visual_server.cpp 110 KB

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  1. /*************************************************************************/
  2. /* visual_server.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_server.h"
  31. #include "core/method_bind_ext.gen.inc"
  32. #include "core/project_settings.h"
  33. VisualServer *VisualServer::singleton = nullptr;
  34. VisualServer *(*VisualServer::create_func)() = nullptr;
  35. VisualServer *VisualServer::get_singleton() {
  36. return singleton;
  37. }
  38. VisualServer *VisualServer::create() {
  39. ERR_FAIL_COND_V(singleton, nullptr);
  40. if (create_func) {
  41. return create_func();
  42. }
  43. return nullptr;
  44. }
  45. RID VisualServer::texture_create_from_image(const Ref<Image> &p_image, uint32_t p_flags) {
  46. ERR_FAIL_COND_V(!p_image.is_valid(), RID());
  47. RID texture = texture_create();
  48. texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_flags); //if it has mipmaps, use, else generate
  49. ERR_FAIL_COND_V(!texture.is_valid(), texture);
  50. texture_set_data(texture, p_image);
  51. return texture;
  52. }
  53. Array VisualServer::_texture_debug_usage_bind() {
  54. List<TextureInfo> list;
  55. texture_debug_usage(&list);
  56. Array arr;
  57. for (const List<TextureInfo>::Element *E = list.front(); E; E = E->next()) {
  58. Dictionary dict;
  59. dict["texture"] = E->get().texture;
  60. dict["width"] = E->get().width;
  61. dict["height"] = E->get().height;
  62. dict["depth"] = E->get().depth;
  63. dict["format"] = E->get().format;
  64. dict["bytes"] = E->get().bytes;
  65. dict["path"] = E->get().path;
  66. arr.push_back(dict);
  67. }
  68. return arr;
  69. }
  70. Array VisualServer::_shader_get_param_list_bind(RID p_shader) const {
  71. List<PropertyInfo> l;
  72. shader_get_param_list(p_shader, &l);
  73. return convert_property_list(&l);
  74. }
  75. static Array to_array(const Vector<ObjectID> &ids) {
  76. Array a;
  77. a.resize(ids.size());
  78. for (int i = 0; i < ids.size(); ++i) {
  79. a[i] = ids[i];
  80. }
  81. return a;
  82. }
  83. Array VisualServer::_instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario) const {
  84. Vector<ObjectID> ids = instances_cull_aabb(p_aabb, p_scenario);
  85. return to_array(ids);
  86. }
  87. Array VisualServer::_instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
  88. Vector<ObjectID> ids = instances_cull_ray(p_from, p_to, p_scenario);
  89. return to_array(ids);
  90. }
  91. Array VisualServer::_instances_cull_convex_bind(const Array &p_convex, RID p_scenario) const {
  92. Vector<Plane> planes;
  93. for (int i = 0; i < p_convex.size(); ++i) {
  94. Variant v = p_convex[i];
  95. ERR_FAIL_COND_V(v.get_type() != Variant::PLANE, Array());
  96. planes.push_back(v);
  97. }
  98. Vector<ObjectID> ids = instances_cull_convex(planes, p_scenario);
  99. return to_array(ids);
  100. }
  101. RID VisualServer::get_test_texture() {
  102. if (test_texture.is_valid()) {
  103. return test_texture;
  104. };
  105. #define TEST_TEXTURE_SIZE 256
  106. PoolVector<uint8_t> test_data;
  107. test_data.resize(TEST_TEXTURE_SIZE * TEST_TEXTURE_SIZE * 3);
  108. {
  109. PoolVector<uint8_t>::Write w = test_data.write();
  110. for (int x = 0; x < TEST_TEXTURE_SIZE; x++) {
  111. for (int y = 0; y < TEST_TEXTURE_SIZE; y++) {
  112. Color c;
  113. int r = 255 - (x + y) / 2;
  114. if ((x % (TEST_TEXTURE_SIZE / 8)) < 2 || (y % (TEST_TEXTURE_SIZE / 8)) < 2) {
  115. c.r = y;
  116. c.g = r;
  117. c.b = x;
  118. } else {
  119. c.r = r;
  120. c.g = x;
  121. c.b = y;
  122. }
  123. w[(y * TEST_TEXTURE_SIZE + x) * 3 + 0] = uint8_t(CLAMP(c.r * 255, 0, 255));
  124. w[(y * TEST_TEXTURE_SIZE + x) * 3 + 1] = uint8_t(CLAMP(c.g * 255, 0, 255));
  125. w[(y * TEST_TEXTURE_SIZE + x) * 3 + 2] = uint8_t(CLAMP(c.b * 255, 0, 255));
  126. }
  127. }
  128. }
