/*************************************************************************/
/*  rendering_server.cpp                                                 */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 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.                */
/*************************************************************************/

#include "rendering_server.h"

#include "core/method_bind_ext.gen.inc"
#include "core/project_settings.h"

RenderingServer *RenderingServer::singleton = nullptr;
RenderingServer *(*RenderingServer::create_func)() = nullptr;

RenderingServer *RenderingServer::get_singleton() {

	return singleton;
}

RenderingServer *RenderingServer::create() {

	ERR_FAIL_COND_V(singleton, nullptr);

	if (create_func)
		return create_func();

	return nullptr;
}

Array RenderingServer::_texture_debug_usage_bind() {

	List<TextureInfo> list;
	texture_debug_usage(&list);
	Array arr;
	for (const List<TextureInfo>::Element *E = list.front(); E; E = E->next()) {

		Dictionary dict;
		dict["texture"] = E->get().texture;
		dict["width"] = E->get().width;
		dict["height"] = E->get().height;
		dict["depth"] = E->get().depth;
		dict["format"] = E->get().format;
		dict["bytes"] = E->get().bytes;
		dict["path"] = E->get().path;
		arr.push_back(dict);
	}
	return arr;
}

Array RenderingServer::_shader_get_param_list_bind(RID p_shader) const {

	List<PropertyInfo> l;
	shader_get_param_list(p_shader, &l);
	return convert_property_list(&l);
}

static Array to_array(const Vector<ObjectID> &ids) {
	Array a;
	a.resize(ids.size());
	for (int i = 0; i < ids.size(); ++i) {
		a[i] = ids[i];
	}
	return a;
}

Array RenderingServer::_instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario) const {

	Vector<ObjectID> ids = instances_cull_aabb(p_aabb, p_scenario);
	return to_array(ids);
}

Array RenderingServer::_instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {

	Vector<ObjectID> ids = instances_cull_ray(p_from, p_to, p_scenario);
	return to_array(ids);
}

Array RenderingServer::_instances_cull_convex_bind(const Array &p_convex, RID p_scenario) const {

	Vector<Plane> planes;
	for (int i = 0; i < p_convex.size(); ++i) {
		Variant v = p_convex[i];
		ERR_FAIL_COND_V(v.get_type() != Variant::PLANE, Array());
		planes.push_back(v);
	}

	Vector<ObjectID> ids = instances_cull_convex(planes, p_scenario);
	return to_array(ids);
}

RID RenderingServer::get_test_texture() {

	if (test_texture.is_valid()) {
		return test_texture;
	};

#define TEST_TEXTURE_SIZE 256

	Vector<uint8_t> test_data;
	test_data.resize(TEST_TEXTURE_SIZE * TEST_TEXTURE_SIZE * 3);

	{
		uint8_t *w = test_data.ptrw();

		for (int x = 0; x < TEST_TEXTURE_SIZE; x++) {

			for (int y = 0; y < TEST_TEXTURE_SIZE; y++) {

				Color c;
				int r = 255 - (x + y) / 2;

				if ((x % (TEST_TEXTURE_SIZE / 8)) < 2 || (y % (TEST_TEXTURE_SIZE / 8)) < 2) {

					c.r = y;
					c.g = r;
					c.b = x;

				} else {

					c.r = r;
					c.g = x;
					c.b = y;
				}

				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 0] = uint8_t(CLAMP(c.r * 255, 0, 255));
				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 1] = uint8_t(CLAMP(c.g * 255, 0, 255));
				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 2] = uint8_t(CLAMP(c.b * 255, 0, 255));
			}
		}
	}

	Ref<Image> data = memnew(Image(TEST_TEXTURE_SIZE, TEST_TEXTURE_SIZE, false, Image::FORMAT_RGB8, test_data));

	test_texture = texture_2d_create(data);

	return test_texture;
}

void RenderingServer::_free_internal_rids() {

	if (test_texture.is_valid())
		free(test_texture);
	if (white_texture.is_valid())
		free(white_texture);
	if (test_material.is_valid())
		free(test_material);
}

RID RenderingServer::_make_test_cube() {

	Vector<Vector3> vertices;
	Vector<Vector3> normals;
	Vector<float> tangents;
	Vector<Vector3> uvs;

#define ADD_VTX(m_idx)                           \
	vertices.push_back(face_points[m_idx]);      \
	normals.push_back(normal_points[m_idx]);     \
	tangents.push_back(normal_points[m_idx][1]); \
	tangents.push_back(normal_points[m_idx][2]); \
	tangents.push_back(normal_points[m_idx][0]); \
	tangents.push_back(1.0);                     \
	uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0));

	for (int i = 0; i < 6; i++) {

		Vector3 face_points[4];
		Vector3 normal_points[4];
		float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };

		for (int j = 0; j < 4; j++) {

			float v[3];
			v[0] = 1.0;
			v[1] = 1 - 2 * ((j >> 1) & 1);
			v[2] = v[1] * (1 - 2 * (j & 1));

			for (int k = 0; k < 3; k++) {

				if (i < 3)
					face_points[j][(i + k) % 3] = v[k];
				else
					face_points[3 - j][(i + k) % 3] = -v[k];
			}
			normal_points[j] = Vector3();
			normal_points[j][i % 3] = (i >= 3 ? -1 : 1);
		}

		//tri 1
		ADD_VTX(0);
		ADD_VTX(1);
		ADD_VTX(2);
		//tri 2
		ADD_VTX(2);
		ADD_VTX(3);
		ADD_VTX(0);
	}

	RID test_cube = mesh_create();

	Array d;
	d.resize(RS::ARRAY_MAX);
	d[RenderingServer::ARRAY_NORMAL] = normals;
	d[RenderingServer::ARRAY_TANGENT] = tangents;
	d[RenderingServer::ARRAY_TEX_UV] = uvs;
	d[RenderingServer::ARRAY_VERTEX] = vertices;

	Vector<int> indices;
	indices.resize(vertices.size());
	for (int i = 0; i < vertices.size(); i++)
		indices.set(i, i);
	d[RenderingServer::ARRAY_INDEX] = indices;

	mesh_add_surface_from_arrays(test_cube, PRIMITIVE_TRIANGLES, d);

	/*
	test_material = fixed_material_create();
	//material_set_flag(material, MATERIAL_FLAG_BILLBOARD_TOGGLE,true);
	fixed_material_set_texture( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, get_test_texture() );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR_EXP, 70 );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_EMISSION, Color(0.2,0.2,0.2) );

	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, Color(1, 1, 1) );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR, Color(1,1,1) );
*/
	mesh_surface_set_material(test_cube, 0, test_material);

	return test_cube;
}

RID RenderingServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) {

	Vector<Vector3> vertices;
	Vector<Vector3> normals;

	for (int i = 1; i <= p_lats; i++) {
		double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
		double z0 = Math::sin(lat0);
		double zr0 = Math::cos(lat0);

		double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
		double z1 = Math::sin(lat1);
		double zr1 = Math::cos(lat1);

		for (int j = p_lons; j >= 1; j--) {

			double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
			double x0 = Math::cos(lng0);
			double y0 = Math::sin(lng0);

			double lng1 = 2 * Math_PI * (double)(j) / p_lons;
			double x1 = Math::cos(lng1);
			double y1 = Math::sin(lng1);

			Vector3 v[4] = {
				Vector3(x1 * zr0, z0, y1 * zr0),
				Vector3(x1 * zr1, z1, y1 * zr1),
				Vector3(x0 * zr1, z1, y0 * zr1),
				Vector3(x0 * zr0, z0, y0 * zr0)
			};

#define ADD_POINT(m_idx)         \
	normals.push_back(v[m_idx]); \
	vertices.push_back(v[m_idx] * p_radius);

			ADD_POINT(0);
			ADD_POINT(1);
			ADD_POINT(2);

			ADD_POINT(2);
			ADD_POINT(3);
			ADD_POINT(0);
		}
	}

	RID mesh = mesh_create();
	Array d;
	d.resize(RS::ARRAY_MAX);

	d[ARRAY_VERTEX] = vertices;
	d[ARRAY_NORMAL] = normals;

	mesh_add_surface_from_arrays(mesh, PRIMITIVE_TRIANGLES, d);

	return mesh;
}

RID RenderingServer::get_white_texture() {

	if (white_texture.is_valid())
		return white_texture;

	Vector<uint8_t> wt;
	wt.resize(16 * 3);
	{
		uint8_t *w = wt.ptrw();
		for (int i = 0; i < 16 * 3; i++)
			w[i] = 255;
	}
	Ref<Image> white = memnew(Image(4, 4, 0, Image::FORMAT_RGB8, wt));
	white_texture = texture_2d_create(white);
	return white_texture;
}

#define SMALL_VEC2 Vector2(0.00001, 0.00001)
#define SMALL_VEC3 Vector3(0.00001, 0.00001, 0.00001)

Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, Vector<uint8_t> &r_vertex_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb) {

	uint8_t *vw = r_vertex_array.ptrw();

	uint8_t *iw = nullptr;
	if (r_index_array.size()) {
		iw = r_index_array.ptrw();
	}

	int max_bone = 0;

	for (int ai = 0; ai < RS::ARRAY_MAX; ai++) {

		if (!(p_format & (1 << ai))) // no array
			continue;

		switch (ai) {

			case RS::ARRAY_VERTEX: {

				if (p_format & RS::ARRAY_FLAG_USE_2D_VERTICES) {

					Vector<Vector2> array = p_arrays[ai];
					ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

					const Vector2 *src = array.ptr();

					// setting vertices means regenerating the AABB
					Rect2 aabb;

					{
						for (int i = 0; i < p_vertex_array_len; i++) {

							float vector[2] = { src[i].x, src[i].y };

							copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(float) * 2);

							if (i == 0) {

								aabb = Rect2(src[i], SMALL_VEC2); //must have a bit of size
							} else {

								aabb.expand_to(src[i]);
							}
						}
					}

					r_aabb = AABB(Vector3(aabb.position.x, aabb.position.y, 0), Vector3(aabb.size.x, aabb.size.y, 0));

				} else {
					Vector<Vector3> array = p_arrays[ai];
					ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

					const Vector3 *src = array.ptr();

					// setting vertices means regenerating the AABB
					AABB aabb;

					{
						for (int i = 0; i < p_vertex_array_len; i++) {

							float vector[3] = { src[i].x, src[i].y, src[i].z };

							copymem(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(float) * 3);

							if (i == 0) {

								aabb = AABB(src[i], SMALL_VEC3);
							} else {

								aabb.expand_to(src[i]);
							}
						}
					}

					r_aabb = aabb;
				}

			} break;
			case RS::ARRAY_NORMAL: {

				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_VECTOR3_ARRAY, ERR_INVALID_PARAMETER);

				Vector<Vector3> array = p_arrays[ai];
				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

				const Vector3 *src = array.ptr();

				// setting vertices means regenerating the AABB

				if (p_format & ARRAY_COMPRESS_NORMAL) {

					for (int i = 0; i < p_vertex_array_len; i++) {

						int8_t vector[4] = {
							(int8_t)CLAMP(src[i].x * 127, -128, 127),
							(int8_t)CLAMP(src[i].y * 127, -128, 127),
							(int8_t)CLAMP(src[i].z * 127, -128, 127),
							0,
						};

						copymem(&vw[p_offsets[ai] + i * p_stride], vector, 4);
					}

				} else {
					for (int i = 0; i < p_vertex_array_len; i++) {

						float vector[3] = { src[i].x, src[i].y, src[i].z };
						copymem(&vw[p_offsets[ai] + i * p_stride], vector, 3 * 4);
					}
				}

			} break;

			case RS::ARRAY_TANGENT: {

				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER);

				Vector<real_t> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER);

				const real_t *src = array.ptr();

				if (p_format & ARRAY_COMPRESS_TANGENT) {

					for (int i = 0; i < p_vertex_array_len; i++) {
						int8_t xyzw[4] = {
							(int8_t)CLAMP(src[i * 4 + 0] * 127, -128, 127),
							(int8_t)CLAMP(src[i * 4 + 1] * 127, -128, 127),
							(int8_t)CLAMP(src[i * 4 + 2] * 127, -128, 127),
							(int8_t)CLAMP(src[i * 4 + 3] * 127, -128, 127)
						};

						copymem(&vw[p_offsets[ai] + i * p_stride], xyzw, 4);
					}

				} else {
					for (int i = 0; i < p_vertex_array_len; i++) {

						float xyzw[4] = {
							src[i * 4 + 0],
							src[i * 4 + 1],
							src[i * 4 + 2],
							src[i * 4 + 3]
						};

						copymem(&vw[p_offsets[ai] + i * p_stride], xyzw, 4 * 4);
					}
				}

			} break;
			case RS::ARRAY_COLOR: {

				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_COLOR_ARRAY, ERR_INVALID_PARAMETER);

