/*************************************************************************/ /* visual_server_wrap_mt.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef VISUAL_SERVER_WRAP_MT_H #define VISUAL_SERVER_WRAP_MT_H #include "command_queue_mt.h" #include "os/thread.h" #include "servers/visual_server.h" /** @author Juan Linietsky */ class VisualServerWrapMT : public VisualServer { // the real visual server mutable VisualServer *visual_server; mutable CommandQueueMT command_queue; static void _thread_callback(void *_instance); void thread_loop(); Thread::ID server_thread; volatile bool exit; Thread *thread; volatile bool draw_thread_up; bool create_thread; Mutex *draw_mutex; int draw_pending; void thread_draw(); void thread_flush(); void thread_exit(); Mutex *alloc_mutex; int pool_max_size; //#define DEBUG_SYNC #ifdef DEBUG_SYNC #define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__)); #else #define SYNC_DEBUG #endif public: #define ServerName VisualServer #define ServerNameWrapMT VisualServerWrapMT #define server_name visual_server #include "servers/server_wrap_mt_common.h" /* EVENT QUEUING */ FUNCRID(texture) FUNC5(texture_allocate, RID, int, int, Image::Format, uint32_t) FUNC3(texture_set_data, RID, const Ref &, CubeMapSide) FUNC2RC(Ref, texture_get_data, RID, CubeMapSide) FUNC2(texture_set_flags, RID, uint32_t) FUNC1RC(uint32_t, texture_get_flags, RID) FUNC1RC(Image::Format, texture_get_format, RID) FUNC1RC(uint32_t, texture_get_texid, RID) FUNC1RC(uint32_t, texture_get_width, RID) FUNC1RC(uint32_t, texture_get_height, RID) FUNC3(texture_set_size_override, RID, int, int) FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *) FUNC3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *) FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *) FUNC2(texture_set_path, RID, const String &) FUNC1RC(String, texture_get_path, RID) FUNC1(texture_set_shrink_all_x2_on_set_data, bool) FUNC1(texture_debug_usage, List *) FUNC1(textures_keep_original, bool) /* SKY API */ FUNC0R(RID, sky_create) FUNC3(sky_set_texture, RID, RID, int) /* SHADER API */ FUNC0R(RID, shader_create) FUNC2(shader_set_code, RID, const String &) FUNC1RC(String, shader_get_code, RID) FUNC2SC(shader_get_param_list, RID, List *) FUNC3(shader_set_default_texture_param, RID, const StringName &, RID) FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &) /* COMMON MATERIAL API */ FUNC0R(RID, material_create) FUNC2(material_set_shader, RID, RID) FUNC1RC(RID, material_get_shader, RID) FUNC3(material_set_param, RID, const StringName &, const Variant &) FUNC2RC(Variant, material_get_param, RID, const StringName &) FUNC2(material_set_line_width, RID, float) FUNC2(material_set_next_pass, RID, RID) /* MESH API */ FUNC0R(RID, mesh_create) FUNC10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector &, int, const PoolVector &, int, const Rect3 &, const Vector > &, const Vector &) FUNC2(mesh_set_blend_shape_count, RID, int) FUNC1RC(int, mesh_get_blend_shape_count, RID) FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode) FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID) FUNC3(mesh_surface_set_material, RID, int, RID) FUNC2RC(RID, mesh_surface_get_material, RID, int) FUNC2RC(int, mesh_surface_get_array_len, RID, int) FUNC2RC(int, mesh_surface_get_array_index_len, RID, int) FUNC2RC(PoolVector, mesh_surface_get_array, RID, int) FUNC2RC(PoolVector, mesh_surface_get_index_array, RID, int) FUNC2RC(uint32_t, mesh_surface_get_format, RID, int) FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int) FUNC2RC(Rect3, mesh_surface_get_aabb, RID, int) FUNC2RC(Vector >, mesh_surface_get_blend_shapes, RID, int) FUNC2RC(Vector, mesh_surface_get_skeleton_aabb, RID, int) FUNC2(mesh_remove_surface, RID, int) FUNC1RC(int, mesh_get_surface_count, RID) FUNC2(mesh_set_custom_aabb, RID, const Rect3 &) FUNC1RC(Rect3, mesh_get_custom_aabb, RID) FUNC1(mesh_clear, RID) /* MULTIMESH API */ FUNC0R(RID, multimesh_create) FUNC4(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat) FUNC1RC(int, multimesh_get_instance_count, RID) FUNC2(multimesh_set_mesh, RID, RID) FUNC3(multimesh_instance_set_transform, RID, int, const