Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
1162 lines
38 KiB
C++
1162 lines
38 KiB
C++
/*************************************************************************/
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/* visual_server_raster.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUAL_SERVER_RASTER_H
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#define VISUAL_SERVER_RASTER_H
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#include "allocators.h"
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#include "octree.h"
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#include "servers/visual/rasterizer.h"
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#include "servers/visual_server.h"
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#include "visual_server_canvas.h"
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#include "visual_server_global.h"
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#include "visual_server_scene.h"
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#include "visual_server_viewport.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class VisualServerRaster : public VisualServer {
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enum {
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MAX_INSTANCE_CULL = 8192,
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MAX_INSTANCE_LIGHTS = 4,
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LIGHT_CACHE_DIRTY = -1,
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MAX_LIGHTS_CULLED = 256,
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MAX_ROOM_CULL = 32,
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MAX_EXTERIOR_PORTALS = 128,
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MAX_LIGHT_SAMPLERS = 256,
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INSTANCE_ROOMLESS_MASK = (1 << 20)
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};
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static int changes;
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bool draw_extra_frame;
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RID test_cube;
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int black_margin[4];
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RID black_image[4];
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struct FrameDrawnCallbacks {
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ObjectID object;
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StringName method;
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Variant param;
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};
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List<FrameDrawnCallbacks> frame_drawn_callbacks;
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// FIXME: Kept as reference for future implementation
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#if 0
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struct Room {
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bool occlude_exterior;
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BSP_Tree bounds;
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Room() { occlude_exterior=true; }
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};
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BalloonAllocator<> octree_allocator;
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struct OctreeAllocator {
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static BalloonAllocator<> *allocator;
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_FORCE_INLINE_ static void *alloc(size_t p_size) { return allocator->alloc(p_size); }
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_FORCE_INLINE_ static void free(void *p_ptr) { return allocator->free(p_ptr); }
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};
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struct Portal {
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bool enabled;
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float disable_distance;
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Color disable_color;
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float connect_range;
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Vector<Point2> shape;
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Rect2 bounds;
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Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
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};
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struct BakedLight {
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Rasterizer::BakedLightData data;
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PoolVector<int> sampler;
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Rect3 octree_aabb;
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Size2i octree_tex_size;
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Size2i light_tex_size;
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};
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struct BakedLightSampler {
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float params[BAKED_LIGHT_SAMPLER_MAX];
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int resolution;
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Vector<Vector3> dp_cache;
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BakedLightSampler() {
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params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
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params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
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params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
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params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
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resolution=16;
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}
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};
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void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
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struct Camera {
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enum Type {
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PERSPECTIVE,
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ORTHOGONAL
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};
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Type type;
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float fov;
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float znear,zfar;
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float size;
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uint32_t visible_layers;
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bool vaspect;
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RID env;
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Transform transform;
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Camera() {
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visible_layers=0xFFFFFFFF;
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fov=60;
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type=PERSPECTIVE;
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znear=0.1; zfar=100;
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size=1.0;
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vaspect=false;
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}
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};
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struct Instance;
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typedef Set<Instance*,Comparator<Instance*>,OctreeAllocator> InstanceSet;
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struct Scenario;
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struct Instance {
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enum {
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MAX_LIGHTS=4
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};
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RID self;
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OctreeElementID octree_id;
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Scenario *scenario;
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bool update;
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bool update_aabb;
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bool update_materials;
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Instance *update_next;
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InstanceType base_type;
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RID base_rid;
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Rect3 aabb;
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Rect3 transformed_aabb;
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uint32_t object_ID;
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bool visible;
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bool visible_in_all_rooms;
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uint32_t layer_mask;
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float draw_range_begin;
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float draw_range_end;
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float extra_margin;
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Rasterizer::InstanceData data;
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Set<Instance*> auto_rooms;
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Set<Instance*> valid_auto_rooms;
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Instance *room;
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List<Instance*>::Element *RE;
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Instance *baked_light;
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List<Instance*>::Element *BLE;
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Instance *sampled_light;
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bool exterior;
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uint64_t last_render_pass;
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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;
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bool light_cache_dirty;
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struct RoomInfo {
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Transform affine_inverse;
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Room *room;
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List<Instance*> owned_geometry_instances;
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List<Instance*> owned_portal_instances;
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List<Instance*> owned_room_instances;
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List<Instance*> owned_light_instances; //not used, but just for the sake of it
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Set<Instance*> disconnected_child_portals;
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Set<Instance*> owned_autoroom_geometry;
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uint64_t last_visited_pass;
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RoomInfo() { last_visited_pass=0; }
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};
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struct PortalInfo {
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Portal *portal;
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Set<Instance*> candidate_set;
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Instance *connected;
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uint64_t last_visited_pass;
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Plane plane_cache;
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Vector<Vector3> transformed_point_cache;
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PortalInfo() { connected=NULL; last_visited_pass=0;}
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};
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struct LightInfo {
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RID instance;
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int light_set_index;
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uint64_t last_version;
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uint64_t last_add_pass;
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List<RID>::Element *D; // directional light in scenario
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InstanceSet affected;
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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;
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last_add_pass=0;
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enabled=true;
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}
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};
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struct BakedLightInfo {
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BakedLight *baked_light;
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Transform affine_inverse;
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List<Instance*> owned_instances;
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};
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struct BakedLightSamplerInfo {
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Set<Instance*> baked_lights;
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Set<Instance*> owned_instances;
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BakedLightSampler *sampler;
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int resolution;
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Vector<Color> light_bufer;
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RID sampled_light;
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uint64_t last_pass;
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Transform xform; // viewspace normal to lightspace, might not use one.
