" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_MAT4" value="21" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_TRANSFORM_2D" value="22" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_TRANSFORM" value="23" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_SAMPLER2D" value="24" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_SAMPLER2DARRAY" value="25" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_SAMPLER3D" value="26" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_SAMPLERCUBE" value="27" enum="GlobalVariableType">
</constant>
<constant name="GLOBAL_VAR_TYPE_MAX" value="28" enum="GlobalVariableType">
</constant>
<constant name="INFO_OBJECTS_IN_FRAME" value="0" enum="RenderInfo">
The amount of objects in the frame.
</constant>

View file

@ -0,0 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="ShaderGlobalsOverride" inherits="Node" version="4.0">
<brief_description>
</brief_description>
<description>
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

View file

@ -9,9 +9,6 @@
<methods>
</methods>
<members>
<member name="xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false">
If [code]true[/code], the sub-viewport will be used in AR/VR process.
</member>
<member name="render_target_clear_mode" type="int" setter="set_clear_mode" getter="get_clear_mode" enum="SubViewport.ClearMode" default="0">
The clear mode when the sub-viewport is used as a render target.
</member>
@ -27,8 +24,20 @@
<member name="size_2d_override_stretch" type="bool" setter="set_size_2d_override_stretch" getter="is_size_2d_override_stretch_enabled" default="false">
If [code]true[/code], the 2D size override affects stretch as well.
</member>
<member name="xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false">
If [code]true[/code], the sub-viewport will be used in AR/VR process.
</member>
</members>
<constants>
<constant name="CLEAR_MODE_ALWAYS" value="0" enum="ClearMode">
Always clear the render target before drawing.
</constant>
<constant name="CLEAR_MODE_NEVER" value="1" enum="ClearMode">
Never clear the render target.
</constant>
<constant name="CLEAR_MODE_ONLY_NEXT_FRAME" value="2" enum="ClearMode">
Clear the render target next frame, then switch to [constant CLEAR_MODE_NEVER].
</constant>
<constant name="UPDATE_DISABLED" value="0" enum="UpdateMode">
Do not update the render target.
</constant>
@ -44,14 +53,5 @@
<constant name="UPDATE_ALWAYS" value="4" enum="UpdateMode">
Always update the render target.
</constant>
<constant name="CLEAR_MODE_ALWAYS" value="0" enum="ClearMode">
Always clear the render target before drawing.
</constant>
<constant name="CLEAR_MODE_NEVER" value="1" enum="ClearMode">
Never clear the render target.
</constant>
<constant name="CLEAR_MODE_ONLY_NEXT_FRAME" value="2" enum="ClearMode">
Clear the render target next frame, then switch to [constant CLEAR_MODE_NEVER].
</constant>
</constants>
</class>

View file

@ -23,6 +23,8 @@
<theme_item name="grabber_area" type="StyleBox">
The background of the area below the grabber.
</theme_item>
<theme_item name="grabber_area_highlight" type="StyleBox">
</theme_item>
<theme_item name="grabber_disabled" type="Texture2D">
The texture for the grabber when it's disabled.
</theme_item>