Transform &) FUNC3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &) FUNC3(multimesh_instance_set_color, RID, int, const Color &) FUNC1RC(RID, multimesh_get_mesh, RID) FUNC1RC(Rect3, multimesh_get_aabb, RID) FUNC2RC(Transform, multimesh_instance_get_transform, RID, int) FUNC2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int) FUNC2RC(Color, multimesh_instance_get_color, RID, int) FUNC2(multimesh_set_visible_instances, RID, int) FUNC1RC(int, multimesh_get_visible_instances, RID) /* IMMEDIATE API */ FUNC0R(RID, immediate_create) FUNC3(immediate_begin, RID, PrimitiveType, RID) FUNC2(immediate_vertex, RID, const Vector3 &) FUNC2(immediate_normal, RID, const Vector3 &) FUNC2(immediate_tangent, RID, const Plane &) FUNC2(immediate_color, RID, const Color &) FUNC2(immediate_uv, RID, const Vector2 &) FUNC2(immediate_uv2, RID, const Vector2 &) FUNC1(immediate_end, RID) FUNC1(immediate_clear, RID) FUNC2(immediate_set_material, RID, RID) FUNC1RC(RID, immediate_get_material, RID) /* SKELETON API */ FUNC0R(RID, skeleton_create) FUNC3(skeleton_allocate, RID, int, bool) FUNC1RC(int, skeleton_get_bone_count, RID) FUNC3(skeleton_bone_set_transform, RID, int, const Transform &) FUNC2RC(Transform, 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) /* Light API */ FUNC1R(RID, light_create, LightType) FUNC2(light_set_color, RID, const Color &) FUNC3(light_set_param, RID, LightParam, float) FUNC2(light_set_shadow, RID, bool) FUNC2(light_set_shadow_color, RID, const Color &) FUNC2(light_set_projector, RID, RID) FUNC2(light_set_negative, RID, bool) FUNC2(light_set_cull_mask, RID, uint32_t) FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode) FUNC2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail) FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode) FUNC2(light_directional_set_blend_splits, RID, bool) /* PROBE API */ FUNC0R(RID, reflection_probe_create) FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode) FUNC2(reflection_probe_set_intensity, RID, float) FUNC2(reflection_probe_set_interior_ambient, RID, const Color &) FUNC2(reflection_probe_set_interior_ambient_energy, RID, float) FUNC2(reflection_probe_set_interior_ambient_probe_contribution, RID, float) FUNC2(reflection_probe_set_max_distance, RID, float) FUNC2(reflection_probe_set_extents, 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) /* ROOM API */ FUNC0R(RID, room_create) FUNC4(room_add_bounds, RID, const PoolVector &, float, const Transform &) FUNC1(room_clear_bounds, RID) /* PORTAL API */ // portals are only (x/y) points, forming a convex shape, which its clockwise // order points outside. (z is 0); FUNC0R(RID, portal_create) FUNC2(portal_set_shape, RID, const Vector &) FUNC2(portal_set_enabled, RID, bool) FUNC2(portal_set_disable_distance, RID, float) FUNC2(portal_set_disabled_color, RID, const Color &) /* BAKED LIGHT API */ FUNC0R(RID, gi_probe_create) FUNC2(gi_probe_set_bounds, RID, const Rect3 &) FUNC1RC(Rect3, gi_probe_get_bounds, RID) FUNC2(gi_probe_set_cell_size, RID, float) FUNC1RC(float, gi_probe_get_cell_size, RID) FUNC2(gi_probe_set_to_cell_xform, RID, const Transform &) FUNC1RC(Transform, gi_probe_get_to_cell_xform, RID) FUNC2(gi_probe_set_dynamic_range, RID, int) FUNC1RC(int, gi_probe_get_dynamic_range, RID) FUNC2(gi_probe_set_energy, RID, float) FUNC1RC(float, gi_probe_get_energy, RID) FUNC2(gi_probe_set_bias, RID, float) FUNC1RC(float, gi_probe_get_bias, RID) FUNC2(gi_probe_set_normal_bias, RID, float) FUNC1RC(float, gi_probe_get_normal_bias, RID) FUNC2(gi_probe_set_propagation, RID, float) FUNC1RC(float, gi_probe_get_propagation, RID) FUNC2(gi_probe_set_interior, RID, bool) FUNC1RC(bool, gi_probe_is_interior, RID) FUNC2(gi_probe_set_compress, RID, bool) FUNC1RC(bool, gi_probe_is_compressed, RID) FUNC2(gi_probe_set_dynamic_data, RID, const PoolVector &) FUNC1RC(PoolVector, gi_probe_get_dynamic_data, RID) /* PARTICLES */ FUNC0R(RID, particles_create) FUNC2(particles_set_emitting, RID, bool) FUNC2(particles_set_amount, RID, int) FUNC2(particles_set_lifetime, RID, float) FUNC2(particles_set_one_shot, RID, bool) FUNC2(particles_set_pre_process_time, RID, float) FUNC2(particles_set_explosiveness_ratio, RID, float) FUNC2(particles_set_randomness_ratio, RID, float) FUNC2(particles_set_custom_aabb, RID, const Rect3 &) FUNC2(particles_set_speed_scale, RID, float) 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_fractional_delta, RID, bool) FUNC1(particles_restart, RID) FUNC2(particles_set_draw_order, RID, VS::ParticlesDrawOrder) FUNC2(particles_set_draw_passes, RID, int) FUNC3(particles_set_draw_pass_mesh, RID, int, RID) FUNC2(particles_set_emission_transform, RID, const Transform &) FUNC1R(Rect3, particles_get_current_aabb, RID) /* CAMERA API */ FUNC0R(RID, camera_create) FUNC4(camera_set_perspective, RID, float, float, float) FUNC4(camera_set_orthogonal, RID, float, float, float) FUNC2(camera_set_transform, RID, const Transform &) FUNC2(camera_set_cull_mask, RID, uint32_t) FUNC2(camera_set_environment, RID, RID) FUNC2(camera_set_use_vertical_aspect, RID, bool) /* VIEWPORT TARGET API */ FUNC0R(RID, viewport_create) FUNC2(viewport_set_use_arvr, 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) FUNC1(viewport_detach, RID) FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode) FUNC2(viewport_set_vflip, RID, bool) FUNC1RC(RID, viewport_get_texture, RID) FUNC2(viewport_set_hide_scenario, RID, bool) FUNC2(viewport_set_hide_canvas, RID, bool) FUNC2(viewport_set_disable_environment, RID, bool) FUNC2(viewport_set_disable_3d, RID, bool) 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_global_canvas_transform, RID, const Transform2D &) FUNC3(viewport_set_canvas_layer, RID, RID, int) FUNC2(viewport_set_shadow_atlas_size, RID, int) FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int) FUNC2(viewport_set_msaa, RID, ViewportMSAA) FUNC2(viewport_set_hdr, RID, bool) FUNC2(viewport_set_usage, RID, ViewportUsage) //this passes directly to avoid stalling, but it's pretty dangerous, so dont call after freeing a viewport virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) { return visual_server->viewport_get_render_info(p_viewport, p_info); } FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw) /* ENVIRONMENT API */ FUNC0R(RID, environment_create) FUNC2(environment_set_background, RID, EnvironmentBG) FUNC2(environment_set_sky, RID, RID) FUNC2(environment_set_sky_scale, RID, float) FUNC2(environment_set_bg_color, RID, const Color &) FUNC2(environment_set_bg_energy, RID, float) FUNC2(environment_set_canvas_max_layer, RID, int) FUNC4(environment_set_ambient_light, RID, const Color &, float, float) FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool) FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, bool) FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality) FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality) FUNC10(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, bool) FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float) FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID) FUNC5(environment_set_fog, RID, bool, const Color &, const Color &, float) FUNC6(environment_set_fog_depth, RID, bool, float, float, bool, float) FUNC5(environment_set_fog_height, RID, bool, float, float, float) FUNC0R(RID, scenario_create) FUNC2(scenario_set_debug, RID, ScenarioDebugMode) FUNC2(scenario_set_environment, RID, RID) FUNC3(scenario_set_reflection_atlas_size, RID, int, int) FUNC2(scenario_set_fallback_environment, RID, RID) /* INSTANCING API */ // from can be mesh, light, area and portal so far. FUNC0R(RID, instance_create) FUNC2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far. FUNC2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far. FUNC2(instance_set_layer_mask, RID, uint32_t) FUNC2(instance_set_transform, RID, const Transform &) FUNC2(instance_attach_object_instance_id, RID, ObjectID) FUNC3(instance_set_blend_shape_weight, RID, int, float) FUNC3(instance_set_surface_material, RID, int, RID) FUNC2(instance_set_visible, RID, bool) FUNC2(instance_attach_skeleton, RID, RID) FUNC2(instance_set_exterior, RID, bool) FUNC2(instance_set_room, RID, RID) FUNC2(instance_set_extra_visibility_margin, RID, real_t) // don't