				Vector<Color> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

				const Color *src = array.ptr();

				if (p_format & ARRAY_COMPRESS_COLOR) {

					for (int i = 0; i < p_vertex_array_len; i++) {

						uint8_t colors[4];

						for (int j = 0; j < 4; j++) {

							colors[j] = CLAMP(int((src[i][j]) * 255.0), 0, 255);
						}

						copymem(&vw[p_offsets[ai] + i * p_stride], colors, 4);
					}
				} else {

					for (int i = 0; i < p_vertex_array_len; i++) {

						copymem(&vw[p_offsets[ai] + i * p_stride], &src[i], 4 * 4);
					}
				}

			} break;
			case RS::ARRAY_TEX_UV: {

				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::PACKED_VECTOR2_ARRAY, ERR_INVALID_PARAMETER);

				Vector<Vector2> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

				const Vector2 *src = array.ptr();

				if (p_format & ARRAY_COMPRESS_TEX_UV) {

					for (int i = 0; i < p_vertex_array_len; i++) {

						uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
						copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2);
					}

				} else {
					for (int i = 0; i < p_vertex_array_len; i++) {

						float uv[2] = { src[i].x, src[i].y };

						copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4);
					}
				}

			} break;

			case RS::ARRAY_TEX_UV2: {

				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::PACKED_VECTOR2_ARRAY, ERR_INVALID_PARAMETER);

				Vector<Vector2> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

				const Vector2 *src = array.ptr();

				if (p_format & ARRAY_COMPRESS_TEX_UV2) {

					for (int i = 0; i < p_vertex_array_len; i++) {

						uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
						copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2);
					}

				} else {
					for (int i = 0; i < p_vertex_array_len; i++) {

						float uv[2] = { src[i].x, src[i].y };

						copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4);
					}
				}
			} break;
			case RS::ARRAY_WEIGHTS: {

				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER);

				Vector<real_t> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len * RS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);

				const real_t *src = array.ptr();

				{

					for (int i = 0; i < p_vertex_array_len; i++) {

						uint16_t data[RS::ARRAY_WEIGHTS_SIZE];
						for (int j = 0; j < RS::ARRAY_WEIGHTS_SIZE; j++) {
							data[j] = CLAMP(src[i * RS::ARRAY_WEIGHTS_SIZE + j] * 65535, 0, 65535);
						}

						copymem(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4);
					}
				}

			} break;
			case RS::ARRAY_BONES: {

				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_INT32_ARRAY && p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER);

				Vector<int> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len * RS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);

				const int *src = array.ptr();

				for (int i = 0; i < p_vertex_array_len; i++) {

					uint16_t data[RS::ARRAY_WEIGHTS_SIZE];
					for (int j = 0; j < RS::ARRAY_WEIGHTS_SIZE; j++) {
						data[j] = src[i * RS::ARRAY_WEIGHTS_SIZE + j];
						max_bone = MAX(data[j], max_bone);
					}

					copymem(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4);
				}

			} break;
			case RS::ARRAY_INDEX: {

				ERR_FAIL_NULL_V(iw, ERR_INVALID_DATA);
				ERR_FAIL_COND_V(p_index_array_len <= 0, ERR_INVALID_DATA);
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_INT32_ARRAY, ERR_INVALID_PARAMETER);

				Vector<int> indices = p_arrays[ai];
				ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER);
				ERR_FAIL_COND_V(indices.size() != p_index_array_len, ERR_INVALID_PARAMETER);

				/* determine whether using 16 or 32 bits indices */

				const int *src = indices.ptr();

				for (int i = 0; i < p_index_array_len; i++) {

					if (p_vertex_array_len < (1 << 16)) {
						uint16_t v = src[i];

						copymem(&iw[i * 2], &v, 2);
					} else {
						uint32_t v = src[i];

						copymem(&iw[i * 4], &v, 4);
					}
				}
			} break;
			default: {
				ERR_FAIL_V(ERR_INVALID_DATA);
			}
		}
	}

	if (p_format & RS::ARRAY_FORMAT_BONES) {
		//create AABBs for each detected bone
		int total_bones = max_bone + 1;

		bool first = r_bone_aabb.size() == 0;

		r_bone_aabb.resize(total_bones);

		if (first) {
			for (int i = 0; i < total_bones; i++) {
				r_bone_aabb.write[i].size = Vector3(-1, -1, -1); //negative means unused
			}
		}

		Vector<Vector3> vertices = p_arrays[RS::ARRAY_VERTEX];
		Vector<int> bones = p_arrays[RS::ARRAY_BONES];
		Vector<float> weights = p_arrays[RS::ARRAY_WEIGHTS];

		bool any_valid = false;

		if (vertices.size() && bones.size() == vertices.size() * 4 && weights.size() == bones.size()) {

			int vs = vertices.size();
			const Vector3 *rv = vertices.ptr();
			const int *rb = bones.ptr();
			const float *rw = weights.ptr();

			AABB *bptr = r_bone_aabb.ptrw();

			for (int i = 0; i < vs; i++) {

				Vector3 v = rv[i];
				for (int j = 0; j < 4; j++) {

					int idx = rb[i * 4 + j];
					float w = rw[i * 4 + j];
					if (w == 0)
						continue; //break;
					ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA);

					if (bptr[idx].size.x < 0) {
						//first
						bptr[idx] = AABB(v, SMALL_VEC3);
						any_valid = true;
					} else {
						bptr[idx].expand_to(v);
					}
				}
			}
		}

		if (!any_valid && first) {

			r_bone_aabb.clear();
		}
	}
	return OK;
}

uint32_t RenderingServer::mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const {
	uint32_t offsets[ARRAY_MAX];
	mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets);
	return offsets[p_array_index];
}

uint32_t RenderingServer::mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len) const {
	uint32_t offsets[ARRAY_MAX];
	return mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets);
}

uint32_t RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets) const {

	int total_elem_size = 0;

	for (int i = 0; i < RS::ARRAY_MAX; i++) {

		r_offsets[i] = 0; //reset

		if (!(p_format & (1 << i))) // no array
			continue;

		int elem_size = 0;

		switch (i) {

			case RS::ARRAY_VERTEX: {

				if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
					elem_size = 2;
				} else {
					elem_size = 3;
				}

				{
					elem_size *= sizeof(float);
				}

				if (elem_size == 6) {
					elem_size = 8;
				}

			} break;
			case RS::ARRAY_NORMAL: {

				if (p_format & ARRAY_COMPRESS_NORMAL) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 3;
				}

			} break;

			case RS::ARRAY_TANGENT: {
				if (p_format & ARRAY_COMPRESS_TANGENT) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 4;
				}

			} break;
			case RS::ARRAY_COLOR: {

				if (p_format & ARRAY_COMPRESS_COLOR) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 4;
				}
			} break;
			case RS::ARRAY_TEX_UV: {
				if (p_format & ARRAY_COMPRESS_TEX_UV) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}

			} break;

			case RS::ARRAY_TEX_UV2: {
				if (p_format & ARRAY_COMPRESS_TEX_UV2) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}

			} break;
			case RS::ARRAY_WEIGHTS: {

				elem_size = sizeof(uint16_t) * 4;

			} break;
			case RS::ARRAY_BONES: {

				elem_size = sizeof(uint16_t) * 4;

			} break;
			case RS::ARRAY_INDEX: {

				if (p_index_len <= 0) {
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
					break;
				}
				/* determine whether using 16 or 32 bits indices */
				if (p_vertex_len >= (1 << 16)) {

					elem_size = 4;

				} else {
					elem_size = 2;
				}
				r_offsets[i] = elem_size;
				continue;
			}
			default: {
				ERR_FAIL_V(0);
			}
		}

		r_offsets[i] = total_elem_size;
		total_elem_size += elem_size;
	}
	return total_elem_size;
}

Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surface_data, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, uint32_t p_compress_format) {

	ERR_FAIL_INDEX_V(p_primitive, RS::PRIMITIVE_MAX, ERR_INVALID_PARAMETER);
	ERR_FAIL_COND_V(p_arrays.size() != RS::ARRAY_MAX, ERR_INVALID_PARAMETER);

	uint32_t format = 0;

	// validation
	int index_array_len = 0;
	int array_len = 0;

	for (int i = 0; i < p_arrays.size(); i++) {

		if (p_arrays[i].get_type() == Variant::NIL)
			continue;

		format |= (1 << i);

		if (i == RS::ARRAY_VERTEX) {

			Variant var = p_arrays[i];
			switch (var.get_type()) {
				case Variant::PACKED_VECTOR2_ARRAY: {
					Vector<Vector2> v2 = var;
				} break;
				case Variant::PACKED_VECTOR3_ARRAY: {
					Vector<Vector3> v3 = var;
				} break;
				default: {
					Array v = var;
				} break;
			}

			array_len = PackedVector3Array(p_arrays[i]).size();
			ERR_FAIL_COND_V(array_len == 0, ERR_INVALID_DATA);
		} else if (i == RS::ARRAY_INDEX) {

			index_array_len = PackedInt32Array(p_arrays[i]).size();
		}
	}

	ERR_FAIL_COND_V((format & RS::ARRAY_FORMAT_VERTEX) == 0, ERR_INVALID_PARAMETER); // mandatory

	if (p_blend_shapes.size()) {
		//validate format for morphs
		for (int i = 0; i < p_blend_shapes.size(); i++) {

			uint32_t bsformat = 0;
			Array arr = p_blend_shapes[i];
			for (int j = 0; j < arr.size(); j++) {

				if (arr[j].get_type() != Variant::NIL)
					bsformat |= (1 << j);
			}

			ERR_FAIL_COND_V((bsformat) != (format & (RS::ARRAY_FORMAT_INDEX - 1)), ERR_INVALID_PARAMETER);
		}
	}

	uint32_t offsets[RS::ARRAY_MAX];

	int total_elem_size = 0;

	for (int i = 0; i < RS::ARRAY_MAX; i++) {

		offsets[i] = 0; //reset

		if (!(format & (1 << i))) // no array
			continue;

		int elem_size = 0;

		switch (i) {

			case RS::ARRAY_VERTEX: {

				Variant arr = p_arrays[0];
				if (arr.get_type() == Variant::PACKED_VECTOR2_ARRAY) {
					elem_size = 2;
					p_compress_format |= ARRAY_FLAG_USE_2D_VERTICES;
				} else if (arr.get_type() == Variant::PACKED_VECTOR3_ARRAY) {
					p_compress_format &= ~ARRAY_FLAG_USE_2D_VERTICES;
					elem_size = 3;
				} else {
					elem_size = (p_compress_format & ARRAY_FLAG_USE_2D_VERTICES) ? 2 : 3;
				}

				{
					elem_size *= sizeof(float);
				}

			} break;
			case RS::ARRAY_NORMAL: {

				if (p_compress_format & ARRAY_COMPRESS_NORMAL) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 3;
				}

			} break;

			case RS::ARRAY_TANGENT: {
				if (p_compress_format & ARRAY_COMPRESS_TANGENT) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 4;
				}

			} break;
			case RS::ARRAY_COLOR: {

				if (p_compress_format & ARRAY_COMPRESS_COLOR) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 4;
				}
			} break;
			case RS::ARRAY_TEX_UV: {
				if (p_compress_format & ARRAY_COMPRESS_TEX_UV) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}

			} break;

			case RS::ARRAY_TEX_UV2: {
				if (p_compress_format & ARRAY_COMPRESS_TEX_UV2) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}

			} break;
			case RS::ARRAY_WEIGHTS: {

				elem_size = sizeof(uint16_t) * 4;

			} break;
			case RS::ARRAY_BONES: {

				elem_size = sizeof(uint16_t) * 4;

			} break;
			case RS::ARRAY_INDEX: {

				if (index_array_len <= 0) {
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
					break;
				}
				/* determine whether using 16 or 32 bits indices */
				if (array_len >= (1 << 16)) {

					elem_size = 4;

				} else {
					elem_size = 2;
				}
				offsets[i] = elem_size;
				continue;
			}
			default: {
				ERR_FAIL_V(ERR_BUG);
			}
		}

		offsets[i] = total_elem_size;
		total_elem_size += elem_size;
	}

	uint32_t mask = (1 << ARRAY_MAX) - 1;
	format |= (~mask) & p_compress_format; //make the full format

	int array_size = total_elem_size * array_len;