  129. Ref<Image> data = memnew(Image(TEST_TEXTURE_SIZE, TEST_TEXTURE_SIZE, false, Image::FORMAT_RGB8, test_data));
  130. test_texture = texture_create_from_image(data);
  131. return test_texture;
  132. }
  133. void VisualServer::_free_internal_rids() {
  134. if (test_texture.is_valid()) {
  135. free(test_texture);
  136. }
  137. if (white_texture.is_valid()) {
  138. free(white_texture);
  139. }
  140. if (test_material.is_valid()) {
  141. free(test_material);
  142. }
  143. }
  144. RID VisualServer::_make_test_cube() {
  145. PoolVector<Vector3> vertices;
  146. PoolVector<Vector3> normals;
  147. PoolVector<float> tangents;
  148. PoolVector<Vector3> uvs;
  149. #define ADD_VTX(m_idx) \
  150. vertices.push_back(face_points[m_idx]); \
  151. normals.push_back(normal_points[m_idx]); \
  152. tangents.push_back(normal_points[m_idx][1]); \
  153. tangents.push_back(normal_points[m_idx][2]); \
  154. tangents.push_back(normal_points[m_idx][0]); \
  155. tangents.push_back(1.0); \
  156. uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0));
  157. for (int i = 0; i < 6; i++) {
  158. Vector3 face_points[4];
  159. Vector3 normal_points[4];
  160. float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };
  161. for (int j = 0; j < 4; j++) {
  162. float v[3];
  163. v[0] = 1.0;
  164. v[1] = 1 - 2 * ((j >> 1) & 1);
  165. v[2] = v[1] * (1 - 2 * (j & 1));
  166. for (int k = 0; k < 3; k++) {
  167. if (i < 3) {
  168. face_points[j][(i + k) % 3] = v[k];
  169. } else {
  170. face_points[3 - j][(i + k) % 3] = -v[k];
  171. }
  172. }
  173. normal_points[j] = Vector3();
  174. normal_points[j][i % 3] = (i >= 3 ? -1 : 1);
  175. }
  176. //tri 1
  177. ADD_VTX(0);
  178. ADD_VTX(1);
  179. ADD_VTX(2);
  180. //tri 2
  181. ADD_VTX(2);
  182. ADD_VTX(3);
  183. ADD_VTX(0);
  184. }
  185. RID test_cube = mesh_create();
  186. Array d;
  187. d.resize(VS::ARRAY_MAX);
  188. d[VisualServer::ARRAY_NORMAL] = normals;
  189. d[VisualServer::ARRAY_TANGENT] = tangents;
  190. d[VisualServer::ARRAY_TEX_UV] = uvs;
  191. d[VisualServer::ARRAY_VERTEX] = vertices;
  192. PoolVector<int> indices;
  193. indices.resize(vertices.size());
  194. for (int i = 0; i < vertices.size(); i++) {
  195. indices.set(i, i);
  196. }
  197. d[VisualServer::ARRAY_INDEX] = indices;
  198. mesh_add_surface_from_arrays(test_cube, PRIMITIVE_TRIANGLES, d);
  199. /*
  200. test_material = fixed_material_create();
  201. //material_set_flag(material, MATERIAL_FLAG_BILLBOARD_TOGGLE,true);
  202. fixed_material_set_texture( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, get_test_texture() );
  203. fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR_EXP, 70 );
  204. fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_EMISSION, Color(0.2,0.2,0.2) );
  205. fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, Color(1, 1, 1) );
  206. fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR, Color(1,1,1) );
  207. */
  208. mesh_surface_set_material(test_cube, 0, test_material);
  209. return test_cube;
  210. }
  211. RID VisualServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) {
  212. PoolVector<Vector3> vertices;
  213. PoolVector<Vector3> normals;
  214. for (int i = 1; i <= p_lats; i++) {
  215. double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
  216. double z0 = Math::sin(lat0);
  217. double zr0 = Math::cos(lat0);
  218. double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
  219. double z1 = Math::sin(lat1);
  220. double zr1 = Math::cos(lat1);
  221. for (int j = p_lons; j >= 1; j--) {
  222. double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
  223. double x0 = Math::cos(lng0);
  224. double y0 = Math::sin(lng0);
  225. double lng1 = 2 * Math_PI * (double)(j) / p_lons;
  226. double x1 = Math::cos(lng1);
  227. double y1 = Math::sin(lng1);
  228. Vector3 v[4] = {
  229. Vector3(x1 * zr0, z0, y1 * zr0),