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BakedLightSamplerInfo() {
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sampler=NULL;
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last_pass=0;
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resolution=0;
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}
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};
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struct ParticlesInfo {
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RID instance;
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};
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RoomInfo *room_info;
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LightInfo *light_info;
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ParticlesInfo *particles_info;
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PortalInfo * portal_info;
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BakedLightInfo * baked_light_info;
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BakedLightSamplerInfo * baked_light_sampler_info;
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Instance() {
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octree_id=0;
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update_next=0;
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object_ID=0;
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last_render_pass=0;
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last_frame_pass=0;
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light_info=0;
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particles_info=0;
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update_next=NULL;
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update=false;
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visible=true;
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data.cast_shadows=SHADOW_CASTING_SETTING_ON;
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data.receive_shadows=true;
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data.depth_scale=false;
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data.billboard=false;
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data.billboard_y=false;
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data.baked_light=NULL;
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data.baked_light_octree_xform=NULL;
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data.baked_lightmap_id=-1;
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version=1;
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room_info=NULL;
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room=NULL;
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RE=NULL;
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portal_info=NULL;
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exterior=false;
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layer_mask=1;
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draw_range_begin=0;
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draw_range_end=0;
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extra_margin=0;
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visible_in_all_rooms=false;
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update_aabb=false;
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update_materials=false;
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baked_light=NULL;
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baked_light_info=NULL;
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baked_light_sampler_info=NULL;
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sampled_light=NULL;
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BLE=NULL;
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light_cache_dirty=true;
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}
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~Instance() {
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if (light_info)
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memdelete(light_info);
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if (particles_info)
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memdelete(particles_info);
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if (room_info)
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memdelete(room_info);
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if (portal_info)
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memdelete(portal_info);
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if (baked_light_info)
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memdelete(baked_light_info);
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};
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};
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struct _InstanceLightsort {
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bool operator()(const Instance* p_A, const Instance* p_B) const { return p_A->light_info->dtc < p_B->light_info->dtc; }
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};
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struct Scenario {
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ScenarioDebugMode debug;
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RID self;
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// well wtf, balloon allocator is slower?
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typedef ::Octree<Instance,true> Octree;
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Octree octree;
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List<RID> directional_lights;
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RID environment;
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RID fallback_environment;
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Instance *dirty_instances;
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Scenario() { dirty_instances=NULL; debug=SCENARIO_DEBUG_DISABLED; }
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};
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mutable RID_Owner<Rasterizer::ShaderMaterial> canvas_item_material_owner;
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struct Viewport {