	Vector<uint8_t> vertex_array;
	vertex_array.resize(array_size);

	int index_array_size = offsets[RS::ARRAY_INDEX] * index_array_len;

	Vector<uint8_t> index_array;
	index_array.resize(index_array_size);

	AABB aabb;
	Vector<AABB> bone_aabb;

	Error err = _surface_set_data(p_arrays, format, offsets, total_elem_size, vertex_array, array_len, index_array, index_array_len, aabb, bone_aabb);
	ERR_FAIL_COND_V_MSG(err != OK, ERR_INVALID_DATA, "Invalid array format for surface.");

	Vector<Vector<uint8_t>> blend_shape_data;

	for (int i = 0; i < p_blend_shapes.size(); i++) {

		Vector<uint8_t> vertex_array_shape;
		vertex_array_shape.resize(array_size);
		Vector<uint8_t> noindex;

		AABB laabb;
		Error err2 = _surface_set_data(p_blend_shapes[i], format & ~ARRAY_FORMAT_INDEX, offsets, total_elem_size, vertex_array_shape, array_len, noindex, 0, laabb, bone_aabb);
		aabb.merge_with(laabb);
		ERR_FAIL_COND_V_MSG(err2 != OK, ERR_INVALID_DATA, "Invalid blend shape array format for surface.");

		blend_shape_data.push_back(vertex_array_shape);
	}
	Vector<SurfaceData::LOD> lods;
	if (index_array_len) {

		List<Variant> keys;
		p_lods.get_key_list(&keys);
		for (List<Variant>::Element *E = keys.front(); E; E = E->next()) {
			float distance = E->get();
			ERR_CONTINUE(distance <= 0.0);
			Vector<int> indices = p_lods[E->get()];
			ERR_CONTINUE(indices.size() == 0);
			uint32_t index_count = indices.size();
			ERR_CONTINUE(index_count >= (uint32_t)index_array_len); //should be smaller..

			const int *r = indices.ptr();

			Vector<uint8_t> data;
			if (array_len <= 65536) {
				//16 bits indices
				data.resize(indices.size() * 2);
				uint8_t *w = data.ptrw();
				uint16_t *index_ptr = (uint16_t *)w;
				for (uint32_t i = 0; i < index_count; i++) {
					index_ptr[i] = r[i];
				}
			} else {
				//32 bits indices
				data.resize(indices.size() * 4);
				uint8_t *w = data.ptrw();
				uint32_t *index_ptr = (uint32_t *)w;
				for (uint32_t i = 0; i < index_count; i++) {
					index_ptr[i] = r[i];
				}
			}

			SurfaceData::LOD lod;
			lod.edge_length = distance;
			lod.index_data = data;
			lods.push_back(lod);
		}
	}

	SurfaceData &surface_data = *r_surface_data;
	surface_data.format = format;
	surface_data.primitive = p_primitive;
	surface_data.aabb = aabb;
	surface_data.vertex_data = vertex_array;
	surface_data.vertex_count = array_len;
	surface_data.index_data = index_array;
	surface_data.index_count = index_array_len;
	surface_data.blend_shapes = blend_shape_data;
	surface_data.bone_aabbs = bone_aabb;
	surface_data.lods = lods;

	return OK;
}

void RenderingServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, uint32_t p_compress_format) {

	SurfaceData sd;
	Error err = mesh_create_surface_data_from_arrays(&sd, p_primitive, p_arrays, p_blend_shapes, p_lods, p_compress_format);
	if (err != OK) {
		return;
	}
	mesh_add_surface(p_mesh, sd);
}

Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t> p_vertex_data, int p_vertex_len, Vector<uint8_t> p_index_data, int p_index_len) const {

	uint32_t offsets[ARRAY_MAX];

	int total_elem_size = 0;

	for (int i = 0; i < RS::ARRAY_MAX; i++) {

		offsets[i] = 0; //reset

		if (!(p_format & (1 << i))) // no array
			continue;

		int elem_size = 0;

		switch (i) {

			case RS::ARRAY_VERTEX: {

				if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
					elem_size = 2;
				} else {
					elem_size = 3;
				}

				{
					elem_size *= sizeof(float);
				}

			} break;
			case RS::ARRAY_NORMAL: {

				if (p_format & ARRAY_COMPRESS_NORMAL) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 3;
				}

			} break;

			case RS::ARRAY_TANGENT: {
				if (p_format & ARRAY_COMPRESS_TANGENT) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 4;
				}

			} break;
			case RS::ARRAY_COLOR: {

				if (p_format & ARRAY_COMPRESS_COLOR) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 4;
				}
			} break;
			case RS::ARRAY_TEX_UV: {
				if (p_format & ARRAY_COMPRESS_TEX_UV) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}

			} break;

			case RS::ARRAY_TEX_UV2: {
				if (p_format & ARRAY_COMPRESS_TEX_UV2) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}

			} break;
			case RS::ARRAY_WEIGHTS: {

				elem_size = sizeof(uint16_t) * 4;

			} break;
			case RS::ARRAY_BONES: {

				elem_size = sizeof(uint16_t) * 4;

			} break;
			case RS::ARRAY_INDEX: {

				if (p_index_len <= 0) {
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
					break;
				}
				/* determine whether using 16 or 32 bits indices */
				if (p_vertex_len >= (1 << 16)) {

					elem_size = 4;

				} else {
					elem_size = 2;
				}
				offsets[i] = elem_size;
				continue;
			}
			default: {
				ERR_FAIL_V(Array());
			}
		}

		offsets[i] = total_elem_size;
		total_elem_size += elem_size;
	}

	Array ret;
	ret.resize(RS::ARRAY_MAX);

	const uint8_t *r = p_vertex_data.ptr();

	for (int i = 0; i < RS::ARRAY_MAX; i++) {

		if (!(p_format & (1 << i)))
			continue;

		switch (i) {

			case RS::ARRAY_VERTEX: {

				if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {

					Vector<Vector2> arr_2d;
					arr_2d.resize(p_vertex_len);

					{

						Vector2 *w = arr_2d.ptrw();

						for (int j = 0; j < p_vertex_len; j++) {

							const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
							w[j] = Vector2(v[0], v[1]);
						}
					}

					ret[i] = arr_2d;
				} else {

					Vector<Vector3> arr_3d;
					arr_3d.resize(p_vertex_len);

					{

						Vector3 *w = arr_3d.ptrw();

						for (int j = 0; j < p_vertex_len; j++) {

							const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
							w[j] = Vector3(v[0], v[1], v[2]);
						}
					}

					ret[i] = arr_3d;
				}

			} break;
			case RS::ARRAY_NORMAL: {
				Vector<Vector3> arr;
				arr.resize(p_vertex_len);

				if (p_format & ARRAY_COMPRESS_NORMAL) {

					Vector3 *w = arr.ptrw();
					const float multiplier = 1.f / 127.f;

					for (int j = 0; j < p_vertex_len; j++) {

						const int8_t *v = (const int8_t *)&r[j * total_elem_size + offsets[i]];
						w[j] = Vector3(float(v[0]) * multiplier, float(v[1]) * multiplier, float(v[2]) * multiplier);
					}
				} else {
					Vector3 *w = arr.ptrw();

					for (int j = 0; j < p_vertex_len; j++) {

						const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
						w[j] = Vector3(v[0], v[1], v[2]);
					}
				}

				ret[i] = arr;

			} break;

			case RS::ARRAY_TANGENT: {
				Vector<float> arr;
				arr.resize(p_vertex_len * 4);
				if (p_format & ARRAY_COMPRESS_TANGENT) {
					float *w = arr.ptrw();

					for (int j = 0; j < p_vertex_len; j++) {

						const int8_t *v = (const int8_t *)&r[j * total_elem_size + offsets[i]];
						for (int k = 0; k < 4; k++) {
							w[j * 4 + k] = float(v[k] / 127.0);
						}
					}
				} else {

					float *w = arr.ptrw();

					for (int j = 0; j < p_vertex_len; j++) {
						const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
						for (int k = 0; k < 4; k++) {
							w[j * 4 + k] = v[k];
						}
					}
				}

				ret[i] = arr;

			} break;
			case RS::ARRAY_COLOR: {

				Vector<Color> arr;
				arr.resize(p_vertex_len);

				if (p_format & ARRAY_COMPRESS_COLOR) {

					Color *w = arr.ptrw();

					for (int j = 0; j < p_vertex_len; j++) {

						const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]];
						w[j] = Color(float(v[0] / 255.0), float(v[1] / 255.0), float(v[2] / 255.0), float(v[3] / 255.0));
					}
				} else {
					Color *w = arr.ptrw();

					for (int j = 0; j < p_vertex_len; j++) {

						const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
						w[j] = Color(v[0], v[1], v[2], v[3]);
					}
				}

				ret[i] = arr;
			} break;
			case RS::ARRAY_TEX_UV: {

				Vector<Vector2> arr;
				arr.resize(p_vertex_len);

				if (p_format & ARRAY_COMPRESS_TEX_UV) {

					Vector2 *w = arr.ptrw();

					for (int j = 0; j < p_vertex_len; j++) {

						const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
						w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
					}
				} else {

					Vector2 *w = arr.ptrw();

					for (int j = 0; j < p_vertex_len; j++) {

						const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
						w[j] = Vector2(v[0], v[1]);
					}
				}

				ret[i] = arr;
			} break;

			case RS::ARRAY_TEX_UV2: {
				Vector<Vector2> arr;
				arr.resize(p_vertex_len);

				if (p_format & ARRAY_COMPRESS_TEX_UV2) {

					Vector2 *w = arr.ptrw();

					for (int j = 0; j < p_vertex_len; j++) {

						const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
						w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
					}
				} else {

					Vector2 *w = arr.ptrw();

					for (int j = 0; j < p_vertex_len; j++) {

						const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
						w[j] = Vector2(v[0], v[1]);
					}
				}

				ret[i] = arr;

			} break;
			case RS::ARRAY_WEIGHTS: {

				Vector<float> arr;
				arr.resize(p_vertex_len * 4);
				{
					float *w = arr.ptrw();

					for (int j = 0; j < p_vertex_len; j++) {

						const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
						for (int k = 0; k < 4; k++) {
							w[j * 4 + k] = float(v[k] / 65535.0);
						}
					}
				}

				ret[i] = arr;

			} break;
			case RS::ARRAY_BONES: {

				Vector<int> arr;
				arr.resize(p_vertex_len * 4);

				int *w = arr.ptrw();

				for (int j = 0; j < p_vertex_len; j++) {

					const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
					for (int k = 0; k < 4; k++) {
						w[j * 4 + k] = v[k];
					}
				}

				ret[i] = arr;

			} break;
			case RS::ARRAY_INDEX: {
				/* determine whether using 16 or 32 bits indices */

				const uint8_t *ir = p_index_data.ptr();

				Vector<int> arr;
				arr.resize(p_index_len);
				if (p_vertex_len < (1 << 16)) {

					int *w = arr.ptrw();

					for (int j = 0; j < p_index_len; j++) {

						const uint16_t *v = (const uint16_t *)&ir[j * 2];
						w[j] = *v;
					}
				} else {

					int *w = arr.ptrw();

					for (int j = 0; j < p_index_len; j++) {
						const int *v = (const int *)&ir[j * 4];
						w[j] = *v;
					}
				}
				ret[i] = arr;
			} break;
			default: {
				ERR_FAIL_V(ret);
			}
		}
	}

	return ret;
}

Array RenderingServer::mesh_surface_get_arrays(RID p_mesh, int p_surface) const {

	SurfaceData sd = mesh_get_surface(p_mesh, p_surface);
	return mesh_create_arrays_from_surface_data(sd);
}

Dictionary RenderingServer::mesh_surface_get_lods(RID p_mesh, int p_surface) const {

	SurfaceData sd = mesh_get_surface(p_mesh, p_surface);
	ERR_FAIL_COND_V(sd.vertex_count == 0, Dictionary());