use these in a game! FUNC2RC(Vector, instances_cull_aabb, const Rect3 &, RID) FUNC3RC(Vector, instances_cull_ray, const Vector3 &, const Vector3 &, RID) FUNC2RC(Vector, instances_cull_convex, const Vector &, 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) FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float) FUNC2(instance_geometry_set_as_instance_lod, RID, RID) /* CANVAS (2D) */ FUNC0R(RID, canvas_create) FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &) FUNC2(canvas_set_modulate, RID, const Color &) FUNC0R(RID, canvas_item_create) FUNC2(canvas_item_set_parent, RID, RID) FUNC2(canvas_item_set_visible, RID, bool) FUNC2(canvas_item_set_light_mask, RID, int) 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 &, const Vector &, float, bool) FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &) FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &) FUNC7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID) FUNC8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool) FUNC11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID) FUNC7(canvas_item_add_primitive, RID, const Vector &, const Vector &, const Vector &, RID, float, RID) FUNC6(canvas_item_add_polygon, RID, const Vector &, const Vector &, const Vector &, RID, RID) FUNC8(canvas_item_add_triangle_array, RID, const Vector &, const Vector &, const Vector &, const Vector &, RID, int, RID) FUNC3(canvas_item_add_mesh, RID, const RID &, RID) FUNC3(canvas_item_add_multimesh, RID, RID, RID) FUNC6(canvas_item_add_particles, RID, RID, RID, RID, int, int) FUNC2(canvas_item_add_set_transform, RID, const Transform2D &) FUNC2(canvas_item_add_clip_ignore, RID, bool) FUNC2(canvas_item_set_sort_children_by_y, RID, bool) FUNC2(canvas_item_set_z, RID, int) FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool) FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &) 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) FUNC0R(RID, canvas_light_create) FUNC2(canvas_light_attach_to_canvas, RID, RID) FUNC2(canvas_light_set_enabled, RID, bool) FUNC2(canvas_light_set_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_mode, RID, CanvasLightMode) FUNC2(canvas_light_set_shadow_enabled, RID, bool) FUNC2(canvas_light_set_shadow_buffer_size, RID, int) FUNC2(canvas_light_set_shadow_gradient_length, RID, float) 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) FUNC0R(RID, canvas_light_occluder_create) FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID) FUNC2(canvas_light_occluder_set_enabled, RID, bool) FUNC2(canvas_light_occluder_set_polygon, RID, RID) FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &) FUNC2(canvas_light_occluder_set_light_mask, RID, int) FUNC0R(RID, canvas_occluder_polygon_create) FUNC3(canvas_occluder_polygon_set_shape, RID, const PoolVector &, bool) FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector &) FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode) /* BLACK BARS */ FUNC4(black_bars_set_margins, int, int, int, int) FUNC4(black_bars_set_images, RID, RID, RID, RID) /* FREE */ FUNC1(free, RID) /* EVENT QUEUING */ FUNC3(request_frame_drawn_callback, Object *, const StringName &, const Variant &) virtual void init(); virtual void finish(); virtual void draw(); virtual void sync(); FUNC0RC(bool, has_changed) /* RENDER INFO */ //this passes directly to avoid stalling virtual int get_render_info(RenderInfo p_info) { return visual_server->get_render_info(p_info); } FUNC3(set_boot_image, const Ref &, const Color &, bool) FUNC1(set_default_clear_color, const Color &) FUNC0R(RID, get_test_cube) FUNC1(set_debug_generate_wireframes, bool) virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); } virtual bool has_os_feature(const String &p_feature) const { return visual_server->has_os_feature(p_feature); } VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread); ~VisualServerWrapMT(); #undef ServerName #undef ServerNameWrapMT #undef server_name }; #ifdef DEBUG_SYNC #undef DEBUG_SYNC #endif #undef SYNC_DEBUG #endif