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RID self;
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RID parent;
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VisualServer::ViewportRect rect;
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RID camera;
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RID scenario;
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RID viewport_data;
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RenderTargetUpdateMode render_target_update_mode;
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RID render_target;
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RID render_target_texture;
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Rect2 rt_to_screen_rect;
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bool hide_scenario;
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bool hide_canvas;
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bool transparent_bg;
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bool queue_capture;
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bool render_target_vflip;
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bool render_target_clear_on_new_frame;
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bool render_target_clear;
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bool disable_environment;
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Image capture;
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bool rendered_in_prev_frame;
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struct CanvasKey {
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int layer;
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RID canvas;
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bool operator<(const CanvasKey& p_canvas) const { if (layer==p_canvas.layer) return canvas < p_canvas.canvas; return layer<p_canvas.layer; }
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CanvasKey() { layer=0; }
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CanvasKey(const RID& p_canvas, int p_layer) { canvas=p_canvas; layer=p_layer; }
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};
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struct CanvasData {
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Canvas *canvas;
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Transform2D transform;
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int layer;
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};
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Transform2D global_transform;
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Map<RID,CanvasData> canvas_map;
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SelfList<Viewport> update_list;
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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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};
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SelfList<Viewport>::List viewport_update_list;
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Map<RID,int> screen_viewports;
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struct CullRange {
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Plane nearp;
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float min,max;
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float z_near,z_far;
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void add_aabb(const Rect3& p_aabb) {
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}
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};
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struct Cursor {
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Point2 pos;
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float rot;
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RID texture;
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Point2 center;
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bool visible;
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Rect2 region;
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Cursor() {
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rot = 0;
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visible = false;
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region = Rect2();
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};
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};
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Rect2 canvas_clip;
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Color clear_color;
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Cursor cursors[MAX_CURSORS];
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RID default_cursor_texture;
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static void* instance_pair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int);
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static void instance_unpair(void *p_self, OctreeElementID,Instance *p_A,int, OctreeElementID,Instance *p_B,int,void*);
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Instance *instance_cull_result[MAX_INSTANCE_CULL];
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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;
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Instance *exterior_portal_cull_result[MAX_EXTERIOR_PORTALS];
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int exterior_portal_cull_count;
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bool exterior_visited;
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Instance *light_sampler_cull_result[MAX_LIGHT_SAMPLERS];
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int light_samplers_culled;
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Instance *room_cull_result[MAX_ROOM_CULL];
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int room_cull_count;
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bool room_cull_enabled;
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bool light_discard_enabled;
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bool shadows_enabled;
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int black_margin[4];
