godot/servers/visual/visual_server_wrap_mt.h
2017-04-08 00:45:24 +02:00

709 lines
26 KiB
C++

/*************************************************************************/
/* visual_server_wrap_mt.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 <reduzio@gmail.com>
*/
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 texture_pool_max_size;
List<RID> texture_id_pool;
int mesh_pool_max_size;
List<RID> mesh_id_pool;
//#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"
//FUNC0R(RID,texture_create);
FUNCRID(texture);
FUNC5(texture_allocate, RID, int, int, Image::Format, uint32_t);
FUNC3(texture_set_data, RID, const Image &, CubeMapSide);
FUNC2RC(Image, texture_get_data, RID, CubeMapSide);
FUNC2(texture_set_flags, RID, uint32_t);
FUNC1RC(Image::Format, texture_get_format, RID);
FUNC1RC(uint32_t, texture_get_flags, RID);
FUNC1RC(uint32_t, texture_get_width, RID);
FUNC1RC(uint32_t, texture_get_height, RID);
FUNC3(texture_set_size_override, RID, int, int);
FUNC1RC(bool, texture_can_stream, RID);
FUNC3C(texture_set_reload_hook, RID, ObjectID, const StringName &);
FUNC2(texture_set_path, RID, const String &);
FUNC1RC(String, texture_get_path, RID);
FUNC1(texture_set_shrink_all_x2_on_set_data, bool);
virtual void texture_debug_usage(List<TextureInfo> *r_info) {
//pass directly, should lock the server anyway
visual_server->texture_debug_usage(r_info);
}
/* SHADER API */
FUNC1R(RID, shader_create, ShaderMode);
FUNC2(shader_set_mode, RID, ShaderMode);
FUNC1RC(ShaderMode, shader_get_mode, RID);
FUNC7(shader_set_code, RID, const String &, const String &, const String &, int, int, int);
FUNC1RC(String, shader_get_vertex_code, RID);
FUNC1RC(String, shader_get_fragment_code, RID);
FUNC1RC(String, shader_get_light_code, RID);
FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *);
FUNC3(shader_set_default_texture_param, RID, const StringName &, RID);
FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &);
/*virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) {
if (Thread::get_caller_ID()!=server_thread) {
command_queue.push_and_sync( visual_server, &VisualServer::shader_get_param_list,p_shader,p_param_list);
} else {
visual_server->m_type(p1, p2, p3, p4, p5);
}
}*/
// virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list);
/* 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 &);
FUNC3(material_set_flag, RID, MaterialFlag, bool);
FUNC2RC(bool, material_get_flag, RID, MaterialFlag);
FUNC2(material_set_depth_draw_mode, RID, MaterialDepthDrawMode);
FUNC1RC(MaterialDepthDrawMode, material_get_depth_draw_mode, RID);
FUNC2(material_set_blend_mode, RID, MaterialBlendMode);
FUNC1RC(MaterialBlendMode, material_get_blend_mode, RID);
FUNC2(material_set_line_width, RID, float);
FUNC1RC(float, material_get_line_width, RID);
/* FIXED MATERIAL */
FUNC0R(RID, fixed_material_create);
FUNC3(fixed_material_set_flag, RID, FixedMaterialFlags, bool);
FUNC2RC(bool, fixed_material_get_flag, RID, FixedMaterialFlags);
FUNC3(fixed_material_set_param, RID, FixedMaterialParam, const Variant &);
FUNC2RC(Variant, fixed_material_get_param, RID, FixedMaterialParam);
FUNC3(fixed_material_set_texture, RID, FixedMaterialParam, RID);
FUNC2RC(RID, fixed_material_get_texture, RID, FixedMaterialParam);
FUNC3(fixed_material_set_texcoord_mode, RID, FixedMaterialParam, FixedMaterialTexCoordMode);
FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode, RID, FixedMaterialParam);