View file

@ -293,6 +293,33 @@
<constant name="SHADOW_ATLAS_QUADRANT_SUBDIV_MAX" value="7" enum="ShadowAtlasQuadrantSubdiv">
Represents the size of the [enum ShadowAtlasQuadrantSubdiv] enum.
</constant>
<constant name="MSAA_DISABLED" value="0" enum="MSAA">
Multisample antialiasing mode disabled. This is the default value, and also the fastest setting.
</constant>
<constant name="MSAA_2X" value="1" enum="MSAA">
Use 2x Multisample Antialiasing.
</constant>
<constant name="MSAA_4X" value="2" enum="MSAA">
Use 4x Multisample Antialiasing.
</constant>
<constant name="MSAA_8X" value="3" enum="MSAA">
Use 8x Multisample Antialiasing. Likely unsupported on low-end and older hardware.
</constant>
<constant name="MSAA_16X" value="4" enum="MSAA">
Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end hardware.
</constant>
<constant name="MSAA_MAX" value="5" enum="MSAA">
Represents the size of the [enum MSAA] enum.
</constant>
<constant name="SCREEN_SPACE_AA_DISABLED" value="0" enum="ScreenSpaceAA">
Do not perform any antialiasing in the full screen post-process.
</constant>
<constant name="SCREEN_SPACE_AA_FXAA" value="1" enum="ScreenSpaceAA">
Use fast approximate antialiasing. FXAA is a popular screen-space antialising method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.
</constant>
<constant name="SCREEN_SPACE_AA_MAX" value="2" enum="ScreenSpaceAA">
Represents the size of the [enum ScreenSpaceAA] enum.
</constant>
<constant name="RENDER_INFO_OBJECTS_IN_FRAME" value="0" enum="RenderInfo">
Amount of objects in frame.
</constant>
@ -320,12 +347,16 @@
<constant name="DEBUG_DRAW_UNSHADED" value="1" enum="DebugDraw">
Objects are displayed without light information.
</constant>
<constant name="DEBUG_DRAW_LIGHTING" value="2" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_OVERDRAW" value="3" enum="DebugDraw">
Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.
</constant>
<constant name="DEBUG_DRAW_WIREFRAME" value="4" enum="DebugDraw">
Objects are displayed in wireframe style.
</constant>
<constant name="DEBUG_DRAW_NORMAL_BUFFER" value="5" enum="DebugDraw">
</constant>
<constant name="DEBUG_DRAW_GI_PROBE_ALBEDO" value="6" enum="DebugDraw">
Objects are displayed with only the albedo value from [GIProbe]s.
</constant>
@ -355,30 +386,6 @@
<constant name="DEBUG_DRAW_DECAL_ATLAS" value="15" enum="DebugDraw">
Draws the decal atlas used by [Decal]s and light projector textures in the upper left quadrant of the [Viewport].
</constant>
<constant name="MSAA_DISABLED" value="0" enum="MSAA">
Multisample antialiasing mode disabled. This is the default value, and also the fastest setting.
</constant>
<constant name="MSAA_2X" value="1" enum="MSAA">
Use 2x Multisample Antialiasing.
</constant>
<constant name="MSAA_4X" value="2" enum="MSAA">
Use 4x Multisample Antialiasing.
</constant>
<constant name="MSAA_8X" value="3" enum="MSAA">
Use 8x Multisample Antialiasing. Likely unsupported on low-end and older hardware.
</constant>
<constant name="MSAA_16X" value="4" enum="MSAA">
Use 16x Multisample Antialiasing. Likely unsupported on medium and low-end hardware.
</constant>
<constant name="SCREEN_SPACE_AA_DISABLED" value="0" enum="ScreenSpaceAA">
Do not perform any antialiasing in the full screen post-process.
</constant>
<constant name="SCREEN_SPACE_AA_FXAA" value="1" enum="ScreenSpaceAA">
Use fast approximate antialiasing. FXAA is a popular screen-space antialising method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.
</constant>
<constant name="SCREEN_SPACE_AA_MAX" value="2" enum="ScreenSpaceAA">
Max enum for screen-space antialiasing effects.
</constant>
<constant name="DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST" value="0" enum="DefaultCanvasItemTextureFilter">
The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
</constant>

View file

@ -301,6 +301,7 @@ void Light3D::_bind_methods() {
BIND_ENUM_CONSTANT(PARAM_INDIRECT_ENERGY);
BIND_ENUM_CONSTANT(PARAM_SPECULAR);
BIND_ENUM_CONSTANT(PARAM_RANGE);
BIND_ENUM_CONSTANT(PARAM_SIZE);
BIND_ENUM_CONSTANT(PARAM_ATTENUATION);
BIND_ENUM_CONSTANT(PARAM_SPOT_ANGLE);
BIND_ENUM_CONSTANT(PARAM_SPOT_ATTENUATION);