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RID black_image[4];
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Vector<Vector3> aabb_random_points;
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Vector<Vector3> transformed_aabb_random_points;
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void _instance_validate_autorooms(Instance *p_geometry);
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void _portal_disconnect(Instance *p_portal,bool p_cleanup=false);
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void _portal_attempt_connect(Instance *p_portal);
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void _dependency_queue_update(RID p_rid, bool p_update_aabb=false, bool p_update_materials=false);
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_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();
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void _update_instance_aabb(Instance *p_instance);
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void _update_instance(Instance *p_instance);
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void _free_attached_instances(RID p_rid,bool p_free_scenario=false);
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void _clean_up_owner(RID_OwnerBase *p_owner,String p_type);
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Instance *instance_update_list;
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//RID default_scenario;
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//RID default_viewport;
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RID test_cube;
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mutable RID_Owner<Room> room_owner;
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mutable RID_Owner<Portal> portal_owner;
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mutable RID_Owner<BakedLight> baked_light_owner;
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mutable RID_Owner<BakedLightSampler> baked_light_sampler_owner;
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mutable RID_Owner<Camera> camera_owner;
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mutable RID_Owner<Viewport> viewport_owner;
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mutable RID_Owner<Scenario> scenario_owner;
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mutable RID_Owner<Instance> instance_owner;
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mutable RID_Owner<Canvas> canvas_owner;
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mutable RID_Owner<CanvasItem> canvas_item_owner;
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Map< RID, Set<RID> > instance_dependency_map;
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Map< RID, Set<Instance*> > skeleton_dependency_map;
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ViewportRect viewport_rect;
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_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);
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void _cull_portal(Camera *p_camera, Instance *p_portal,Instance *p_from_portal);
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void _cull_room(Camera *p_camera, Instance *p_room,Instance *p_from_portal=NULL);
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void _process_sampled_light(const Transform &p_camera, Instance *p_sampled_light, bool p_linear_colorspace);
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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);
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static void _render_canvas_item_viewport(VisualServer* p_self,void *p_vp,const Rect2& p_rect);
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|
void _render_canvas_item_tree(CanvasItem *p_canvas_item, const Transform2D& p_transform, const Rect2& p_clip_rect, const Color &p_modulate, Rasterizer::CanvasLight *p_lights);
|
|
void _render_canvas_item(CanvasItem *p_canvas_item, const Transform2D& 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 Transform2D &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);
|
|
|
|
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);
|
|
|
|
void _light_instance_update_shadow(Instance *p_light,Scenario *p_scenario,Camera *p_camera,const CullRange& p_cull_range);
|
|
|
|
uint64_t render_pass;
|
|
int changes;
|
|
bool draw_extra_frame;
|
|
|
|
void _draw_viewport_camera(Viewport *p_viewport, bool p_ignore_camera);
|
|
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();
|
|
|
|
|
|
Rasterizer *rasterizer;
|
|
|
|
#endif
|
|
|
|
void _draw_margins();
|
|
|
|
public:
|
|
_FORCE_INLINE_ static void redraw_request() { changes++; }
|
|
|
|
#define DISPLAY_CHANGED changes++;
|
|
|
|
#define BIND0R(m_r, m_name) \
|
|
m_r m_name() { return BINDBASE->m_name(); }
|
|
#define BIND1R(m_r, m_name, m_type1) \
|
|
m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
|
|
#define BIND1RC(m_r, m_name, m_type1) \
|
|
m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
|
|
#define BIND2R(m_r, m_name, m_type1, m_type2) \
|
|
m_r m_name(m_type1 arg1, m_type2 arg2) { return BINDBASE->m_name(arg1, arg2); }
|
|
#define BIND2RC(m_r, m_name, m_type1, m_type2) \
|
|
m_r m_name(m_type1 arg1, m_type2 arg2) const { return BINDBASE->m_name(arg1, arg2); }
|
|
#define BIND3RC(m_r, m_name, m_type1, m_type2, m_type3) \
|
|
m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) const { return BINDBASE->m_name(arg1, arg2, arg3); }
|
|
#define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
|
|
m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }
|
|
|
|
#define BIND1(m_name, m_type1) \
|
|
void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
|
|
#define BIND2(m_name, m_type1, m_type2) \
|
|
void m_name(m_type1 arg1, m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2); }
|
|
#define BIND2C(m_name, m_type1, m_type2) \
|
|
void m_name(m_type1 arg1, m_type2 arg2) const { BINDBASE->m_name(arg1, arg2); }
|
|
#define BIND3(m_name, m_type1, m_type2, m_type3) \
|
|
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3); }
|
|
#define BIND4(m_name, m_type1, m_type2, m_type3, m_type4) \
|
|
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4); }
|
|
#define BIND5(m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
|
|
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