FUNC2(fixed_material_set_light_shader, RID, FixedMaterialLightShader);
FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader, RID);
FUNC2(fixed_material_set_uv_transform, RID, const Transform &);
FUNC1RC(Transform, fixed_material_get_uv_transform, RID);
FUNC2(fixed_material_set_point_size, RID, float);
FUNC1RC(float, fixed_material_get_point_size, RID);
/* SURFACE API */
FUNCRID(mesh);
FUNC2(mesh_set_morph_target_count, RID, int);
FUNC1RC(int, mesh_get_morph_target_count, RID);
FUNC2(mesh_set_morph_target_mode, RID, MorphTargetMode);
FUNC1RC(MorphTargetMode, mesh_get_morph_target_mode, RID);
FUNC2(mesh_add_custom_surface, RID, const Variant &); //this is used by each platform in a different way
FUNC5(mesh_add_surface, RID, PrimitiveType, const Array &, const Array &, bool);
FUNC2RC(Array, mesh_get_surface_arrays, RID, int);
FUNC2RC(Array, mesh_get_surface_morph_arrays, RID, int);
FUNC4(mesh_surface_set_material, RID, int, RID, bool);
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(uint32_t, mesh_surface_get_format, RID, int);
FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int);
FUNC2(mesh_remove_surface, RID, int);
FUNC1RC(int, mesh_get_surface_count, RID);
FUNC1(mesh_clear, RID);
FUNC2(mesh_set_custom_aabb, RID, const AABB &);
FUNC1RC(AABB, mesh_get_custom_aabb, RID);
/* MULTIMESH API */
FUNC0R(RID, multimesh_create);
FUNC2(multimesh_set_instance_count, RID, int);
FUNC1RC(int, multimesh_get_instance_count, RID);
FUNC2(multimesh_set_mesh, RID, RID);
FUNC2(multimesh_set_aabb, RID, const AABB &);
FUNC3(multimesh_instance_set_transform, RID, int, const Transform &);
FUNC3(multimesh_instance_set_color, RID, int, const Color &);
FUNC1RC(RID, multimesh_get_mesh, RID);
FUNC2RC(AABB, multimesh_get_aabb, RID, const AABB &);
FUNC2RC(Transform, multimesh_instance_get_transform, 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);
/* PARTICLES API */
FUNC0R(RID, particles_create);
FUNC2(particles_set_amount, RID, int);
FUNC1RC(int, particles_get_amount, RID);
FUNC2(particles_set_emitting, RID, bool);
FUNC1RC(bool, particles_is_emitting, RID);
FUNC2(particles_set_visibility_aabb, RID, const AABB &);
FUNC1RC(AABB, particles_get_visibility_aabb, RID);
FUNC2(particles_set_emission_half_extents, RID, const Vector3 &);
FUNC1RC(Vector3, particles_get_emission_half_extents, RID);
FUNC2(particles_set_emission_base_velocity, RID, const Vector3 &);
FUNC1RC(Vector3, particles_get_emission_base_velocity, RID);
FUNC2(particles_set_emission_points, RID, const DVector<Vector3> &);
FUNC1RC(DVector<Vector3>, particles_get_emission_points, RID);
FUNC2(particles_set_gravity_normal, RID, const Vector3 &);
FUNC1RC(Vector3, particles_get_gravity_normal, RID);
FUNC3(particles_set_variable, RID, ParticleVariable, float);
FUNC2RC(float, particles_get_variable, RID, ParticleVariable);
FUNC3(particles_set_randomness, RID, ParticleVariable, float);
FUNC2RC(float, particles_get_randomness, RID, ParticleVariable);
FUNC3(particles_set_color_phase_pos, RID, int, float);
FUNC2RC(float, particles_get_color_phase_pos, RID, int);
FUNC2(particles_set_color_phases, RID, int);
FUNC1RC(int, particles_get_color_phases, RID);
FUNC3(particles_set_color_phase_color, RID, int, const Color &);
FUNC2RC(Color, particles_get_color_phase_color, RID, int);
FUNC2(particles_set_attractors, RID, int);
FUNC1RC(int, particles_get_attractors, RID);
FUNC3(particles_set_attractor_pos, RID, int, const Vector3 &);