View file

@ -3495,6 +3495,17 @@ void Viewport::_bind_methods() {
BIND_ENUM_CONSTANT(SHADOW_ATLAS_QUADRANT_SUBDIV_1024);
BIND_ENUM_CONSTANT(SHADOW_ATLAS_QUADRANT_SUBDIV_MAX);
BIND_ENUM_CONSTANT(MSAA_DISABLED);
BIND_ENUM_CONSTANT(MSAA_2X);
BIND_ENUM_CONSTANT(MSAA_4X);
BIND_ENUM_CONSTANT(MSAA_8X);
BIND_ENUM_CONSTANT(MSAA_16X);
BIND_ENUM_CONSTANT(MSAA_MAX);
BIND_ENUM_CONSTANT(SCREEN_SPACE_AA_DISABLED);
BIND_ENUM_CONSTANT(SCREEN_SPACE_AA_FXAA);
BIND_ENUM_CONSTANT(SCREEN_SPACE_AA_MAX);
BIND_ENUM_CONSTANT(RENDER_INFO_OBJECTS_IN_FRAME);
BIND_ENUM_CONSTANT(RENDER_INFO_VERTICES_IN_FRAME);
BIND_ENUM_CONSTANT(RENDER_INFO_MATERIAL_CHANGES_IN_FRAME);
@ -3505,9 +3516,10 @@ void Viewport::_bind_methods() {
BIND_ENUM_CONSTANT(DEBUG_DRAW_DISABLED);
BIND_ENUM_CONSTANT(DEBUG_DRAW_UNSHADED);
BIND_ENUM_CONSTANT(DEBUG_DRAW_LIGHTING);
BIND_ENUM_CONSTANT(DEBUG_DRAW_OVERDRAW);
BIND_ENUM_CONSTANT(DEBUG_DRAW_WIREFRAME);
BIND_ENUM_CONSTANT(DEBUG_DRAW_NORMAL_BUFFER);
BIND_ENUM_CONSTANT(DEBUG_DRAW_GI_PROBE_ALBEDO);
BIND_ENUM_CONSTANT(DEBUG_DRAW_GI_PROBE_LIGHTING);
BIND_ENUM_CONSTANT(DEBUG_DRAW_GI_PROBE_EMISSION);
@ -3519,22 +3531,12 @@ void Viewport::_bind_methods() {
BIND_ENUM_CONSTANT(DEBUG_DRAW_PSSM_SPLITS);
BIND_ENUM_CONSTANT(DEBUG_DRAW_DECAL_ATLAS);
BIND_ENUM_CONSTANT(MSAA_DISABLED);
BIND_ENUM_CONSTANT(MSAA_2X);
BIND_ENUM_CONSTANT(MSAA_4X);
BIND_ENUM_CONSTANT(MSAA_8X);
BIND_ENUM_CONSTANT(MSAA_16X);
BIND_ENUM_CONSTANT(SCREEN_SPACE_AA_DISABLED);
BIND_ENUM_CONSTANT(SCREEN_SPACE_AA_FXAA);
BIND_ENUM_CONSTANT(SCREEN_SPACE_AA_MAX);
BIND_ENUM_CONSTANT(DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
BIND_ENUM_CONSTANT(DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR);
BIND_ENUM_CONSTANT(DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
BIND_ENUM_CONSTANT(DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
BIND_ENUM_CONSTANT(DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_MAX);
BIND_ENUM_CONSTANT(DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
BIND_ENUM_CONSTANT(DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
BIND_ENUM_CONSTANT(DEFAULT_CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
@ -3750,15 +3752,15 @@ void SubViewport::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "render_target_clear_mode", PROPERTY_HINT_ENUM, "Always,Never,Next Frame"), "set_clear_mode", "get_clear_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "render_target_update_mode", PROPERTY_HINT_ENUM, "Disabled,Once,When Visible,Always"), "set_update_mode", "get_update_mode");
BIND_ENUM_CONSTANT(CLEAR_MODE_ALWAYS);
BIND_ENUM_CONSTANT(CLEAR_MODE_NEVER);
BIND_ENUM_CONSTANT(CLEAR_MODE_ONLY_NEXT_FRAME);
BIND_ENUM_CONSTANT(UPDATE_DISABLED);
BIND_ENUM_CONSTANT(UPDATE_ONCE);
BIND_ENUM_CONSTANT(UPDATE_WHEN_VISIBLE);
BIND_ENUM_CONSTANT(UPDATE_WHEN_PARENT_VISIBLE);
BIND_ENUM_CONSTANT(UPDATE_ALWAYS);
BIND_ENUM_CONSTANT(CLEAR_MODE_ALWAYS);
BIND_ENUM_CONSTANT(CLEAR_MODE_NEVER);
BIND_ENUM_CONSTANT(CLEAR_MODE_ONLY_NEXT_FRAME);
}
SubViewport::SubViewport() {

View file

@ -116,7 +116,6 @@ public:
};
enum RenderInfo {
RENDER_INFO_OBJECTS_IN_FRAME,
RENDER_INFO_VERTICES_IN_FRAME,
RENDER_INFO_MATERIAL_CHANGES_IN_FRAME,