|
|
#define BIND6(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
|
|
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
|
|
#define BIND7(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7) \
|
|
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7); }
|
|
#define BIND8(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8) \
|
|
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8); }
|
|
#define BIND9(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9) \
|
|
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9); }
|
|
#define BIND10(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10) \
|
|
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10); }
|
|
#define BIND11(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11) \
|
|
void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11); }
|
|
|
|
//from now on, calls forwarded to this singleton
|
|
#define BINDBASE VSG::storage
|
|
|
|
/* TEXTURE API */
|
|
|
|
BIND0R(RID, texture_create)
|
|
BIND5(texture_allocate, RID, int, int, Image::Format, uint32_t)
|
|
BIND3(texture_set_data, RID, const Ref<Image> &, CubeMapSide)
|
|
BIND2RC(Ref<Image>, texture_get_data, RID, CubeMapSide)
|
|
BIND2(texture_set_flags, RID, uint32_t)
|
|
BIND1RC(uint32_t, texture_get_flags, RID)
|
|
BIND1RC(Image::Format, texture_get_format, RID)
|
|
BIND1RC(uint32_t, texture_get_texid, RID)
|
|
BIND1RC(uint32_t, texture_get_width, RID)
|
|
BIND1RC(uint32_t, texture_get_height, RID)
|
|
BIND3(texture_set_size_override, RID, int, int)
|
|
|
|
BIND3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
|
|
BIND3(texture_set_detect_srgb_callback, RID, TextureDetectCallback, void *)
|
|
BIND3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
|
|
|
|
BIND2(texture_set_path, RID, const String &)
|
|
BIND1RC(String, texture_get_path, RID)
|
|
BIND1(texture_set_shrink_all_x2_on_set_data, bool)
|
|
BIND1(texture_debug_usage, List<TextureInfo> *)
|
|
|
|
BIND1(textures_keep_original, bool)
|
|
|
|
/* SKY API */
|
|
|
|
BIND0R(RID, sky_create)
|
|
BIND3(sky_set_texture, RID, RID, int)
|
|
|
|
/* SHADER API */
|
|
|
|
BIND0R(RID, shader_create)
|
|
|
|
BIND2(shader_set_code, RID, const String &)
|
|
BIND1RC(String, shader_get_code, RID)
|
|
|
|
BIND2C(shader_get_param_list, RID, List<PropertyInfo> *)
|
|
|
|
BIND3(shader_set_default_texture_param, RID, const StringName &, RID)
|
|
BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
|
|
|
|
/* COMMON MATERIAL API */
|
|
|
|
BIND0R(RID, material_create)
|
|
|
|
BIND2(material_set_shader, RID, RID)
|
|
BIND1RC(RID, material_get_shader, RID)
|
|
|
|
BIND3(material_set_param, RID, const StringName &, const Variant &)
|
|
BIND2RC(Variant, material_get_param, RID, const StringName &)
|
|
|
|
BIND2(material_set_render_priority, RID, int)
|
|
BIND2(material_set_line_width, RID, float)
|
|
BIND2(material_set_next_pass, RID, RID)
|
|
|
|
/* MESH API */
|
|
|
|
BIND0R(RID, mesh_create)
|
|
|
|
BIND10(mesh_add_surface, RID, uint32_t, PrimitiveType, const PoolVector<uint8_t> &, int, const PoolVector<uint8_t> &, int, const Rect3 &, const Vector<PoolVector<uint8_t> > &, const Vector<Rect3> &)
|
|
|
|
BIND2(mesh_set_blend_shape_count, RID, int)
|
|
BIND1RC(int, mesh_get_blend_shape_count, RID)
|
|
|
|
BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
|
|
BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
|
|
|
|
BIND3(mesh_surface_set_material, RID, int, RID)
|
|
BIND2RC(RID, mesh_surface_get_material, RID, int)
|
|
|
|
BIND2RC(int, mesh_surface_get_array_len, RID, int)
|
|
BIND2RC(int, mesh_surface_get_array_index_len, RID, int)
|
|
|
|
BIND2RC(PoolVector<uint8_t>, mesh_surface_get_array, RID, int)
|
|
BIND2RC(PoolVector<uint8_t>, mesh_surface_get_index_array, RID, int)
|
|
|
|
BIND2RC(uint32_t, mesh_surface_get_format, RID, int)
|
|
BIND2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int)
|
|
|
|
BIND2RC(Rect3, mesh_surface_get_aabb, RID, int)
|
|
BIND2RC(Vector<PoolVector<uint8_t> >, mesh_surface_get_blend_shapes, RID, int)
|
|
BIND2RC(Vector<Rect3>, mesh_surface_get_skeleton_aabb, RID, int)
|
|
|
|
BIND2(mesh_remove_surface, RID, int)
|
|
BIND1RC(int, mesh_get_surface_count, RID)
|
|
|
|
BIND2(mesh_set_custom_aabb, RID, const Rect3 &)
|
|
BIND1RC(Rect3, mesh_get_custom_aabb, RID)
|
|
|
|
BIND1(mesh_clear, RID)
|
|
|
|
/* MULTIMESH API */
|
|
|
|
BIND0R(RID, multimesh_create)
|
|
|
|
BIND4(multimesh_allocate, RID, int, MultimeshTransformFormat, MultimeshColorFormat)
|
|
BIND1RC(int, multimesh_get_instance_count, RID)
|
|
|
|
BIND2(multimesh_set_mesh, RID, RID)
|
|
BIND3(multimesh_instance_set_transform, RID, int, const Transform &)
|
|
BIND3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
|
|
BIND3(multimesh_instance_set_color, RID, int, const Color &)
|
|
|
|
BIND1RC(RID, multimesh_get_mesh, RID)
|
|
BIND1RC(Rect3, multimesh_get_aabb, RID)
|
|
|
|
BIND2RC(Transform, multimesh_instance_get_transform, RID, int)
|
|
BIND2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
|
|
BIND2RC(Color, multimesh_instance_get_color, RID, int)
|
|
|
|
BIND2(multimesh_set_visible_instances, RID, int)
|
|
BIND1RC(int, multimesh_get_visible_instances, RID)
|
|
|
|
/* IMMEDIATE API */
|
|
|
|
BIND0R(RID, immediate_create)
|
|
BIND3(immediate_begin, RID, PrimitiveType, RID)
|
|
BIND2(immediate_vertex, RID, const Vector3 &)
|
|
BIND2(immediate_normal, RID, const Vector3 &)
|
|
BIND2(immediate_tangent, RID, const Plane &)
|
|
BIND2(immediate_color, RID, const Color &)
|
|
BIND2(immediate_uv, RID, const Vector2 &)
|
|
BIND2(immediate_uv2, RID, const Vector2 &)
|
|
BIND1(immediate_end, RID)
|
|
BIND1(immediate_clear, RID)
|
|
BIND2(immediate_set_material, RID, RID)
|
|
BIND1RC(RID, immediate_get_material, RID)
|
|
|
|
/* SKELETON API */
|
|
|
|
BIND0R(RID, skeleton_create)
|
|
BIND3(skeleton_allocate, RID, int, bool)
|
|
BIND1RC(int, skeleton_get_bone_count, RID)
|
|
BIND3(skeleton_bone_set_transform, RID, int, const Transform &)
|
|
BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
|
|
BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
|
|
BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
|
|
|
|
/* Light API */
|
|
|
|
BIND1R(RID, light_create, LightType)
|
|
|
|
BIND2(light_set_color, RID, const Color &)
|
|
BIND3(light_set_param, RID, LightParam, float)