  230. Vector3(x1 * zr1, z1, y1 * zr1),
  231. Vector3(x0 * zr1, z1, y0 * zr1),
  232. Vector3(x0 * zr0, z0, y0 * zr0)
  233. };
  234. #define ADD_POINT(m_idx) \
  235. normals.push_back(v[m_idx]); \
  236. vertices.push_back(v[m_idx] * p_radius);
  237. ADD_POINT(0);
  238. ADD_POINT(1);
  239. ADD_POINT(2);
  240. ADD_POINT(2);
  241. ADD_POINT(3);
  242. ADD_POINT(0);
  243. }
  244. }
  245. RID mesh = mesh_create();
  246. Array d;
  247. d.resize(VS::ARRAY_MAX);
  248. d[ARRAY_VERTEX] = vertices;
  249. d[ARRAY_NORMAL] = normals;
  250. mesh_add_surface_from_arrays(mesh, PRIMITIVE_TRIANGLES, d);
  251. return mesh;
  252. }
  253. RID VisualServer::get_white_texture() {
  254. if (white_texture.is_valid()) {
  255. return white_texture;
  256. }
  257. PoolVector<uint8_t> wt;
  258. wt.resize(16 * 3);
  259. {
  260. PoolVector<uint8_t>::Write w = wt.write();
  261. for (int i = 0; i < 16 * 3; i++) {
  262. w[i] = 255;
  263. }
  264. }
  265. Ref<Image> white = memnew(Image(4, 4, 0, Image::FORMAT_RGB8, wt));
  266. white_texture = texture_create();
  267. texture_allocate(white_texture, 4, 4, 0, Image::FORMAT_RGB8, TEXTURE_TYPE_2D);
  268. texture_set_data(white_texture, white);
  269. return white_texture;
  270. }
  271. #define SMALL_VEC2 Vector2(0.00001, 0.00001)
  272. #define SMALL_VEC3 Vector3(0.00001, 0.00001, 0.00001)
  273. Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, PoolVector<uint8_t> &r_vertex_array, int p_vertex_array_len, PoolVector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb) {
  274. PoolVector<uint8_t>::Write vw = r_vertex_array.write();
  275. PoolVector<uint8_t>::Write iw;
  276. if (r_index_array.size()) {
  277. iw = r_index_array.write();
  278. }
  279. int max_bone = 0;
  280. for (int ai = 0; ai < VS::ARRAY_MAX; ai++) {
  281. if (!(p_format & (1 << ai))) { // no array
  282. continue;
  283. }
  284. switch (ai) {
  285. case VS::ARRAY_VERTEX: {
  286. if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
  287. PoolVector<Vector2> array = p_arrays[ai];
  288. ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
  289. PoolVector<Vector2>::Read read = array.read();
  290. const Vector2 *src = read.ptr();
  291. // setting vertices means regenerating the AABB
  292. Rect2 aabb;
  293. if (p_format & ARRAY_COMPRESS_VERTEX) {
  294. for (int i = 0; i < p_vertex_array_len; i++) {
  295. uint16_t vector[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
  296. memcpy(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(uint16_t) * 2);
  297. if (i == 0) {
  298. aabb = Rect2(src[i], SMALL_VEC2); //must have a bit of size
  299. } else {
  300. aabb.expand_to(src[i]);
  301. }
  302. }
  303. } else {
  304. for (int i = 0; i < p_vertex_array_len; i++) {
  305. float vector[2] = { src[i].x, src[i].y };
  306. memcpy(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(float) * 2);
  307. if (i == 0) {
  308. aabb = Rect2(src[i], SMALL_VEC2); //must have a bit of size
  309. } else {
  310. aabb.expand_to(src[i]);
  311. }
  312. }
  313. }
  314. r_aabb = AABB(Vector3(aabb.position.x, aabb.position.y, 0), Vector3(aabb.size.x, aabb.size.y, 0));
  315. } else {
  316. PoolVector<Vector3> array = p_arrays[ai];
  317. ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
  318. PoolVector<Vector3>::Read read = array.read();
  319. const Vector3 *src = read.ptr();
  320. // setting vertices means regenerating the AABB
  321. AABB aabb;
  322. if (p_format & ARRAY_COMPRESS_VERTEX) {
  323. for (int i = 0; i < p_vertex_array_len; i++) {
  324. uint16_t vector[4] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y), Math::make_half_float(src[i].z), Math::make_half_float(1.0) };
  325. memcpy(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(uint16_t) * 4);
  326. if (i == 0) {
  327. aabb = AABB(src[i], SMALL_VEC3);
  328. } else {
  329. aabb.expand_to(src[i]);