View file

@ -1998,9 +1998,6 @@ void RenderingServer::_bind_methods() {
BIND_CONSTANT(MAX_GLOW_LEVELS);
BIND_CONSTANT(MAX_CURSORS);
BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN);
BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MAX);
BIND_ENUM_CONSTANT(TEXTURE_LAYERED_2D_ARRAY);
BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP);
BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP_ARRAY);
@ -2018,6 +2015,9 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(SHADER_SKY);
BIND_ENUM_CONSTANT(SHADER_MAX);
BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN);
BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MAX);
BIND_ENUM_CONSTANT(ARRAY_VERTEX);
BIND_ENUM_CONSTANT(ARRAY_NORMAL);
BIND_ENUM_CONSTANT(ARRAY_TANGENT);
@ -2045,9 +2045,10 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV2);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_INDEX);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_DYNAMIC_UPDATE);
BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);
BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
@ -2099,6 +2100,12 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE);
BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_ALBEDO);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_NORMAL);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_ORM);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_EMISSION);
BIND_ENUM_CONSTANT(DECAL_TEXTURE_MAX);
BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX);
BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME);
BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_VIEW_DEPTH);
@ -2118,6 +2125,11 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X);
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X);
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_16X);
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_MAX);
BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_DISABLED);
BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_FXAA);
BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_MAX);
BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME);
BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME);
@ -2142,6 +2154,7 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_PSSM_SPLITS);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DECAL_ATLAS);
BIND_ENUM_CONSTANT(SKY_MODE_QUALITY);
BIND_ENUM_CONSTANT(SKY_MODE_REALTIME);
@ -2174,6 +2187,11 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_DISABLED);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_LOW);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_HIGH);
BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_DISABLED);
BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_1x1);
BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_2x2);
@ -2184,6 +2202,11 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_ULTRA);
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_DISABLED);
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_LOW);
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_HIGH);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_VERY_LOW);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
@ -2193,6 +2216,13 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(DOF_BOKEH_HEXAGON);
BIND_ENUM_CONSTANT(DOF_BOKEH_CIRCLE);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_LOW);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_MEDIUM);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_HIGH);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_ULTRA);
BIND_ENUM_CONSTANT(SHADOW_QUALITY_MAX);
BIND_ENUM_CONSTANT(SCENARIO_DEBUG_DISABLED);
BIND_ENUM_CONSTANT(SCENARIO_DEBUG_WIREFRAME);
BIND_ENUM_CONSTANT(SCENARIO_DEBUG_OVERDRAW);
@ -2205,6 +2235,7 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(INSTANCE_PARTICLES);
BIND_ENUM_CONSTANT(INSTANCE_LIGHT);
BIND_ENUM_CONSTANT(INSTANCE_REFLECTION_PROBE);
BIND_ENUM_CONSTANT(INSTANCE_DECAL);
BIND_ENUM_CONSTANT(INSTANCE_GI_PROBE);
BIND_ENUM_CONSTANT(INSTANCE_LIGHTMAP_CAPTURE);
BIND_ENUM_CONSTANT(INSTANCE_MAX);