|
|
BIND2(light_set_shadow, RID, bool)
|
|
BIND2(light_set_shadow_color, RID, const Color &)
|
|
BIND2(light_set_projector, RID, RID)
|
|
BIND2(light_set_negative, RID, bool)
|
|
BIND2(light_set_cull_mask, RID, uint32_t)
|
|
BIND2(light_set_reverse_cull_face_mode, RID, bool)
|
|
|
|
BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
|
|
BIND2(light_omni_set_shadow_detail, RID, LightOmniShadowDetail)
|
|
|
|
BIND2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
|
|
BIND2(light_directional_set_blend_splits, RID, bool)
|
|
BIND2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
|
|
|
|
/* PROBE API */
|
|
|
|
BIND0R(RID, reflection_probe_create)
|
|
|
|
BIND2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
|
|
BIND2(reflection_probe_set_intensity, RID, float)
|
|
BIND2(reflection_probe_set_interior_ambient, RID, const Color &)
|
|
BIND2(reflection_probe_set_interior_ambient_energy, RID, float)
|
|
BIND2(reflection_probe_set_interior_ambient_probe_contribution, RID, float)
|
|
BIND2(reflection_probe_set_max_distance, RID, float)
|
|
BIND2(reflection_probe_set_extents, RID, const Vector3 &)
|
|
BIND2(reflection_probe_set_origin_offset, RID, const Vector3 &)
|
|
BIND2(reflection_probe_set_as_interior, RID, bool)
|
|
BIND2(reflection_probe_set_enable_box_projection, RID, bool)
|
|
BIND2(reflection_probe_set_enable_shadows, RID, bool)
|
|
BIND2(reflection_probe_set_cull_mask, RID, uint32_t)
|
|
|
|
/* BAKED LIGHT API */
|
|
|
|
BIND0R(RID, gi_probe_create)
|
|
|
|
BIND2(gi_probe_set_bounds, RID, const Rect3 &)
|
|
BIND1RC(Rect3, gi_probe_get_bounds, RID)
|
|
|
|
BIND2(gi_probe_set_cell_size, RID, float)
|
|
BIND1RC(float, gi_probe_get_cell_size, RID)
|
|
|
|
BIND2(gi_probe_set_to_cell_xform, RID, const Transform &)
|
|
BIND1RC(Transform, gi_probe_get_to_cell_xform, RID)
|
|
|
|
BIND2(gi_probe_set_dynamic_range, RID, int)
|
|
BIND1RC(int, gi_probe_get_dynamic_range, RID)
|
|
|
|
BIND2(gi_probe_set_energy, RID, float)
|
|
BIND1RC(float, gi_probe_get_energy, RID)
|
|
|
|
BIND2(gi_probe_set_bias, RID, float)
|
|
BIND1RC(float, gi_probe_get_bias, RID)
|
|
|
|
BIND2(gi_probe_set_normal_bias, RID, float)
|
|
BIND1RC(float, gi_probe_get_normal_bias, RID)
|
|
|
|
BIND2(gi_probe_set_propagation, RID, float)
|
|
BIND1RC(float, gi_probe_get_propagation, RID)
|
|
|
|
BIND2(gi_probe_set_interior, RID, bool)
|
|
BIND1RC(bool, gi_probe_is_interior, RID)
|
|
|
|
BIND2(gi_probe_set_compress, RID, bool)
|
|
BIND1RC(bool, gi_probe_is_compressed, RID)
|
|
|
|
BIND2(gi_probe_set_dynamic_data, RID, const PoolVector<int> &)
|
|
BIND1RC(PoolVector<int>, gi_probe_get_dynamic_data, RID)
|
|
|
|
/* PARTICLES */
|
|
|
|
BIND0R(RID, particles_create)
|
|
|
|
BIND2(particles_set_emitting, RID, bool)
|
|
BIND2(particles_set_amount, RID, int)
|
|
BIND2(particles_set_lifetime, RID, float)
|
|
BIND2(particles_set_one_shot, RID, bool)
|
|
BIND2(particles_set_pre_process_time, RID, float)
|
|
BIND2(particles_set_explosiveness_ratio, RID, float)
|
|
BIND2(particles_set_randomness_ratio, RID, float)
|
|
BIND2(particles_set_custom_aabb, RID, const Rect3 &)
|
|
BIND2(particles_set_speed_scale, RID, float)
|
|
BIND2(particles_set_use_local_coordinates, RID, bool)
|
|
BIND2(particles_set_process_material, RID, RID)
|
|
BIND2(particles_set_fixed_fps, RID, int)
|
|
BIND2(particles_set_fractional_delta, RID, bool)
|
|
BIND1(particles_restart, RID)
|
|
|
|
BIND2(particles_set_draw_order, RID, VS::ParticlesDrawOrder)
|
|
|
|
BIND2(particles_set_draw_passes, RID, int)
|
|
BIND3(particles_set_draw_pass_mesh, RID, int, RID)
|
|
|
|
BIND1R(Rect3, particles_get_current_aabb, RID)
|
|
BIND2(particles_set_emission_transform, RID, const Transform &)
|
|
|
|
#undef BINDBASE
|
|
//from now on, calls forwarded to this singleton
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#define BINDBASE VSG::scene
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/* CAMERA API */
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BIND0R(RID, camera_create)
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BIND4(camera_set_perspective, RID, float, float, float)
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BIND4(camera_set_orthogonal, RID, float, float, float)
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BIND2(camera_set_transform, RID, const Transform &)
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BIND2(camera_set_cull_mask, RID, uint32_t)
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BIND2(camera_set_environment, RID, RID)
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BIND2(camera_set_use_vertical_aspect, RID, bool)
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#undef BINDBASE
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//from now on, calls forwarded to this singleton
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#define BINDBASE VSG::viewport
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/* VIEWPORT TARGET API */
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BIND0R(RID, viewport_create)
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BIND2(viewport_set_use_arvr, RID, bool)
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BIND3(viewport_set_size, RID, int, int)
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BIND2(viewport_set_active, RID, bool)
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BIND2(viewport_set_parent_viewport, RID, RID)
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BIND2(viewport_set_clear_mode, RID, ViewportClearMode)
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BIND3(viewport_attach_to_screen, RID, const Rect2 &, int)
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BIND1(viewport_detach, RID)
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BIND2(viewport_set_update_mode, RID, ViewportUpdateMode)
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BIND2(viewport_set_vflip, RID, bool)
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BIND1RC(RID, viewport_get_texture, RID)
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BIND2(viewport_set_hide_scenario, RID, bool)
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BIND2(viewport_set_hide_canvas, RID, bool)
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BIND2(viewport_set_disable_environment, RID, bool)