	Dictionary ret;

	for (int i = 0; i < sd.lods.size(); i++) {
		Vector<int> lods;
		if (sd.vertex_count <= 65536) {
			uint32_t lc = sd.lods[i].index_data.size() / 2;
			lods.resize(lc);
			const uint8_t *r = sd.lods[i].index_data.ptr();
			const uint16_t *rptr = (const uint16_t *)r;
			int *w = lods.ptrw();
			for (uint32_t j = 0; j < lc; j++) {
				w[j] = rptr[i];
			}
		} else {
			uint32_t lc = sd.lods[i].index_data.size() / 4;
			lods.resize(lc);
			const uint8_t *r = sd.lods[i].index_data.ptr();
			const uint32_t *rptr = (const uint32_t *)r;
			int *w = lods.ptrw();
			for (uint32_t j = 0; j < lc; j++) {
				w[j] = rptr[i];
			}
		}

		ret[sd.lods[i].edge_length] = lods;
	}

	return ret;
}

Array RenderingServer::mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const {

	SurfaceData sd = mesh_get_surface(p_mesh, p_surface);
	ERR_FAIL_COND_V(sd.vertex_count == 0, Array());

	Vector<Vector<uint8_t>> blend_shape_data = sd.blend_shapes;

	if (blend_shape_data.size() > 0) {
		int vertex_len = sd.vertex_count;

		Vector<uint8_t> index_data = sd.index_data;
		int index_len = sd.index_count;

		uint32_t format = sd.format;

		Array blend_shape_array;
		blend_shape_array.resize(blend_shape_data.size());
		for (int i = 0; i < blend_shape_data.size(); i++) {
			blend_shape_array.set(i, _get_array_from_surface(format, blend_shape_data[i], vertex_len, index_data, index_len));
		}

		return blend_shape_array;
	} else {
		return Array();
	}
}

Array RenderingServer::mesh_create_arrays_from_surface_data(const SurfaceData &p_data) const {

	Vector<uint8_t> vertex_data = p_data.vertex_data;

	ERR_FAIL_COND_V(vertex_data.size() == 0, Array());
	int vertex_len = p_data.vertex_count;

	Vector<uint8_t> index_data = p_data.index_data;
	int index_len = p_data.index_count;

	uint32_t format = p_data.format;

	return _get_array_from_surface(format, vertex_data, vertex_len, index_data, index_len);
}
#if 0
Array RenderingServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const {

	Vector<AABB> vec = RS::get_singleton()->mesh_surface_get_skeleton_aabb(p_mesh, p_surface);
	Array arr;
	for (int i = 0; i < vec.size(); i++) {
		arr[i] = vec[i];
	}
	return arr;
}
#endif

ShaderLanguage::DataType RenderingServer::global_variable_type_get_shader_datatype(GlobalVariableType p_type) {

	switch (p_type) {
		case RS::GLOBAL_VAR_TYPE_BOOL: return ShaderLanguage::TYPE_BOOL;
		case RS::GLOBAL_VAR_TYPE_BVEC2: return ShaderLanguage::TYPE_BVEC2;
		case RS::GLOBAL_VAR_TYPE_BVEC3: return ShaderLanguage::TYPE_BVEC3;
		case RS::GLOBAL_VAR_TYPE_BVEC4: return ShaderLanguage::TYPE_BVEC4;
		case RS::GLOBAL_VAR_TYPE_INT: return ShaderLanguage::TYPE_INT;
		case RS::GLOBAL_VAR_TYPE_IVEC2: return ShaderLanguage::TYPE_IVEC2;
		case RS::GLOBAL_VAR_TYPE_IVEC3: return ShaderLanguage::TYPE_IVEC3;
		case RS::GLOBAL_VAR_TYPE_IVEC4: return ShaderLanguage::TYPE_IVEC4;
		case RS::GLOBAL_VAR_TYPE_RECT2I: return ShaderLanguage::TYPE_IVEC4;
		case RS::GLOBAL_VAR_TYPE_UINT: return ShaderLanguage::TYPE_UINT;
		case RS::GLOBAL_VAR_TYPE_UVEC2: return ShaderLanguage::TYPE_UVEC2;
		case RS::GLOBAL_VAR_TYPE_UVEC3: return ShaderLanguage::TYPE_UVEC3;
		case RS::GLOBAL_VAR_TYPE_UVEC4: return ShaderLanguage::TYPE_UVEC4;
		case RS::GLOBAL_VAR_TYPE_FLOAT: return ShaderLanguage::TYPE_FLOAT;
		case RS::GLOBAL_VAR_TYPE_VEC2: return ShaderLanguage::TYPE_VEC2;
		case RS::GLOBAL_VAR_TYPE_VEC3: return ShaderLanguage::TYPE_VEC3;
		case RS::GLOBAL_VAR_TYPE_VEC4: return ShaderLanguage::TYPE_VEC4;
		case RS::GLOBAL_VAR_TYPE_COLOR: return ShaderLanguage::TYPE_VEC4;
		case RS::GLOBAL_VAR_TYPE_RECT2: return ShaderLanguage::TYPE_VEC4;
		case RS::GLOBAL_VAR_TYPE_MAT2: return ShaderLanguage::TYPE_MAT2;
		case RS::GLOBAL_VAR_TYPE_MAT3: return ShaderLanguage::TYPE_MAT3;
		case RS::GLOBAL_VAR_TYPE_MAT4: return ShaderLanguage::TYPE_MAT4;
		case RS::GLOBAL_VAR_TYPE_TRANSFORM_2D: return ShaderLanguage::TYPE_MAT3;
		case RS::GLOBAL_VAR_TYPE_TRANSFORM: return ShaderLanguage::TYPE_MAT4;
		case RS::GLOBAL_VAR_TYPE_SAMPLER2D: return ShaderLanguage::TYPE_SAMPLER2D;
		case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: return ShaderLanguage::TYPE_SAMPLER2DARRAY;
		case RS::GLOBAL_VAR_TYPE_SAMPLER3D: return ShaderLanguage::TYPE_SAMPLER3D;
		case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: return ShaderLanguage::TYPE_SAMPLERCUBE;
		default: return ShaderLanguage::TYPE_MAX; //invalid or not found
	}
}

void RenderingServer::_bind_methods() {

	ClassDB::bind_method(D_METHOD("force_sync"), &RenderingServer::sync);
	ClassDB::bind_method(D_METHOD("force_draw", "swap_buffers", "frame_step"), &RenderingServer::draw, DEFVAL(true), DEFVAL(0.0));

#ifndef _MSC_VER
#warning TODO all texture methods need re-binding
#endif

	ClassDB::bind_method(D_METHOD("texture_2d_create", "image"), &RenderingServer::texture_2d_create);
	ClassDB::bind_method(D_METHOD("texture_2d_get", "texture"), &RenderingServer::texture_2d_get);

#ifndef _3D_DISABLED
	ClassDB::bind_method(D_METHOD("sky_create"), &RenderingServer::sky_create);
	ClassDB::bind_method(D_METHOD("sky_set_material", "sky", "material"), &RenderingServer::sky_set_material);
#endif
	ClassDB::bind_method(D_METHOD("shader_create"), &RenderingServer::shader_create);
	ClassDB::bind_method(D_METHOD("shader_set_code", "shader", "code"), &RenderingServer::shader_set_code);
	ClassDB::bind_method(D_METHOD("shader_get_code", "shader"), &RenderingServer::shader_get_code);
	ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &RenderingServer::_shader_get_param_list_bind);
	ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "name", "texture"), &RenderingServer::shader_set_default_texture_param);
	ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "name"), &RenderingServer::shader_get_default_texture_param);
	ClassDB::bind_method(D_METHOD("shader_get_param_default", "material", "parameter"), &RenderingServer::shader_get_param_default);

	ClassDB::bind_method(D_METHOD("material_create"), &RenderingServer::material_create);
	ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &RenderingServer::material_set_shader);
	ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &RenderingServer::material_set_param);
	ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &RenderingServer::material_get_param);
	ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &RenderingServer::material_set_render_priority);

	ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &RenderingServer::material_set_next_pass);

	ClassDB::bind_method(D_METHOD("mesh_create"), &RenderingServer::mesh_create);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_format_offset", "format", "vertex_len", "index_len", "array_index"), &RenderingServer::mesh_surface_get_format_offset);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_format_stride", "format", "vertex_len", "index_len"), &RenderingServer::mesh_surface_get_format_stride);
	ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primitive", "arrays", "blend_shapes", "lods", "compress_format"), &RenderingServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
	ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_count", "mesh"), &RenderingServer::mesh_get_blend_shape_count);
	ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_mode", "mesh", "mode"), &RenderingServer::mesh_set_blend_shape_mode);
	ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_mode", "mesh"), &RenderingServer::mesh_get_blend_shape_mode);
	ClassDB::bind_method(D_METHOD("mesh_surface_update_region", "mesh", "surface", "offset", "data"), &RenderingServer::mesh_surface_update_region);
	ClassDB::bind_method(D_METHOD("mesh_surface_set_material", "mesh", "surface", "material"), &RenderingServer::mesh_surface_set_material);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_material", "mesh", "surface"), &RenderingServer::mesh_surface_get_material);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_arrays", "mesh", "surface"), &RenderingServer::mesh_surface_get_arrays);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_blend_shape_arrays", "mesh", "surface"), &RenderingServer::mesh_surface_get_blend_shape_arrays);
	ClassDB::bind_method(D_METHOD("mesh_get_surface_count", "mesh"), &RenderingServer::mesh_get_surface_count);
	ClassDB::bind_method(D_METHOD("mesh_set_custom_aabb", "mesh", "aabb"), &RenderingServer::mesh_set_custom_aabb);
	ClassDB::bind_method(D_METHOD("mesh_get_custom_aabb", "mesh"), &RenderingServer::mesh_get_custom_aabb);
	ClassDB::bind_method(D_METHOD("mesh_clear", "mesh"), &RenderingServer::mesh_clear);

	ClassDB::bind_method(D_METHOD("multimesh_create"), &RenderingServer::multimesh_create);
	ClassDB::bind_method(D_METHOD("multimesh_allocate", "multimesh", "instances", "transform_format", "color_format", "custom_data_format"), &RenderingServer::multimesh_allocate, DEFVAL(false), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("multimesh_get_instance_count", "multimesh"), &RenderingServer::multimesh_get_instance_count);
	ClassDB::bind_method(D_METHOD("multimesh_set_mesh", "multimesh", "mesh"), &RenderingServer::multimesh_set_mesh);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform", "multimesh", "index", "transform"), &RenderingServer::multimesh_instance_set_transform);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform_2d", "multimesh", "index", "transform"), &RenderingServer::multimesh_instance_set_transform_2d);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_color", "multimesh", "index", "color"), &RenderingServer::multimesh_instance_set_color);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_custom_data", "multimesh", "index", "custom_data"), &RenderingServer::multimesh_instance_set_custom_data);
	ClassDB::bind_method(D_METHOD("multimesh_get_mesh", "multimesh"), &RenderingServer::multimesh_get_mesh);
	ClassDB::bind_method(D_METHOD("multimesh_get_aabb", "multimesh"), &RenderingServer::multimesh_get_aabb);
	ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform", "multimesh", "index"), &RenderingServer::multimesh_instance_get_transform);
	ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform_2d", "multimesh", "index"), &RenderingServer::multimesh_instance_get_transform_2d);
	ClassDB::bind_method(D_METHOD("multimesh_instance_get_color", "multimesh", "index"), &RenderingServer::multimesh_instance_get_color);
	ClassDB::bind_method(D_METHOD("multimesh_instance_get_custom_data", "multimesh", "index"), &RenderingServer::multimesh_instance_get_custom_data);
	ClassDB::bind_method(D_METHOD("multimesh_set_visible_instances", "multimesh", "visible"), &RenderingServer::multimesh_set_visible_instances);
	ClassDB::bind_method(D_METHOD("multimesh_get_visible_instances", "multimesh"), &RenderingServer::multimesh_get_visible_instances);
	ClassDB::bind_method(D_METHOD("multimesh_set_buffer", "multimesh", "buffer"), &RenderingServer::multimesh_set_buffer);
	ClassDB::bind_method(D_METHOD("multimesh_get_buffer", "multimesh"), &RenderingServer::multimesh_get_buffer);
#ifndef _3D_DISABLED
	ClassDB::bind_method(D_METHOD("immediate_create"), &RenderingServer::immediate_create);
	ClassDB::bind_method(D_METHOD("immediate_begin", "immediate", "primitive", "texture"), &RenderingServer::immediate_begin, DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("immediate_vertex", "immediate", "vertex"), &RenderingServer::immediate_vertex);
	ClassDB::bind_method(D_METHOD("immediate_vertex_2d", "immediate", "vertex"), &RenderingServer::immediate_vertex_2d);
	ClassDB::bind_method(D_METHOD("immediate_normal", "immediate", "normal"), &RenderingServer::immediate_normal);
	ClassDB::bind_method(D_METHOD("immediate_tangent", "immediate", "tangent"), &RenderingServer::immediate_tangent);
	ClassDB::bind_method(D_METHOD("immediate_color", "immediate", "color"), &RenderingServer::immediate_color);
	ClassDB::bind_method(D_METHOD("immediate_uv", "immediate", "tex_uv"), &RenderingServer::immediate_uv);
	ClassDB::bind_method(D_METHOD("immediate_uv2", "immediate", "tex_uv"), &RenderingServer::immediate_uv2);
	ClassDB::bind_method(D_METHOD("immediate_end", "immediate"), &RenderingServer::immediate_end);
	ClassDB::bind_method(D_METHOD("immediate_clear", "immediate"), &RenderingServer::immediate_clear);
	ClassDB::bind_method(D_METHOD("immediate_set_material", "immediate", "material"), &RenderingServer::immediate_set_material);
	ClassDB::bind_method(D_METHOD("immediate_get_material", "immediate"), &RenderingServer::immediate_get_material);
#endif