FUNC2RC(Vector3, particles_get_attractor_pos, RID, int);
FUNC3(particles_set_attractor_strength, RID, int, float);
FUNC2RC(float, particles_get_attractor_strength, RID, int);
FUNC3(particles_set_material, RID, RID, bool);
FUNC1RC(RID, particles_get_material, RID);
FUNC2(particles_set_height_from_velocity, RID, bool);
FUNC1RC(bool, particles_has_height_from_velocity, RID);
FUNC2(particles_set_use_local_coordinates, RID, bool);
FUNC1RC(bool, particles_is_using_local_coordinates, RID);
/* Light API */
FUNC1R(RID, light_create, LightType);
FUNC1RC(LightType, light_get_type, RID);
FUNC3(light_set_color, RID, LightColor, const Color &);
FUNC2RC(Color, light_get_color, RID, LightColor);
FUNC2(light_set_shadow, RID, bool);
FUNC1RC(bool, light_has_shadow, RID);
FUNC2(light_set_volumetric, RID, bool);
FUNC1RC(bool, light_is_volumetric, RID);
FUNC2(light_set_projector, RID, RID);
FUNC1RC(RID, light_get_projector, RID);
FUNC3(light_set_param, RID, LightParam, float);
FUNC2RC(float, light_get_param, RID, LightParam);
FUNC2(light_set_operator, RID, LightOp);
FUNC1RC(LightOp, light_get_operator, RID);
FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode);
FUNC1RC(LightOmniShadowMode, light_omni_get_shadow_mode, RID);
FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode);
FUNC1RC(LightDirectionalShadowMode, light_directional_get_shadow_mode, RID);
FUNC3(light_directional_set_shadow_param, RID, LightDirectionalShadowParam, float);
FUNC2RC(float, light_directional_get_shadow_param, RID, LightDirectionalShadowParam);
/* SKELETON API */
FUNC0R(RID, skeleton_create);
FUNC2(skeleton_resize, RID, int);
FUNC1RC(int, skeleton_get_bone_count, RID);
FUNC3(skeleton_bone_set_transform, RID, int, const Transform &);
FUNC2R(Transform, skeleton_bone_get_transform, RID, int);
/* ROOM API */
FUNC0R(RID, room_create);
FUNC2(room_set_bounds, RID, const BSP_Tree &);
FUNC1RC(BSP_Tree, room_get_bounds, RID);
/* PORTAL API */
FUNC0R(RID, portal_create);
FUNC2(portal_set_shape, RID, const Vector<Point2> &);
FUNC1RC(Vector<Point2>, portal_get_shape, RID);
FUNC2(portal_set_enabled, RID, bool);
FUNC1RC(bool, portal_is_enabled, RID);
FUNC2(portal_set_disable_distance, RID, float);
FUNC1RC(float, portal_get_disable_distance, RID);
FUNC2(portal_set_disabled_color, RID, const Color &);
FUNC1RC(Color, portal_get_disabled_color, RID);
FUNC2(portal_set_connect_range, RID, float);
FUNC1RC(float, portal_get_connect_range, RID);
FUNC0R(RID, baked_light_create);
FUNC2(baked_light_set_mode, RID, BakedLightMode);
FUNC1RC(BakedLightMode, baked_light_get_mode, RID);
FUNC2(baked_light_set_octree, RID, DVector<uint8_t>);
FUNC1RC(DVector<uint8_t>, baked_light_get_octree, RID);
FUNC2(baked_light_set_light, RID, DVector<uint8_t>);
FUNC1RC(DVector<uint8_t>, baked_light_get_light, RID);
FUNC2(baked_light_set_sampler_octree, RID, const DVector<int> &);
FUNC1RC(DVector<int>, baked_light_get_sampler_octree, RID);
FUNC2(baked_light_set_lightmap_multiplier, RID, float);
FUNC1RC(float, baked_light_get_lightmap_multiplier, RID);
FUNC3(baked_light_add_lightmap, RID, RID, int);
FUNC1(baked_light_clear_lightmaps, RID);
FUNC2(baked_light_set_realtime_color_enabled, RID, const bool);
FUNC1RC(bool, baked_light_get_realtime_color_enabled, RID);
FUNC2(baked_light_set_realtime_color, RID, const Color &);
FUNC1RC(Color, baked_light_get_realtime_color, RID);
FUNC2(baked_light_set_realtime_energy, RID, const float);