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BIND2(viewport_set_disable_3d, RID, bool)
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BIND2(viewport_attach_camera, RID, RID)
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BIND2(viewport_set_scenario, RID, RID)
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BIND2(viewport_attach_canvas, RID, RID)
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BIND2(viewport_remove_canvas, RID, RID)
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BIND3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
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BIND2(viewport_set_transparent_background, RID, bool)
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BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &)
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BIND3(viewport_set_canvas_layer, RID, RID, int)
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BIND2(viewport_set_shadow_atlas_size, RID, int)
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BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
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BIND2(viewport_set_msaa, RID, ViewportMSAA)
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BIND2(viewport_set_hdr, RID, bool)
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BIND2(viewport_set_usage, RID, ViewportUsage)
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BIND2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
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BIND2(viewport_set_debug_draw, RID, ViewportDebugDraw)
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/* ENVIRONMENT API */
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#undef BINDBASE
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//from now on, calls forwarded to this singleton
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#define BINDBASE VSG::scene_render
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BIND0R(RID, environment_create)
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BIND2(environment_set_background, RID, EnvironmentBG)
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BIND2(environment_set_sky, RID, RID)
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BIND2(environment_set_sky_scale, RID, float)
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BIND2(environment_set_bg_color, RID, const Color &)
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BIND2(environment_set_bg_energy, RID, float)
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BIND2(environment_set_canvas_max_layer, RID, int)
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BIND4(environment_set_ambient_light, RID, const Color &, float, float)
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BIND7(environment_set_ssr, RID, bool, int, float, float, float, bool)
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BIND10(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, bool)
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BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
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BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality)
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BIND10(environment_set_glow, RID, bool, int, float, float, float, EnvironmentGlowBlendMode, float, float, bool)
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BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
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BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
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BIND5(environment_set_fog, RID, bool, const Color &, const Color &, float)
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BIND6(environment_set_fog_depth, RID, bool, float, float, bool, float)
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BIND5(environment_set_fog_height, RID, bool, float, float, float)
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/* SCENARIO API */
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#undef BINDBASE
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#define BINDBASE VSG::scene
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BIND0R(RID, scenario_create)
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BIND2(scenario_set_debug, RID, ScenarioDebugMode)
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BIND2(scenario_set_environment, RID, RID)
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BIND3(scenario_set_reflection_atlas_size, RID, int, int)
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BIND2(scenario_set_fallback_environment, RID, RID)
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/* INSTANCING API */
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// from can be mesh, light, area and portal so far.
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BIND0R(RID, instance_create)
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BIND2(instance_set_base, RID, RID) // from can be mesh, light, poly, area and portal so far.
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BIND2(instance_set_scenario, RID, RID) // from can be mesh, light, poly, area and portal so far.
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BIND2(instance_set_layer_mask, RID, uint32_t)
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BIND2(instance_set_transform, RID, const Transform &)
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BIND2(instance_attach_object_instance_id, RID, ObjectID)
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BIND3(instance_set_blend_shape_weight, RID, int, float)
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BIND3(instance_set_surface_material, RID, int, RID)
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BIND2(instance_set_visible, RID, bool)
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BIND2(instance_attach_skeleton, RID, RID)
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BIND2(instance_set_exterior, RID, bool)
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BIND2(instance_set_extra_visibility_margin, RID, real_t)
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// don't use these in a game!