	ClassDB::bind_method(D_METHOD("skeleton_create"), &RenderingServer::skeleton_create);
	ClassDB::bind_method(D_METHOD("skeleton_allocate", "skeleton", "bones", "is_2d_skeleton"), &RenderingServer::skeleton_allocate, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("skeleton_get_bone_count", "skeleton"), &RenderingServer::skeleton_get_bone_count);
	ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform", "skeleton", "bone", "transform"), &RenderingServer::skeleton_bone_set_transform);
	ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform", "skeleton", "bone"), &RenderingServer::skeleton_bone_get_transform);
	ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform_2d", "skeleton", "bone", "transform"), &RenderingServer::skeleton_bone_set_transform_2d);
	ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform_2d", "skeleton", "bone"), &RenderingServer::skeleton_bone_get_transform_2d);

#ifndef _3D_DISABLED
	ClassDB::bind_method(D_METHOD("directional_light_create"), &RenderingServer::directional_light_create);
	ClassDB::bind_method(D_METHOD("omni_light_create"), &RenderingServer::omni_light_create);
	ClassDB::bind_method(D_METHOD("spot_light_create"), &RenderingServer::spot_light_create);

	ClassDB::bind_method(D_METHOD("light_set_color", "light", "color"), &RenderingServer::light_set_color);
	ClassDB::bind_method(D_METHOD("light_set_param", "light", "param", "value"), &RenderingServer::light_set_param);
	ClassDB::bind_method(D_METHOD("light_set_shadow", "light", "enabled"), &RenderingServer::light_set_shadow);
	ClassDB::bind_method(D_METHOD("light_set_shadow_color", "light", "color"), &RenderingServer::light_set_shadow_color);
	ClassDB::bind_method(D_METHOD("light_set_projector", "light", "texture"), &RenderingServer::light_set_projector);
	ClassDB::bind_method(D_METHOD("light_set_negative", "light", "enable"), &RenderingServer::light_set_negative);
	ClassDB::bind_method(D_METHOD("light_set_cull_mask", "light", "mask"), &RenderingServer::light_set_cull_mask);
	ClassDB::bind_method(D_METHOD("light_set_reverse_cull_face_mode", "light", "enabled"), &RenderingServer::light_set_reverse_cull_face_mode);
	ClassDB::bind_method(D_METHOD("light_set_use_gi", "light", "enabled"), &RenderingServer::light_set_use_gi);

	ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &RenderingServer::light_omni_set_shadow_mode);

	ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &RenderingServer::light_directional_set_shadow_mode);
	ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits);
	ClassDB::bind_method(D_METHOD("light_directional_set_shadow_depth_range_mode", "light", "range_mode"), &RenderingServer::light_directional_set_shadow_depth_range_mode);

	ClassDB::bind_method(D_METHOD("reflection_probe_create"), &RenderingServer::reflection_probe_create);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_update_mode", "probe", "mode"), &RenderingServer::reflection_probe_set_update_mode);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_intensity", "probe", "intensity"), &RenderingServer::reflection_probe_set_intensity);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient", "probe", "color"), &RenderingServer::reflection_probe_set_interior_ambient);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_energy", "probe", "energy"), &RenderingServer::reflection_probe_set_interior_ambient_energy);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_probe_contribution", "probe", "contrib"), &RenderingServer::reflection_probe_set_interior_ambient_probe_contribution);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_max_distance", "probe", "distance"), &RenderingServer::reflection_probe_set_max_distance);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_extents", "probe", "extents"), &RenderingServer::reflection_probe_set_extents);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_origin_offset", "probe", "offset"), &RenderingServer::reflection_probe_set_origin_offset);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_as_interior", "probe", "enable"), &RenderingServer::reflection_probe_set_as_interior);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_box_projection", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_box_projection);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_shadows);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &RenderingServer::reflection_probe_set_cull_mask);

#ifndef _MSC_VER
#warning TODO all giprobe methods need re-binding
#endif
#if 0
	ClassDB::bind_method(D_METHOD("gi_probe_create"), &RenderingServer::gi_probe_create);
	ClassDB::bind_method(D_METHOD("gi_probe_set_bounds", "probe", "bounds"), &RenderingServer::gi_probe_set_bounds);
	ClassDB::bind_method(D_METHOD("gi_probe_get_bounds", "probe"), &RenderingServer::gi_probe_get_bounds);
	ClassDB::bind_method(D_METHOD("gi_probe_set_cell_size", "probe", "range"), &RenderingServer::gi_probe_set_cell_size);
	ClassDB::bind_method(D_METHOD("gi_probe_get_cell_size", "probe"), &RenderingServer::gi_probe_get_cell_size);
	ClassDB::bind_method(D_METHOD("gi_probe_set_to_cell_xform", "probe", "xform"), &RenderingServer::gi_probe_set_to_cell_xform);
	ClassDB::bind_method(D_METHOD("gi_probe_get_to_cell_xform", "probe"), &RenderingServer::gi_probe_get_to_cell_xform);
	ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_data", "probe", "data"), &RenderingServer::gi_probe_set_dynamic_data);
	ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_data", "probe"), &RenderingServer::gi_probe_get_dynamic_data);
	ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_range", "probe", "range"), &RenderingServer::gi_probe_set_dynamic_range);
	ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_range", "probe"), &RenderingServer::gi_probe_get_dynamic_range);
	ClassDB::bind_method(D_METHOD("gi_probe_set_energy", "probe", "energy"), &RenderingServer::gi_probe_set_energy);
	ClassDB::bind_method(D_METHOD("gi_probe_get_energy", "probe"), &RenderingServer::gi_probe_get_energy);
	ClassDB::bind_method(D_METHOD("gi_probe_set_bias", "probe", "bias"), &RenderingServer::gi_probe_set_bias);
	ClassDB::bind_method(D_METHOD("gi_probe_get_bias", "probe"), &RenderingServer::gi_probe_get_bias);
	ClassDB::bind_method(D_METHOD("gi_probe_set_normal_bias", "probe", "bias"), &RenderingServer::gi_probe_set_normal_bias);
	ClassDB::bind_method(D_METHOD("gi_probe_get_normal_bias", "probe"), &RenderingServer::gi_probe_get_normal_bias);
	ClassDB::bind_method(D_METHOD("gi_probe_set_propagation", "probe", "propagation"), &RenderingServer::gi_probe_set_propagation);
	ClassDB::bind_method(D_METHOD("gi_probe_get_propagation", "probe"), &RenderingServer::gi_probe_get_propagation);
	ClassDB::bind_method(D_METHOD("gi_probe_set_interior", "probe", "enable"), &RenderingServer::gi_probe_set_interior);
	ClassDB::bind_method(D_METHOD("gi_probe_is_interior", "probe"), &RenderingServer::gi_probe_is_interior);
	ClassDB::bind_method(D_METHOD("gi_probe_set_compress", "probe", "enable"), &RenderingServer::gi_probe_set_compress);
	ClassDB::bind_method(D_METHOD("gi_probe_is_compressed", "probe"), &RenderingServer::gi_probe_is_compressed);
#endif

	ClassDB::bind_method(D_METHOD("lightmap_capture_create"), &RenderingServer::lightmap_capture_create);
	ClassDB::bind_method(D_METHOD("lightmap_capture_set_bounds", "capture", "bounds"), &RenderingServer::lightmap_capture_set_bounds);
	ClassDB::bind_method(D_METHOD("lightmap_capture_get_bounds", "capture"), &RenderingServer::lightmap_capture_get_bounds);
	ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree", "capture", "octree"), &RenderingServer::lightmap_capture_set_octree);
	ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_transform", "capture", "xform"), &RenderingServer::lightmap_capture_set_octree_cell_transform);
	ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_transform", "capture"), &RenderingServer::lightmap_capture_get_octree_cell_transform);
	ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_subdiv", "capture", "subdiv"), &RenderingServer::lightmap_capture_set_octree_cell_subdiv);
	ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_subdiv", "capture"), &RenderingServer::lightmap_capture_get_octree_cell_subdiv);
	ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree", "capture"), &RenderingServer::lightmap_capture_get_octree);
	ClassDB::bind_method(D_METHOD("lightmap_capture_set_energy", "capture", "energy"), &RenderingServer::lightmap_capture_set_energy);
	ClassDB::bind_method(D_METHOD("lightmap_capture_get_energy", "capture"), &RenderingServer::lightmap_capture_get_energy);
#endif
	ClassDB::bind_method(D_METHOD("particles_create"), &RenderingServer::particles_create);
	ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &RenderingServer::particles_set_emitting);
	ClassDB::bind_method(D_METHOD("particles_get_emitting", "particles"), &RenderingServer::particles_get_emitting);
	ClassDB::bind_method(D_METHOD("particles_set_amount", "particles", "amount"), &RenderingServer::particles_set_amount);
	ClassDB::bind_method(D_METHOD("particles_set_lifetime", "particles", "lifetime"), &RenderingServer::particles_set_lifetime);
	ClassDB::bind_method(D_METHOD("particles_set_one_shot", "particles", "one_shot"), &RenderingServer::particles_set_one_shot);
	ClassDB::bind_method(D_METHOD("particles_set_pre_process_time", "particles", "time"), &RenderingServer::particles_set_pre_process_time);
	ClassDB::bind_method(D_METHOD("particles_set_explosiveness_ratio", "particles", "ratio"), &RenderingServer::particles_set_explosiveness_ratio);
	ClassDB::bind_method(D_METHOD("particles_set_randomness_ratio", "particles", "ratio"), &RenderingServer::particles_set_randomness_ratio);
	ClassDB::bind_method(D_METHOD("particles_set_custom_aabb", "particles", "aabb"), &RenderingServer::particles_set_custom_aabb);
	ClassDB::bind_method(D_METHOD("particles_set_speed_scale", "particles", "scale"), &RenderingServer::particles_set_speed_scale);
	ClassDB::bind_method(D_METHOD("particles_set_use_local_coordinates", "particles", "enable"), &RenderingServer::particles_set_use_local_coordinates);
	ClassDB::bind_method(D_METHOD("particles_set_process_material", "particles", "material"), &RenderingServer::particles_set_process_material);
	ClassDB::bind_method(D_METHOD("particles_set_fixed_fps", "particles", "fps"), &RenderingServer::particles_set_fixed_fps);
	ClassDB::bind_method(D_METHOD("particles_set_fractional_delta", "particles", "enable"), &RenderingServer::particles_set_fractional_delta);
	ClassDB::bind_method(D_METHOD("particles_is_inactive", "particles"), &RenderingServer::particles_is_inactive);
	ClassDB::bind_method(D_METHOD("particles_request_process", "particles"), &RenderingServer::particles_request_process);
	ClassDB::bind_method(D_METHOD("particles_restart", "particles"), &RenderingServer::particles_restart);
	ClassDB::bind_method(D_METHOD("particles_set_draw_order", "particles", "order"), &RenderingServer::particles_set_draw_order);
	ClassDB::bind_method(D_METHOD("particles_set_draw_passes", "particles", "count"), &RenderingServer::particles_set_draw_passes);
	ClassDB::bind_method(D_METHOD("particles_set_draw_pass_mesh", "particles", "pass", "mesh"), &RenderingServer::particles_set_draw_pass_mesh);
	ClassDB::bind_method(D_METHOD("particles_get_current_aabb", "particles"), &RenderingServer::particles_get_current_aabb);
	ClassDB::bind_method(D_METHOD("particles_set_emission_transform", "particles", "transform"), &RenderingServer::particles_set_emission_transform);