View file

@ -86,7 +86,6 @@ public:
};
enum CubeMapLayer {
CUBEMAP_LAYER_LEFT,
CUBEMAP_LAYER_RIGHT,
CUBEMAP_LAYER_BOTTOM,
@ -158,7 +157,6 @@ public:
/* SHADER API */
enum ShaderMode {
SHADER_SPATIAL,
SHADER_CANVAS_ITEM,
SHADER_PARTICLES,
@ -182,8 +180,8 @@ public:
enum {
MATERIAL_RENDER_PRIORITY_MIN = -128,
MATERIAL_RENDER_PRIORITY_MAX = 127,
};
virtual RID material_create() = 0;
virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
@ -198,7 +196,6 @@ public:
/* MESH API */
enum ArrayType {
ARRAY_VERTEX = 0,
ARRAY_NORMAL = 1,
ARRAY_TANGENT = 2,
@ -230,12 +227,10 @@ public:
ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE),
ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2,
ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2
};
enum PrimitiveType {
@ -378,7 +373,6 @@ public:
};
enum LightParam {
LIGHT_PARAM_ENERGY,
LIGHT_PARAM_INDIRECT_ENERGY,
LIGHT_PARAM_SPECULAR,
@ -599,7 +593,8 @@ public:
};
virtual void particles_set_collision(RID p_particles,ParticlesCollisionMode p_mode,const Transform&, p_xform,const RID p_depth_tex,const RID p_normal_tex)=0;
*/
*/
/* VIEWPORT TARGET API */
virtual RID viewport_create() = 0;
@ -623,7 +618,6 @@ public:
virtual void viewport_set_update_mode(RID p_viewport, ViewportUpdateMode p_mode) = 0;
enum ViewportClearMode {
VIEWPORT_CLEAR_ALWAYS,
VIEWPORT_CLEAR_NEVER,
VIEWPORT_CLEAR_ONLY_NEXT_FRAME
@ -664,18 +658,19 @@ public:
enum ViewportScreenSpaceAA {
VIEWPORT_SCREEN_SPACE_AA_DISABLED,
VIEWPORT_SCREEN_SPACE_AA_FXAA,
VIEWPORT_SCREEN_SPACE_AA_MAX,
};
virtual void viewport_set_screen_space_aa(RID p_viewport, ViewportScreenSpaceAA p_mode) = 0;
enum ViewportRenderInfo {
VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME,
VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME,
VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME,
VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME,
VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME,
VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME,
VIEWPORT_RENDER_INFO_MAX
VIEWPORT_RENDER_INFO_MAX,
};
virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) = 0;
@ -697,7 +692,6 @@ public:
VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER,
VIEWPORT_DEBUG_DRAW_PSSM_SPLITS,
VIEWPORT_DEBUG_DRAW_DECAL_ATLAS,
};
virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0;
@ -725,7 +719,6 @@ public:
virtual RID environment_create() = 0;
enum EnvironmentBG {
ENV_BG_CLEAR_COLOR,
ENV_BG_COLOR,
ENV_BG_SKY,
@ -768,6 +761,7 @@ public:
ENV_GLOW_BLEND_MODE_REPLACE,
ENV_GLOW_BLEND_MODE_MIX,
};
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
@ -872,7 +866,6 @@ public:
SCENARIO_DEBUG_WIREFRAME,
SCENARIO_DEBUG_OVERDRAW,
SCENARIO_DEBUG_SHADELESS,
};
virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0;
@ -883,7 +876,6 @@ public:
/* INSTANCING API */
enum InstanceType {
INSTANCE_NONE,
INSTANCE_MESH,
INSTANCE_MULTIMESH,
@ -1094,6 +1086,7 @@ public:
CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE,
CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE,
};
virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, CanvasOccluderPolygonCullMode p_mode) = 0;
/* GLOBAL VARIABLES */
@ -1167,7 +1160,6 @@ public:
/* STATUS INFORMATION */
enum RenderInfo {
INFO_OBJECTS_IN_FRAME,
INFO_VERTICES_IN_FRAME,
INFO_MATERIAL_CHANGES_IN_FRAME,
@ -1250,6 +1242,7 @@ VARIANT_ENUM_CAST(RenderingServer::ParticlesDrawOrder);
VARIANT_ENUM_CAST(RenderingServer::ViewportUpdateMode);
VARIANT_ENUM_CAST(RenderingServer::ViewportClearMode);
VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA);
VARIANT_ENUM_CAST(RenderingServer::ViewportScreenSpaceAA);
VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfo);
VARIANT_ENUM_CAST(RenderingServer::ViewportDebugDraw);
VARIANT_ENUM_CAST(RenderingServer::SkyMode);
@ -1258,10 +1251,13 @@ VARIANT_ENUM_CAST(RenderingServer::EnvironmentAmbientSource);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentReflectionSource);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentGlowBlendMode);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentToneMapper);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSRRoughnessQuality);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOBlur);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality);
VARIANT_ENUM_CAST(RenderingServer::SubSurfaceScatteringQuality);
VARIANT_ENUM_CAST(RenderingServer::DOFBlurQuality);
VARIANT_ENUM_CAST(RenderingServer::DOFBokehShape);
VARIANT_ENUM_CAST(RenderingServer::ShadowQuality);
VARIANT_ENUM_CAST(RenderingServer::ScenarioDebugMode);
VARIANT_ENUM_CAST(RenderingServer::InstanceType);
VARIANT_ENUM_CAST(RenderingServer::InstanceFlags);
@ -1276,7 +1272,7 @@ VARIANT_ENUM_CAST(RenderingServer::GlobalVariableType);
VARIANT_ENUM_CAST(RenderingServer::RenderInfo);
VARIANT_ENUM_CAST(RenderingServer::Features);
//typedef RenderingServer VS; // makes it easier to use
// Alias to make it easier to use.
#define RS RenderingServer
#endif
#endif // RENDERING_SERVER_H