FUNC1RC(float, baked_light_get_realtime_energy, RID);
FUNC0R(RID, baked_light_sampler_create);
FUNC3(baked_light_sampler_set_param, RID, BakedLightSamplerParam, float);
FUNC2RC(float, baked_light_sampler_get_param, RID, BakedLightSamplerParam);
FUNC2(baked_light_sampler_set_resolution, RID, int);
FUNC1RC(int, baked_light_sampler_get_resolution, 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_visible_layers, RID, uint32_t);
FUNC1RC(uint32_t, camera_get_visible_layers, RID);
FUNC2(camera_set_environment, RID, RID);
FUNC1RC(RID, camera_get_environment, RID);
FUNC2(camera_set_use_vertical_aspect, RID, bool);
FUNC2RC(bool, camera_is_using_vertical_aspect, RID, bool);
/* VIEWPORT API */
FUNC0R(RID, viewport_create);
FUNC2(viewport_attach_to_screen, RID, int);
FUNC1(viewport_detach, RID);
FUNC2(viewport_set_as_render_target, RID, bool);
FUNC2(viewport_set_render_target_update_mode, RID, RenderTargetUpdateMode);
FUNC1RC(RenderTargetUpdateMode, viewport_get_render_target_update_mode, RID);
FUNC1RC(RID, viewport_get_render_target_texture, RID);
FUNC2(viewport_set_render_target_vflip, RID, bool);
FUNC1RC(bool, viewport_get_render_target_vflip, RID);
FUNC2(viewport_set_render_target_to_screen_rect, RID, const Rect2 &);
FUNC2(viewport_set_render_target_clear_on_new_frame, RID, bool);
FUNC1RC(bool, viewport_get_render_target_clear_on_new_frame, RID);
FUNC1(viewport_render_target_clear, RID);
FUNC1(viewport_queue_screen_capture, RID);
FUNC1RC(Image, viewport_get_screen_capture, RID);
FUNC2(viewport_set_rect, RID, const ViewportRect &);
FUNC1RC(ViewportRect, viewport_get_rect, RID);
FUNC2(viewport_set_hide_scenario, RID, bool);
FUNC2(viewport_set_hide_canvas, RID, bool);
FUNC2(viewport_attach_camera, RID, RID);
FUNC2(viewport_set_scenario, RID, RID);
FUNC2(viewport_set_disable_environment, RID, bool);
FUNC1RC(RID, viewport_get_attached_camera, RID);
FUNC1RC(RID, viewport_get_scenario, RID);
FUNC2(viewport_attach_canvas, RID, RID);
FUNC2(viewport_remove_canvas, RID, RID);
FUNC3(viewport_set_canvas_transform, RID, RID, const Matrix32 &);
FUNC2RC(Matrix32, viewport_get_canvas_transform, RID, RID);
FUNC2(viewport_set_global_canvas_transform, RID, const Matrix32 &);
FUNC1RC(Matrix32, viewport_get_global_canvas_transform, RID);
FUNC3(viewport_set_canvas_layer, RID, RID, int);
FUNC2(viewport_set_transparent_background, RID, bool);
FUNC1RC(bool, viewport_has_transparent_background, RID);
/* ENVIRONMENT API */
FUNC0R(RID, environment_create);
FUNC2(environment_set_background, RID, EnvironmentBG);
FUNC1RC(EnvironmentBG, environment_get_background, RID);
FUNC3(environment_set_background_param, RID, EnvironmentBGParam, const Variant &);
FUNC2RC(Variant, environment_get_background_param, RID, EnvironmentBGParam);
FUNC3(environment_set_enable_fx, RID, EnvironmentFx, bool);
FUNC2RC(bool, environment_is_fx_enabled, RID, EnvironmentFx);
FUNC3(environment_fx_set_param, RID, EnvironmentFxParam, const Variant &);
FUNC2RC(Variant, environment_fx_get_param, RID, EnvironmentFxParam);
/* SCENARIO API */
FUNC0R(RID, scenario_create);
FUNC2(scenario_set_debug, RID, ScenarioDebugMode);
FUNC2(scenario_set_environment, RID, RID);
FUNC2RC(RID, scenario_get_environment, RID, RID);
FUNC2(scenario_set_fallback_environment, RID, RID);
/* INSTANCING API */
FUNC0R(RID, instance_create);
FUNC2(instance_set_base, RID, RID);
FUNC1RC(RID, instance_get_base, RID);