	ClassDB::bind_method(D_METHOD("camera_create"), &RenderingServer::camera_create);
	ClassDB::bind_method(D_METHOD("camera_set_perspective", "camera", "fovy_degrees", "z_near", "z_far"), &RenderingServer::camera_set_perspective);
	ClassDB::bind_method(D_METHOD("camera_set_orthogonal", "camera", "size", "z_near", "z_far"), &RenderingServer::camera_set_orthogonal);
	ClassDB::bind_method(D_METHOD("camera_set_frustum", "camera", "size", "offset", "z_near", "z_far"), &RenderingServer::camera_set_frustum);
	ClassDB::bind_method(D_METHOD("camera_set_transform", "camera", "transform"), &RenderingServer::camera_set_transform);
	ClassDB::bind_method(D_METHOD("camera_set_cull_mask", "camera", "layers"), &RenderingServer::camera_set_cull_mask);
	ClassDB::bind_method(D_METHOD("camera_set_environment", "camera", "env"), &RenderingServer::camera_set_environment);
	ClassDB::bind_method(D_METHOD("camera_set_use_vertical_aspect", "camera", "enable"), &RenderingServer::camera_set_use_vertical_aspect);

	ClassDB::bind_method(D_METHOD("viewport_create"), &RenderingServer::viewport_create);
	ClassDB::bind_method(D_METHOD("viewport_set_use_xr", "viewport", "use_xr"), &RenderingServer::viewport_set_use_xr);
	ClassDB::bind_method(D_METHOD("viewport_set_size", "viewport", "width", "height"), &RenderingServer::viewport_set_size);
	ClassDB::bind_method(D_METHOD("viewport_set_active", "viewport", "active"), &RenderingServer::viewport_set_active);
	ClassDB::bind_method(D_METHOD("viewport_set_parent_viewport", "viewport", "parent_viewport"), &RenderingServer::viewport_set_parent_viewport);
	ClassDB::bind_method(D_METHOD("viewport_attach_to_screen", "viewport", "rect", "screen"), &RenderingServer::viewport_attach_to_screen, DEFVAL(Rect2()), DEFVAL(DisplayServer::MAIN_WINDOW_ID));
	ClassDB::bind_method(D_METHOD("viewport_set_render_direct_to_screen", "viewport", "enabled"), &RenderingServer::viewport_set_render_direct_to_screen);

	ClassDB::bind_method(D_METHOD("viewport_set_update_mode", "viewport", "update_mode"), &RenderingServer::viewport_set_update_mode);
	ClassDB::bind_method(D_METHOD("viewport_set_clear_mode", "viewport", "clear_mode"), &RenderingServer::viewport_set_clear_mode);
	ClassDB::bind_method(D_METHOD("viewport_get_texture", "viewport"), &RenderingServer::viewport_get_texture);
	ClassDB::bind_method(D_METHOD("viewport_set_hide_scenario", "viewport", "hidden"), &RenderingServer::viewport_set_hide_scenario);
	ClassDB::bind_method(D_METHOD("viewport_set_hide_canvas", "viewport", "hidden"), &RenderingServer::viewport_set_hide_canvas);
	ClassDB::bind_method(D_METHOD("viewport_set_disable_environment", "viewport", "disabled"), &RenderingServer::viewport_set_disable_environment);
	ClassDB::bind_method(D_METHOD("viewport_attach_camera", "viewport", "camera"), &RenderingServer::viewport_attach_camera);
	ClassDB::bind_method(D_METHOD("viewport_set_scenario", "viewport", "scenario"), &RenderingServer::viewport_set_scenario);
	ClassDB::bind_method(D_METHOD("viewport_attach_canvas", "viewport", "canvas"), &RenderingServer::viewport_attach_canvas);
	ClassDB::bind_method(D_METHOD("viewport_remove_canvas", "viewport", "canvas"), &RenderingServer::viewport_remove_canvas);
	ClassDB::bind_method(D_METHOD("viewport_set_canvas_transform", "viewport", "canvas", "offset"), &RenderingServer::viewport_set_canvas_transform);
	ClassDB::bind_method(D_METHOD("viewport_set_transparent_background", "viewport", "enabled"), &RenderingServer::viewport_set_transparent_background);
	ClassDB::bind_method(D_METHOD("viewport_set_global_canvas_transform", "viewport", "transform"), &RenderingServer::viewport_set_global_canvas_transform);
	ClassDB::bind_method(D_METHOD("viewport_set_canvas_stacking", "viewport", "canvas", "layer", "sublayer"), &RenderingServer::viewport_set_canvas_stacking);
	ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_size", "viewport", "size"), &RenderingServer::viewport_set_shadow_atlas_size);
	ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &RenderingServer::viewport_set_shadow_atlas_quadrant_subdivision);
	ClassDB::bind_method(D_METHOD("viewport_set_msaa", "viewport", "msaa"), &RenderingServer::viewport_set_msaa);
	ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "info"), &RenderingServer::viewport_get_render_info);
	ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &RenderingServer::viewport_set_debug_draw);

	ClassDB::bind_method(D_METHOD("environment_create"), &RenderingServer::environment_create);
	ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &RenderingServer::environment_set_background);
	ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &RenderingServer::environment_set_sky);
	ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &RenderingServer::environment_set_sky_custom_fov);
	ClassDB::bind_method(D_METHOD("environment_set_sky_orientation", "env", "orientation"), &RenderingServer::environment_set_sky_orientation);
	ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &RenderingServer::environment_set_bg_color);
	ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &RenderingServer::environment_set_bg_energy);
	ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &RenderingServer::environment_set_canvas_max_layer);
	ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "ambient", "energy", "sky_contibution", "reflection_source", "ao_color"), &RenderingServer::environment_set_ambient_light, DEFVAL(RS::ENV_AMBIENT_SOURCE_BG), DEFVAL(1.0), DEFVAL(0.0), DEFVAL(RS::ENV_REFLECTION_SOURCE_BG), DEFVAL(Color()));
	ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "level_flags", "intensity", "strength", "mix", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap"), &RenderingServer::environment_set_glow);
	ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &RenderingServer::environment_set_tonemap);
	ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &RenderingServer::environment_set_adjustment);
	ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
	ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "bias", "light_affect", "ao_channel_affect", "blur", "bilateral_sharpness"), &RenderingServer::environment_set_ssao);
	ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "color", "sun_color", "sun_amount"), &RenderingServer::environment_set_fog);

	ClassDB::bind_method(D_METHOD("environment_set_fog_depth", "env", "enable", "depth_begin", "depth_end", "depth_curve", "transmit", "transmit_curve"), &RenderingServer::environment_set_fog_depth);

	ClassDB::bind_method(D_METHOD("environment_set_fog_height", "env", "enable", "min_height", "max_height", "height_curve"), &RenderingServer::environment_set_fog_height);

	ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create);
	ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &RenderingServer::scenario_set_debug);
	ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &RenderingServer::scenario_set_environment);
	ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &RenderingServer::scenario_set_fallback_environment);

#ifndef _3D_DISABLED

	ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &RenderingServer::instance_create2);
	ClassDB::bind_method(D_METHOD("instance_create"), &RenderingServer::instance_create);
	ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &RenderingServer::instance_set_base);
	ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &RenderingServer::instance_set_scenario);
	ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &RenderingServer::instance_set_layer_mask);
	ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &RenderingServer::instance_set_transform);
	ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &RenderingServer::instance_attach_object_instance_id);
	ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight);
	ClassDB::bind_method(D_METHOD("instance_set_surface_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_material);
	ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &RenderingServer::instance_set_visible);
	ClassDB::bind_method(D_METHOD("instance_set_use_lightmap", "instance", "lightmap_instance", "lightmap"), &RenderingServer::instance_set_use_lightmap);
	ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &RenderingServer::instance_set_custom_aabb);
	ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton);
	ClassDB::bind_method(D_METHOD("instance_set_exterior", "instance", "enabled"), &RenderingServer::instance_set_exterior);
	ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &RenderingServer::instance_set_extra_visibility_margin);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &RenderingServer::instance_geometry_set_flag);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &RenderingServer::instance_geometry_set_cast_shadows_setting);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &RenderingServer::instance_geometry_set_material_override);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &RenderingServer::instance_geometry_set_draw_range);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &RenderingServer::instance_geometry_set_as_instance_lod);

	ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &RenderingServer::_instances_cull_aabb_bind, DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &RenderingServer::_instances_cull_ray_bind, DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &RenderingServer::_instances_cull_convex_bind, DEFVAL(RID()));
#endif
	ClassDB::bind_method(D_METHOD("canvas_create"), &RenderingServer::canvas_create);
	ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &RenderingServer::canvas_set_item_mirroring);
	ClassDB::bind_method(D_METHOD("canvas_set_modulate", "canvas", "color"), &RenderingServer::canvas_set_modulate);
#ifndef _MSC_VER
#warning TODO method bindings need to be fixed
#endif
#if 0