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BIND2RC(Vector<ObjectID>, instances_cull_aabb, const Rect3 &, RID)
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BIND3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
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BIND2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
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BIND3(instance_geometry_set_flag, RID, InstanceFlags, bool)
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BIND2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
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BIND2(instance_geometry_set_material_override, RID, RID)
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BIND5(instance_geometry_set_draw_range, RID, float, float, float, float)
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BIND2(instance_geometry_set_as_instance_lod, RID, RID)
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#undef BINDBASE
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//from now on, calls forwarded to this singleton
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#define BINDBASE VSG::canvas
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/* CANVAS (2D) */
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BIND0R(RID, canvas_create)
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BIND3(canvas_set_item_mirroring, RID, RID, const Point2 &)
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BIND2(canvas_set_modulate, RID, const Color &)
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BIND0R(RID, canvas_item_create)
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BIND2(canvas_item_set_parent, RID, RID)
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BIND2(canvas_item_set_visible, RID, bool)
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BIND2(canvas_item_set_light_mask, RID, int)
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BIND2(canvas_item_set_transform, RID, const Transform2D &)
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BIND2(canvas_item_set_clip, RID, bool)
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BIND2(canvas_item_set_distance_field_mode, RID, bool)
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BIND3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
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BIND2(canvas_item_set_modulate, RID, const Color &)
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BIND2(canvas_item_set_self_modulate, RID, const Color &)
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BIND2(canvas_item_set_draw_behind_parent, RID, bool)
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BIND6(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float, bool)
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BIND5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
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BIND3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
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BIND4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
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BIND7(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID)
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BIND8(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, bool)
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BIND11(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID)
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BIND7(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID)
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BIND7(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, bool)
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BIND8(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int, RID)
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BIND3(canvas_item_add_mesh, RID, const RID &, RID)
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BIND3(canvas_item_add_multimesh, RID, RID, RID)
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BIND6(canvas_item_add_particles, RID, RID, RID, RID, int, int)
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BIND2(canvas_item_add_set_transform, RID, const Transform2D &)
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BIND2(canvas_item_add_clip_ignore, RID, bool)
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BIND2(canvas_item_set_sort_children_by_y, RID, bool)
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BIND2(canvas_item_set_z, RID, int)
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BIND2(canvas_item_set_z_as_relative_to_parent, RID, bool)
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BIND3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
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BIND1(canvas_item_clear, RID)
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BIND2(canvas_item_set_draw_index, RID, int)
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BIND2(canvas_item_set_material, RID, RID)
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BIND2(canvas_item_set_use_parent_material, RID, bool)
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BIND0R(RID, canvas_light_create)
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BIND2(canvas_light_attach_to_canvas, RID, RID)
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BIND2(canvas_light_set_enabled, RID, bool)
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BIND2(canvas_light_set_scale, RID, float)
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BIND2(canvas_light_set_transform, RID, const Transform2D &)
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BIND2(canvas_light_set_texture, RID, RID)
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BIND2(canvas_light_set_texture_offset, RID, const Vector2 &)
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BIND2(canvas_light_set_color, RID, const Color &)
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BIND2(canvas_light_set_height, RID, float)
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BIND2(canvas_light_set_energy, RID, float)
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BIND3(canvas_light_set_z_range, RID, int, int)
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BIND3(canvas_light_set_layer_range, RID, int, int)
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BIND2(canvas_light_set_item_cull_mask, RID, int)
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BIND2(canvas_light_set_item_shadow_cull_mask, RID, int)
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BIND2(canvas_light_set_mode, RID, CanvasLightMode)
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BIND2(canvas_light_set_shadow_enabled, RID, bool)
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BIND2(canvas_light_set_shadow_buffer_size, RID, int)
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BIND2(canvas_light_set_shadow_gradient_length, RID, float)
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BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
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BIND2(canvas_light_set_shadow_color, RID, const Color &)
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BIND2(canvas_light_set_shadow_smooth, RID, float)
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BIND0R(RID, canvas_light_occluder_create)
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BIND2(canvas_light_occluder_attach_to_canvas, RID, RID)
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BIND2(canvas_light_occluder_set_enabled, RID, bool)
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BIND2(canvas_light_occluder_set_polygon, RID, RID)
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BIND2(canvas_light_occluder_set_transform, RID, const Transform2D &)
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BIND2(canvas_light_occluder_set_light_mask, RID, int)
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BIND0R(RID, canvas_occluder_polygon_create)
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BIND3(canvas_occluder_polygon_set_shape, RID, const PoolVector<Vector2> &, bool)
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BIND2(canvas_occluder_polygon_set_shape_as_lines, RID, const PoolVector<Vector2> &)
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BIND2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
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/* BLACK BARS */
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virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
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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 */
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virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata);
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virtual void draw();
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virtual void sync();
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virtual bool has_changed() const;
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virtual void init();
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virtual void finish();
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/* STATUS INFORMATION */
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virtual int get_render_info(RenderInfo p_info);
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virtual RID get_test_cube();
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/* TESTING */
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virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale);
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virtual void set_default_clear_color(const Color &p_color);
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virtual bool has_feature(Features p_feature) const;
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virtual bool has_os_feature(const String &p_feature) const;
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virtual void set_debug_generate_wireframes(bool p_generate);
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VisualServerRaster();
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~VisualServerRaster();
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#undef DISPLAY_CHANGED
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#undef BIND0R
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#undef BIND1RC
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#undef BIND2RC
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#undef BIND3RC
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#undef BIND4RC
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#undef BIND1
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#undef BIND2
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#undef BIND3
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#undef BIND4
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#undef BIND5
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#undef BIND6
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#undef BIND7
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#undef BIND8
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#undef BIND9
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#undef BIND10
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};
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#endif
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