FUNC2(instance_set_scenario, RID, RID);
FUNC1RC(RID, instance_get_scenario, RID);
FUNC2(instance_set_layer_mask, RID, uint32_t);
FUNC1RC(uint32_t, instance_get_layer_mask, RID);
FUNC1RC(AABB, instance_get_base_aabb, RID);
FUNC2(instance_attach_object_instance_ID, RID, uint32_t);
FUNC1RC(uint32_t, instance_get_object_instance_ID, RID);
FUNC2(instance_attach_skeleton, RID, RID);
FUNC1RC(RID, instance_get_skeleton, RID);
FUNC3(instance_set_morph_target_weight, RID, int, float);
FUNC2RC(float, instance_get_morph_target_weight, RID, int);
FUNC3(instance_set_surface_material, RID, int, RID);
FUNC2(instance_set_transform, RID, const Transform &);
FUNC1RC(Transform, instance_get_transform, RID);
FUNC2(instance_set_exterior, RID, bool);
FUNC1RC(bool, instance_is_exterior, RID);
FUNC2(instance_set_room, RID, RID);
FUNC1RC(RID, instance_get_room, RID);
FUNC2(instance_set_extra_visibility_margin, RID, real_t);
FUNC1RC(real_t, instance_get_extra_visibility_margin, RID);
FUNC2RC(Vector<RID>, instances_cull_aabb, const AABB &, RID);
FUNC3RC(Vector<RID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID);
FUNC2RC(Vector<RID>, instances_cull_convex, const Vector<Plane> &, RID);
FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool);
FUNC2RC(bool, instance_geometry_get_flag, RID, InstanceFlags);
FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting);
FUNC1RC(ShadowCastingSetting, instance_geometry_get_cast_shadows_setting, RID);
FUNC2(instance_geometry_set_material_override, RID, RID);
FUNC1RC(RID, instance_geometry_get_material_override, RID);
FUNC3(instance_geometry_set_draw_range, RID, float, float);
FUNC1RC(float, instance_geometry_get_draw_range_max, RID);
FUNC1RC(float, instance_geometry_get_draw_range_min, RID);
FUNC2(instance_geometry_set_baked_light, RID, RID);
FUNC1RC(RID, instance_geometry_get_baked_light, RID);
FUNC2(instance_geometry_set_baked_light_sampler, RID, RID);
FUNC1RC(RID, instance_geometry_get_baked_light_sampler, RID);
FUNC2(instance_geometry_set_baked_light_texture_index, RID, int);
FUNC1RC(int, instance_geometry_get_baked_light_texture_index, RID);
FUNC2(instance_light_set_enabled, RID, bool);
FUNC1RC(bool, instance_light_is_enabled, RID);
/* CANVAS (2D) */
FUNC0R(RID, canvas_create);
FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &);
FUNC2RC(Point2, canvas_get_item_mirroring, RID, RID);
FUNC2(canvas_set_modulate, RID, const Color &);
FUNC0R(RID, canvas_item_create);
FUNC2(canvas_item_set_parent, RID, RID);
FUNC1RC(RID, canvas_item_get_parent, RID);
FUNC2(canvas_item_set_visible, RID, bool);
FUNC1RC(bool, canvas_item_is_visible, RID);
FUNC2(canvas_item_set_blend_mode, RID, MaterialBlendMode);
FUNC2(canvas_item_set_light_mask, RID, int);
//FUNC(canvas_item_set_rect,RID, const Rect2& p_rect);
FUNC2(canvas_item_set_transform, RID, const Matrix32 &);
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_opacity, RID, float);
FUNC2RC(float, canvas_item_get_opacity, RID, float);
FUNC2(canvas_item_set_on_top, RID, bool);
FUNC1RC(bool, canvas_item_is_on_top, RID);
FUNC2(canvas_item_set_self_opacity, RID, float);
FUNC2RC(float, canvas_item_get_self_opacity, RID, float);
FUNC2(canvas_item_attach_viewport, RID, RID);
FUNC5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float);
FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &);
FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &);
FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool);