	ClassDB::bind_method(D_METHOD("canvas_item_create"), &RenderingServer::canvas_item_create);
	ClassDB::bind_method(D_METHOD("canvas_item_set_parent", "item", "parent"), &RenderingServer::canvas_item_set_parent);
	ClassDB::bind_method(D_METHOD("canvas_item_set_visible", "item", "visible"), &RenderingServer::canvas_item_set_visible);
	ClassDB::bind_method(D_METHOD("canvas_item_set_light_mask", "item", "mask"), &RenderingServer::canvas_item_set_light_mask);
	ClassDB::bind_method(D_METHOD("canvas_item_set_transform", "item", "transform"), &RenderingServer::canvas_item_set_transform);
	ClassDB::bind_method(D_METHOD("canvas_item_set_clip", "item", "clip"), &RenderingServer::canvas_item_set_clip);
	ClassDB::bind_method(D_METHOD("canvas_item_set_distance_field_mode", "item", "enabled"), &RenderingServer::canvas_item_set_distance_field_mode);
	ClassDB::bind_method(D_METHOD("canvas_item_set_custom_rect", "item", "use_custom_rect", "rect"), &RenderingServer::canvas_item_set_custom_rect, DEFVAL(Rect2()));
	ClassDB::bind_method(D_METHOD("canvas_item_set_modulate", "item", "color"), &RenderingServer::canvas_item_set_modulate);
	ClassDB::bind_method(D_METHOD("canvas_item_set_self_modulate", "item", "color"), &RenderingServer::canvas_item_set_self_modulate);
	ClassDB::bind_method(D_METHOD("canvas_item_set_draw_behind_parent", "item", "enabled"), &RenderingServer::canvas_item_set_draw_behind_parent);
	ClassDB::bind_method(D_METHOD("canvas_item_add_line", "item", "from", "to", "color", "width", "antialiased"), &RenderingServer::canvas_item_add_line, DEFVAL(1.0), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("canvas_item_add_polyline", "item", "points", "colors", "width", "antialiased"), &RenderingServer::canvas_item_add_polyline, DEFVAL(1.0), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("canvas_item_add_rect", "item", "rect", "color"), &RenderingServer::canvas_item_add_rect);
	ClassDB::bind_method(D_METHOD("canvas_item_add_circle", "item", "pos", "radius", "color"), &RenderingServer::canvas_item_add_circle);
	ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect", "item", "rect", "texture", "tile", "modulate", "transpose", "normal_map"), &RenderingServer::canvas_item_add_texture_rect, DEFVAL(false), DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect_region", "item", "rect", "texture", "src_rect", "modulate", "transpose", "normal_map", "clip_uv"), &RenderingServer::canvas_item_add_texture_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID()), DEFVAL(true));
	ClassDB::bind_method(D_METHOD("canvas_item_add_nine_patch", "item", "rect", "source", "texture", "topleft", "bottomright", "x_axis_mode", "y_axis_mode", "draw_center", "modulate", "normal_map"), &RenderingServer::canvas_item_add_nine_patch, DEFVAL(NINE_PATCH_STRETCH), DEFVAL(NINE_PATCH_STRETCH), DEFVAL(true), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture", "width", "normal_map"), &RenderingServer::canvas_item_add_primitive, DEFVAL(1.0), DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("canvas_item_add_polygon", "item", "points", "colors", "uvs", "texture", "normal_map", "antialiased"), &RenderingServer::canvas_item_add_polygon, DEFVAL(Vector<Point2>()), DEFVAL(RID()), DEFVAL(RID()), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "bones", "weights", "texture", "count", "normal_map", "antialiased"), &RenderingServer::canvas_item_add_triangle_array, DEFVAL(Vector<Point2>()), DEFVAL(Vector<int>()), DEFVAL(Vector<float>()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID()), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "transform", "modulate", "texture", "normal_map"), &RenderingServer::canvas_item_add_mesh, DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()), DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "texture", "normal_map"), &RenderingServer::canvas_item_add_multimesh, DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture", "normal_map"), &RenderingServer::canvas_item_add_particles);
	ClassDB::bind_method(D_METHOD("canvas_item_add_set_transform", "item", "transform"), &RenderingServer::canvas_item_add_set_transform);
	ClassDB::bind_method(D_METHOD("canvas_item_add_clip_ignore", "item", "ignore"), &RenderingServer::canvas_item_add_clip_ignore);
	ClassDB::bind_method(D_METHOD("canvas_item_set_sort_children_by_y", "item", "enabled"), &RenderingServer::canvas_item_set_sort_children_by_y);
#endif
	ClassDB::bind_method(D_METHOD("canvas_item_set_z_index", "item", "z_index"), &RenderingServer::canvas_item_set_z_index);
	ClassDB::bind_method(D_METHOD("canvas_item_set_z_as_relative_to_parent", "item", "enabled"), &RenderingServer::canvas_item_set_z_as_relative_to_parent);
	ClassDB::bind_method(D_METHOD("canvas_item_set_copy_to_backbuffer", "item", "enabled", "rect"), &RenderingServer::canvas_item_set_copy_to_backbuffer);
	ClassDB::bind_method(D_METHOD("canvas_item_clear", "item"), &RenderingServer::canvas_item_clear);
	ClassDB::bind_method(D_METHOD("canvas_item_set_draw_index", "item", "index"), &RenderingServer::canvas_item_set_draw_index);
	ClassDB::bind_method(D_METHOD("canvas_item_set_material", "item", "material"), &RenderingServer::canvas_item_set_material);
	ClassDB::bind_method(D_METHOD("canvas_item_set_use_parent_material", "item", "enabled"), &RenderingServer::canvas_item_set_use_parent_material);
	ClassDB::bind_method(D_METHOD("canvas_light_create"), &RenderingServer::canvas_light_create);
	ClassDB::bind_method(D_METHOD("canvas_light_attach_to_canvas", "light", "canvas"), &RenderingServer::canvas_light_attach_to_canvas);
	ClassDB::bind_method(D_METHOD("canvas_light_set_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_enabled);
	ClassDB::bind_method(D_METHOD("canvas_light_set_scale", "light", "scale"), &RenderingServer::canvas_light_set_scale);
	ClassDB::bind_method(D_METHOD("canvas_light_set_transform", "light", "transform"), &RenderingServer::canvas_light_set_transform);
	ClassDB::bind_method(D_METHOD("canvas_light_set_texture", "light", "texture"), &RenderingServer::canvas_light_set_texture);
	ClassDB::bind_method(D_METHOD("canvas_light_set_texture_offset", "light", "offset"), &RenderingServer::canvas_light_set_texture_offset);
	ClassDB::bind_method(D_METHOD("canvas_light_set_color", "light", "color"), &RenderingServer::canvas_light_set_color);
	ClassDB::bind_method(D_METHOD("canvas_light_set_height", "light", "height"), &RenderingServer::canvas_light_set_height);
	ClassDB::bind_method(D_METHOD("canvas_light_set_energy", "light", "energy"), &RenderingServer::canvas_light_set_energy);
	ClassDB::bind_method(D_METHOD("canvas_light_set_z_range", "light", "min_z", "max_z"), &RenderingServer::canvas_light_set_z_range);
	ClassDB::bind_method(D_METHOD("canvas_light_set_layer_range", "light", "min_layer", "max_layer"), &RenderingServer::canvas_light_set_layer_range);
	ClassDB::bind_method(D_METHOD("canvas_light_set_item_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_cull_mask);
	ClassDB::bind_method(D_METHOD("canvas_light_set_item_shadow_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_shadow_cull_mask);
	ClassDB::bind_method(D_METHOD("canvas_light_set_mode", "light", "mode"), &RenderingServer::canvas_light_set_mode);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_shadow_enabled);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_buffer_size", "light", "size"), &RenderingServer::canvas_light_set_shadow_buffer_size);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_filter", "light", "filter"), &RenderingServer::canvas_light_set_shadow_filter);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_color", "light", "color"), &RenderingServer::canvas_light_set_shadow_color);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_smooth", "light", "smooth"), &RenderingServer::canvas_light_set_shadow_smooth);

	ClassDB::bind_method(D_METHOD("canvas_light_occluder_create"), &RenderingServer::canvas_light_occluder_create);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_attach_to_canvas", "occluder", "canvas"), &RenderingServer::canvas_light_occluder_attach_to_canvas);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_enabled", "occluder", "enabled"), &RenderingServer::canvas_light_occluder_set_enabled);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_polygon", "occluder", "polygon"), &RenderingServer::canvas_light_occluder_set_polygon);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_transform", "occluder", "transform"), &RenderingServer::canvas_light_occluder_set_transform);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_light_mask", "occluder", "mask"), &RenderingServer::canvas_light_occluder_set_light_mask);

	ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_create"), &RenderingServer::canvas_occluder_polygon_create);
	ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape", "occluder_polygon", "shape", "closed"), &RenderingServer::canvas_occluder_polygon_set_shape);
	ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape_as_lines", "occluder_polygon", "shape"), &RenderingServer::canvas_occluder_polygon_set_shape_as_lines);
	ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_cull_mode", "occluder_polygon", "mode"), &RenderingServer::canvas_occluder_polygon_set_cull_mode);

	ClassDB::bind_method(D_METHOD("global_variable_add", "name", "type", "default_value"), &RenderingServer::global_variable_add);
	ClassDB::bind_method(D_METHOD("global_variable_remove", "name"), &RenderingServer::global_variable_remove);
	ClassDB::bind_method(D_METHOD("global_variable_get_list"), &RenderingServer::global_variable_get_list);
	ClassDB::bind_method(D_METHOD("global_variable_set", "name", "value"), &RenderingServer::global_variable_set);
	ClassDB::bind_method(D_METHOD("global_variable_get", "name"), &RenderingServer::global_variable_get);
	ClassDB::bind_method(D_METHOD("global_variable_get_type", "name"), &RenderingServer::global_variable_get_type);

	ClassDB::bind_method(D_METHOD("black_bars_set_margins", "left", "top", "right", "bottom"), &RenderingServer::black_bars_set_margins);
	ClassDB::bind_method(D_METHOD("black_bars_set_images", "left", "top", "right", "bottom"), &RenderingServer::black_bars_set_images);

	ClassDB::bind_method(D_METHOD("free_rid", "rid"), &RenderingServer::free); // shouldn't conflict with Object::free()

	ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &RenderingServer::request_frame_drawn_callback);
	ClassDB::bind_method(D_METHOD("has_changed"), &RenderingServer::has_changed);
	ClassDB::bind_method(D_METHOD("init"), &RenderingServer::init);
	ClassDB::bind_method(D_METHOD("finish"), &RenderingServer::finish);
	ClassDB::bind_method(D_METHOD("get_render_info", "info"), &RenderingServer::get_render_info);
	ClassDB::bind_method(D_METHOD("get_video_adapter_name"), &RenderingServer::get_video_adapter_name);
	ClassDB::bind_method(D_METHOD("get_video_adapter_vendor"), &RenderingServer::get_video_adapter_vendor);
#ifndef _3D_DISABLED

	ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &RenderingServer::make_sphere_mesh);
	ClassDB::bind_method(D_METHOD("get_test_cube"), &RenderingServer::get_test_cube);
#endif
	ClassDB::bind_method(D_METHOD("get_test_texture"), &RenderingServer::get_test_texture);
	ClassDB::bind_method(D_METHOD("get_white_texture"), &RenderingServer::get_white_texture);

	ClassDB::bind_method(D_METHOD("set_boot_image", "image", "color", "scale", "use_filter"), &RenderingServer::set_boot_image, DEFVAL(true));
	ClassDB::bind_method(D_METHOD("set_default_clear_color", "color"), &RenderingServer::set_default_clear_color);

	ClassDB::bind_method(D_METHOD("has_feature", "feature"), &RenderingServer::has_feature);
	ClassDB::bind_method(D_METHOD("has_os_feature", "feature"), &RenderingServer::has_os_feature);
	ClassDB::bind_method(D_METHOD("set_debug_generate_wireframes", "generate"), &RenderingServer::set_debug_generate_wireframes);

	BIND_CONSTANT(NO_INDEX_ARRAY);
	BIND_CONSTANT(ARRAY_WEIGHTS_SIZE);
	BIND_CONSTANT(CANVAS_ITEM_Z_MIN);
	BIND_CONSTANT(CANVAS_ITEM_Z_MAX);
	BIND_CONSTANT(MAX_GLOW_LEVELS);
	BIND_CONSTANT(MAX_CURSORS);

	BIND_ENUM_CONSTANT(TEXTURE_LAYERED_2D_ARRAY);
	BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP);
	BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP_ARRAY);

	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_LEFT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_RIGHT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BOTTOM);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_TOP);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_FRONT);
	BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BACK);

	BIND_ENUM_CONSTANT(SHADER_SPATIAL);
	BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
	BIND_ENUM_CONSTANT(SHADER_PARTICLES);
	BIND_ENUM_CONSTANT(SHADER_SKY);
	BIND_ENUM_CONSTANT(SHADER_MAX);

	BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN);
	BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MAX);

	BIND_ENUM_CONSTANT(ARRAY_VERTEX);
	BIND_ENUM_CONSTANT(ARRAY_NORMAL);
	BIND_ENUM_CONSTANT(ARRAY_TANGENT);
	BIND_ENUM_CONSTANT(ARRAY_COLOR);
	BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
	BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
	BIND_ENUM_CONSTANT(ARRAY_BONES);
	BIND_ENUM_CONSTANT(ARRAY_WEIGHTS);
	BIND_ENUM_CONSTANT(ARRAY_INDEX);
	BIND_ENUM_CONSTANT(ARRAY_MAX);

	BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);

	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_NORMAL);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TANGENT);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_COLOR);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV2);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_INDEX);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);

	BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
	BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_DYNAMIC_UPDATE);

	BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
	BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
	BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP);
	BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES);
	BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP);
	BIND_ENUM_CONSTANT(PRIMITIVE_MAX);

	BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
	BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);

	BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D);
	BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D);

	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL);
	BIND_ENUM_CONSTANT(LIGHT_OMNI);
	BIND_ENUM_CONSTANT(LIGHT_SPOT);

	BIND_ENUM_CONSTANT(LIGHT_PARAM_ENERGY);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_INDIRECT_ENERGY);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SPECULAR);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_RANGE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SIZE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ANGLE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ATTENUATION);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_MAX_DISTANCE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_FADE_START);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BLUR);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_TRANSMITTANCE_BIAS);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);

	BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
	BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);

	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);

	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED);

	BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE);
	BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);

	BIND_ENUM_CONSTANT(DECAL_TEXTURE_ALBEDO);
	BIND_ENUM_CONSTANT(DECAL_TEXTURE_NORMAL);
	BIND_ENUM_CONSTANT(DECAL_TEXTURE_ORM);
	BIND_ENUM_CONSTANT(DECAL_TEXTURE_EMISSION);
	BIND_ENUM_CONSTANT(DECAL_TEXTURE_MAX);

	BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX);
	BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME);
	BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_VIEW_DEPTH);

	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE);
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE);
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE);
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ALWAYS);

	BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ALWAYS);
	BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_NEVER);
	BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ONLY_NEXT_FRAME);

	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_2X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_16X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_MAX);

	BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_FXAA);
	BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_MAX);

	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MAX);

	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_UNSHADED);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_LIGHTING);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OVERDRAW);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_WIREFRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_PSSM_SPLITS);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DECAL_ATLAS);

	BIND_ENUM_CONSTANT(SKY_MODE_QUALITY);
	BIND_ENUM_CONSTANT(SKY_MODE_REALTIME);

	BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR);
	BIND_ENUM_CONSTANT(ENV_BG_COLOR);
	BIND_ENUM_CONSTANT(ENV_BG_SKY);
	BIND_ENUM_CONSTANT(ENV_BG_CANVAS);
	BIND_ENUM_CONSTANT(ENV_BG_KEEP);
	BIND_ENUM_CONSTANT(ENV_BG_CAMERA_FEED);
	BIND_ENUM_CONSTANT(ENV_BG_MAX);

	BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_BG);
	BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_DISABLED);
	BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_COLOR);
	BIND_ENUM_CONSTANT(ENV_AMBIENT_SOURCE_SKY);

	BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_BG);
	BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_DISABLED);
	BIND_ENUM_CONSTANT(ENV_REFLECTION_SOURCE_SKY);

	BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_ADDITIVE);
	BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_SCREEN);
	BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_SOFTLIGHT);
	BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_REPLACE);
	BIND_ENUM_CONSTANT(ENV_GLOW_BLEND_MODE_MIX);

	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR);
	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD);
	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);

	BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_DISABLED);
	BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_LOW);
	BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_HIGH);

	BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_DISABLED);
	BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_1x1);
	BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_2x2);
	BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_3x3);

	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW);
	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);
	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_ULTRA);

	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_DISABLED);
	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_LOW);
	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_HIGH);

	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_VERY_LOW);
	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);

	BIND_ENUM_CONSTANT(DOF_BOKEH_BOX);
	BIND_ENUM_CONSTANT(DOF_BOKEH_HEXAGON);
	BIND_ENUM_CONSTANT(DOF_BOKEH_CIRCLE);

	BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_LOW);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_MEDIUM);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_HIGH);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_ULTRA);
	BIND_ENUM_CONSTANT(SHADOW_QUALITY_MAX);

	BIND_ENUM_CONSTANT(SCENARIO_DEBUG_DISABLED);
	BIND_ENUM_CONSTANT(SCENARIO_DEBUG_WIREFRAME);
	BIND_ENUM_CONSTANT(SCENARIO_DEBUG_OVERDRAW);
	BIND_ENUM_CONSTANT(SCENARIO_DEBUG_SHADELESS);

	BIND_ENUM_CONSTANT(INSTANCE_NONE);
	BIND_ENUM_CONSTANT(INSTANCE_MESH);
	BIND_ENUM_CONSTANT(INSTANCE_MULTIMESH);
	BIND_ENUM_CONSTANT(INSTANCE_IMMEDIATE);
	BIND_ENUM_CONSTANT(INSTANCE_PARTICLES);
	BIND_ENUM_CONSTANT(INSTANCE_LIGHT);
	BIND_ENUM_CONSTANT(INSTANCE_REFLECTION_PROBE);
	BIND_ENUM_CONSTANT(INSTANCE_DECAL);
	BIND_ENUM_CONSTANT(INSTANCE_GI_PROBE);
	BIND_ENUM_CONSTANT(INSTANCE_LIGHTMAP_CAPTURE);
	BIND_ENUM_CONSTANT(INSTANCE_MAX);
	BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);

	BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
	BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_DYNAMIC_GI);
	BIND_ENUM_CONSTANT(INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
	BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX);

	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);

	BIND_ENUM_CONSTANT(NINE_PATCH_STRETCH);
	BIND_ENUM_CONSTANT(NINE_PATCH_TILE);
	BIND_ENUM_CONSTANT(NINE_PATCH_TILE_FIT);

	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_DEFAULT);
	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST);
	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR);
	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS);
	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC);
	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_FILTER_MAX);

	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
	BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MAX);

	BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_ADD);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_SUB);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MIX);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MASK);

	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_NONE);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF5);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF13);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_MAX);

	BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_DISABLED);
	BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE);
	BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE);

	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BOOL);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC2);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC3);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC4);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_INT);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC2);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC3);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_IVEC4);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_RECT2I);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UINT);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UVEC2);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UVEC3);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_UVEC4);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_FLOAT);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_VEC2);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_VEC3);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_VEC4);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_COLOR);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_RECT2);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAT2);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAT3);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAT4);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_TRANSFORM_2D);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_TRANSFORM);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLER2D);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLER2DARRAY);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLER3D);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLERCUBE);
	BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAX);

	BIND_ENUM_CONSTANT(INFO_OBJECTS_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_VERTICES_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_MATERIAL_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_SHADER_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_SURFACE_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_DRAW_CALLS_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_USAGE_VIDEO_MEM_TOTAL);
	BIND_ENUM_CONSTANT(INFO_VIDEO_MEM_USED);
	BIND_ENUM_CONSTANT(INFO_TEXTURE_MEM_USED);
	BIND_ENUM_CONSTANT(INFO_VERTEX_MEM_USED);

	BIND_ENUM_CONSTANT(FEATURE_SHADERS);
	BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED);

	ADD_SIGNAL(MethodInfo("frame_pre_draw"));
	ADD_SIGNAL(MethodInfo("frame_post_draw"));
}

void RenderingServer::_canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &p_margins, const Color &p_modulate) {

	ERR_FAIL_COND(p_margins.size() != 4);
	//canvas_item_add_style_box(p_item,p_rect,p_source,p_texture,Vector2(p_margins[0],p_margins[1]),Vector2(p_margins[2],p_margins[3]),true,p_modulate);
}

void RenderingServer::_camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {

	camera_set_orthogonal(p_camera, p_size, p_z_near, p_z_far);
}

void RenderingServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data) {

	Vector<Vector3> vertices;
	Vector<Vector3> normals;

	for (int i = 0; i < p_mesh_data.faces.size(); i++) {

		const Geometry::MeshData::Face &f = p_mesh_data.faces[i];

		for (int j = 2; j < f.indices.size(); j++) {

#define _ADD_VERTEX(m_idx)                                      \
	vertices.push_back(p_mesh_data.vertices[f.indices[m_idx]]); \
	normals.push_back(f.plane.normal);

			_ADD_VERTEX(0);
			_ADD_VERTEX(j - 1);
			_ADD_VERTEX(j);
		}
	}

	Array d;
	d.resize(RS::ARRAY_MAX);
	d[ARRAY_VERTEX] = vertices;
	d[ARRAY_NORMAL] = normals;
	mesh_add_surface_from_arrays(p_mesh, PRIMITIVE_TRIANGLES, d);
}

void RenderingServer::mesh_add_surface_from_planes(RID p_mesh, const Vector<Plane> &p_planes) {

	Geometry::MeshData mdata = Geometry::build_convex_mesh(p_planes);
	mesh_add_surface_from_mesh_data(p_mesh, mdata);
}

void RenderingServer::immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex) {
	immediate_vertex(p_immediate, Vector3(p_vertex.x, p_vertex.y, 0));
}

RID RenderingServer::instance_create2(RID p_base, RID p_scenario) {

	RID instance = instance_create();
	instance_set_base(instance, p_base);
	instance_set_scenario(instance, p_scenario);
	return instance;
}

RenderingServer::RenderingServer() {

	//ERR_FAIL_COND(singleton);
	singleton = this;

	GLOBAL_DEF_RST("rendering/vram_compression/import_bptc", false);
	GLOBAL_DEF_RST("rendering/vram_compression/import_s3tc", true);
	GLOBAL_DEF_RST("rendering/vram_compression/import_etc", false);
	GLOBAL_DEF_RST("rendering/vram_compression/import_etc2", true);
	GLOBAL_DEF_RST("rendering/vram_compression/import_pvrtc", false);

	GLOBAL_DEF("rendering/quality/directional_shadow/size", 4096);
	GLOBAL_DEF("rendering/quality/directional_shadow/size.mobile", 2048);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
	GLOBAL_DEF("rendering/quality/directional_shadow/soft_shadow_quality", 2);
	GLOBAL_DEF("rendering/quality/directional_shadow/soft_shadow_quality.mobile", 0);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard(Fastest), Soft Low (Fast), Soft Medium (Average), Soft High (Slow), Soft Ultra (Slowest)"));

	GLOBAL_DEF("rendering/quality/shadows/soft_shadow_quality", 2);
	GLOBAL_DEF("rendering/quality/shadows/soft_shadow_quality.mobile", 0);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/quality/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard(Fastest), Soft Low (Fast), Soft Medium (Average), Soft High (Slow), Soft Ultra (Slowest)"));

	GLOBAL_DEF("rendering/quality/shadow_atlas/size", 4096);
	GLOBAL_DEF("rendering/quality/shadow_atlas/size.mobile", 2048);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/size", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/size", PROPERTY_HINT_RANGE, "256,16384"));
	GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_0_subdiv", 1);
	GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_1_subdiv", 2);
	GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_2_subdiv", 3);
	GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_3_subdiv", 4);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_0_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_1_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_2_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_3_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));

	GLOBAL_DEF("rendering/quality/reflections/roughness_layers", 8);
	GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true);
	GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections.mobile", false);
	GLOBAL_DEF("rendering/quality/reflections/ggx_samples", 1024);
	GLOBAL_DEF("rendering/quality/reflections/ggx_samples.mobile", 128);
	GLOBAL_DEF("rendering/quality/reflections/fast_filter_high_quality", false);
	GLOBAL_DEF("rendering/quality/reflection_atlas/reflection_size", 256);
	GLOBAL_DEF("rendering/quality/reflection_atlas/reflection_size.mobile", 128);
	GLOBAL_DEF("rendering/quality/reflection_atlas/reflection_count", 64);

	GLOBAL_DEF("rendering/quality/gi_probes/anisotropic", false);
	GLOBAL_DEF("rendering/quality/gi_probes/quality", 1);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/gi_probes/quality", PropertyInfo(Variant::INT, "rendering/quality/gi_probes/quality", PROPERTY_HINT_ENUM, "Lowest (1 Cone - Fast),Medium (4 Cones - Average),High (6 Cones - Slow)"));

	GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false);
	GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true);
	GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley", false);
	GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley.mobile", true);
	GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx", false);
	GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx.mobile", true);

	GLOBAL_DEF("rendering/quality/depth_prepass/enable", true);
	GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");

	GLOBAL_DEF("rendering/quality/texture_filters/use_nearest_mipmap_filter", false);
	GLOBAL_DEF("rendering/quality/texture_filters/max_anisotropy", 4);

	GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_bokeh_shape", 1);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/depth_of_field/depth_of_field_bokeh_shape", PropertyInfo(Variant::INT, "rendering/quality/depth_of_field/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fast),Hexagon (Average),Circle (Slow)"));
	GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_bokeh_quality", 2);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/depth_of_field/depth_of_field_bokeh_quality", PropertyInfo(Variant::INT, "rendering/quality/depth_of_field/depth_of_field_bokeh_quality", PROPERTY_HINT_ENUM, "Very Low (Fastest),Low (Fast),Medium (Average),High (Slow)"));
	GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_use_jitter", false);

	GLOBAL_DEF("rendering/quality/ssao/quality", 1);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/ssao/quality", PropertyInfo(Variant::INT, "rendering/quality/ssao/quality", PROPERTY_HINT_ENUM, "Low (Fast),Medium (Average),High (Slow),Ultra (Slower)"));
	GLOBAL_DEF("rendering/quality/ssao/half_size", false);

	GLOBAL_DEF("rendering/quality/screen_filters/screen_space_roughness_limiter", 0);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/screen_filters/screen_space_roughness_limiter", PropertyInfo(Variant::INT, "rendering/quality/screen_filters/screen_space_roughness_limiter", PROPERTY_HINT_ENUM, "Disabled (Fast),Enabled (Average)"));
	GLOBAL_DEF("rendering/quality/screen_filters/screen_space_roughness_limiter_curve", 1.0);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/screen_filters/screen_space_roughness_limiter_curve", PropertyInfo(Variant::FLOAT, "rendering/quality/screen_filters/screen_space_roughness_limiter_curve", PROPERTY_HINT_EXP_EASING, "0.01,8,0.01"));

	GLOBAL_DEF("rendering/quality/glow/upscale_mode", 1);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/glow/upscale_mode", PropertyInfo(Variant::INT, "rendering/quality/glow/upscale_mode", PROPERTY_HINT_ENUM, "Linear (Fast),Bicubic (Slow)"));
	GLOBAL_DEF("rendering/quality/glow/upscale_mode.mobile", 0);

	GLOBAL_DEF("rendering/quality/screen_space_reflection/roughness_quality", 1);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/screen_space_reflection/roughness_quality", PropertyInfo(Variant::INT, "rendering/quality/screen_space_reflection/roughness_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"));

	GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_quality", 1);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_quality", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/subsurface_scattering_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"));
	GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_scale", 0.05);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_scale", PropertyInfo(Variant::FLOAT, "rendering/quality/subsurface_scattering/subsurface_scattering_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"));
	GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", 0.01);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", PropertyInfo(Variant::FLOAT, "rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"));

	GLOBAL_DEF("rendering/high_end/global_shader_variables_buffer_size", 65536);
}

RenderingServer::~RenderingServer() {

	singleton = nullptr;
}