FUNC6(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool);
FUNC8(canvas_item_add_style_box, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, bool, const Color &);
FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float);
FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID);
FUNC7(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int);
FUNC7(canvas_item_add_triangle_array_ptr, RID, int, const int *, const Point2 *, const Color *, const Point2 *, RID);
FUNC2(canvas_item_add_set_transform, RID, const Matrix32 &);
FUNC2(canvas_item_add_set_blend_mode, RID, MaterialBlendMode);
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 &);
FUNC2(canvas_item_set_material, RID, RID);
FUNC2(canvas_item_set_use_parent_material, RID, bool);
FUNC1(canvas_item_clear, RID);
FUNC1(canvas_item_raise, RID);
/* CANVAS LIGHT */
FUNC0R(RID, canvas_light_create);
FUNC2(canvas_light_attach_to_canvas, RID, RID);
FUNC2(canvas_light_set_enabled, RID, bool);
FUNC2(canvas_light_set_transform, RID, const Matrix32 &);
FUNC2(canvas_light_set_scale, RID, float);
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_layer_range, RID, int, int);
FUNC3(canvas_light_set_z_range, RID, int, int);
FUNC2(canvas_light_set_item_mask, RID, int);
FUNC2(canvas_light_set_item_shadow_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_esm_multiplier, RID, float);
FUNC2(canvas_light_set_shadow_color, RID, const Color &);
/* CANVAS OCCLUDER */
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 Matrix32 &);
FUNC2(canvas_light_occluder_set_light_mask, RID, int);
FUNC0R(RID, canvas_occluder_polygon_create);
FUNC3(canvas_occluder_polygon_set_shape, RID, const DVector<Vector2> &, bool);
FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const DVector<Vector2> &);
FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode);
/* CANVAS MATERIAL */
FUNC0R(RID, canvas_item_material_create);
FUNC2(canvas_item_material_set_shader, RID, RID);
FUNC3(canvas_item_material_set_shader_param, RID, const StringName &, const Variant &);
FUNC2RC(Variant, canvas_item_material_get_shader_param, RID, const StringName &);
FUNC2(canvas_item_material_set_shading_mode, RID, CanvasItemShadingMode);
/* CURSOR */
FUNC2(cursor_set_rotation, float, int); // radians
FUNC4(cursor_set_texture, RID, const Point2 &, int, const Rect2 &);
FUNC2(cursor_set_visible, bool, int);
FUNC2(cursor_set_pos, const Point2 &, int);
/* BLACK BARS */
FUNC4(black_bars_set_margins, int, int, int, int);
FUNC4(black_bars_set_images, RID, RID, RID, RID);
/* FREE */
FUNC1(free, RID);
/* CUSTOM SHADE MODEL */
FUNC2(custom_shade_model_set_shader, int, RID);
FUNC1RC(RID, custom_shade_model_get_shader, int);
FUNC2(custom_shade_model_set_name, int, const String &);
FUNC1RC(String, custom_shade_model_get_name, int);
FUNC2(custom_shade_model_set_param_info, int, const List<PropertyInfo> &);
FUNC2SC(custom_shade_model_get_param_info, int, List<PropertyInfo> *);
/* EVENT QUEUING */
virtual void init();
virtual void finish();
virtual void draw();
virtual void sync();
FUNC0RC(bool, has_changed);
/* RENDER INFO */
FUNC1R(int, get_render_info, RenderInfo);
virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); }
FUNC3(set_boot_image, const Image &, const Color &, bool);
FUNC1(set_default_clear_color, const Color &);
FUNC0RC(Color, get_default_clear_color);
FUNC0R(RID, get_test_cube);
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