  330. }
  331. }
  332. } else {
  333. for (int i = 0; i < p_vertex_array_len; i++) {
  334. float vector[3] = { src[i].x, src[i].y, src[i].z };
  335. memcpy(&vw[p_offsets[ai] + i * p_stride], vector, sizeof(float) * 3);
  336. if (i == 0) {
  337. aabb = AABB(src[i], SMALL_VEC3);
  338. } else {
  339. aabb.expand_to(src[i]);
  340. }
  341. }
  342. }
  343. r_aabb = aabb;
  344. }
  345. } break;
  346. case VS::ARRAY_NORMAL: {
  347. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY, ERR_INVALID_PARAMETER);
  348. PoolVector<Vector3> array = p_arrays[ai];
  349. ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
  350. PoolVector<Vector3>::Read read = array.read();
  351. const Vector3 *src = read.ptr();
  352. // setting vertices means regenerating the AABB
  353. if (p_format & ARRAY_COMPRESS_NORMAL) {
  354. for (int i = 0; i < p_vertex_array_len; i++) {
  355. int8_t vector[4] = {
  356. (int8_t)CLAMP(src[i].x * 127, -128, 127),
  357. (int8_t)CLAMP(src[i].y * 127, -128, 127),
  358. (int8_t)CLAMP(src[i].z * 127, -128, 127),
  359. 0,
  360. };
  361. memcpy(&vw[p_offsets[ai] + i * p_stride], vector, 4);
  362. }
  363. } else {
  364. for (int i = 0; i < p_vertex_array_len; i++) {
  365. float vector[3] = { src[i].x, src[i].y, src[i].z };
  366. memcpy(&vw[p_offsets[ai] + i * p_stride], vector, 3 * 4);
  367. }
  368. }
  369. } break;
  370. case VS::ARRAY_TANGENT: {
  371. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER);
  372. PoolVector<real_t> array = p_arrays[ai];
  373. ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER);
  374. PoolVector<real_t>::Read read = array.read();
  375. const real_t *src = read.ptr();
  376. if (p_format & ARRAY_COMPRESS_TANGENT) {
  377. for (int i = 0; i < p_vertex_array_len; i++) {
  378. int8_t xyzw[4] = {
  379. (int8_t)CLAMP(src[i * 4 + 0] * 127, -128, 127),
  380. (int8_t)CLAMP(src[i * 4 + 1] * 127, -128, 127),
  381. (int8_t)CLAMP(src[i * 4 + 2] * 127, -128, 127),
  382. (int8_t)CLAMP(src[i * 4 + 3] * 127, -128, 127)
  383. };
  384. memcpy(&vw[p_offsets[ai] + i * p_stride], xyzw, 4);
  385. }
  386. } else {
  387. for (int i = 0; i < p_vertex_array_len; i++) {
  388. float xyzw[4] = {
  389. src[i * 4 + 0],
  390. src[i * 4 + 1],
  391. src[i * 4 + 2],
  392. src[i * 4 + 3]
  393. };
  394. memcpy(&vw[p_offsets[ai] + i * p_stride], xyzw, 4 * 4);
  395. }
  396. }
  397. } break;
  398. case VS::ARRAY_COLOR: {
  399. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_COLOR_ARRAY, ERR_INVALID_PARAMETER);
  400. PoolVector<Color> array = p_arrays[ai];
  401. ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
  402. PoolVector<Color>::Read read = array.read();
  403. const Color *src = read.ptr();
  404. if (p_format & ARRAY_COMPRESS_COLOR) {
  405. for (int i = 0; i < p_vertex_array_len; i++) {
  406. uint8_t colors[4];
  407. for (int j = 0; j < 4; j++) {
  408. colors[j] = CLAMP(int((src[i][j]) * 255.0), 0, 255);
  409. }
  410. memcpy(&vw[p_offsets[ai] + i * p_stride], colors, 4);
  411. }
  412. } else {
  413. for (int i = 0; i < p_vertex_array_len; i++) {
  414. memcpy(&vw[p_offsets[ai] + i * p_stride], &src[i], 4 * 4);
  415. }
  416. }
  417. } break;
  418. case VS::ARRAY_TEX_UV: {
  419. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::POOL_VECTOR2_ARRAY, ERR_INVALID_PARAMETER);
  420. PoolVector<Vector2> array = p_arrays[ai];
  421. ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
  422. PoolVector<Vector2>::Read read = array.read();
  423. const Vector2 *src = read.ptr();
  424. if (p_format & ARRAY_COMPRESS_TEX_UV) {
  425. for (int i = 0; i < p_vertex_array_len; i++) {
  426. uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
  427. memcpy(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2);
  428. }
  429. } else {
  430. for (int i = 0; i < p_vertex_array_len; i++) {
  431. float uv[2] = { src[i].x, src[i].y };
  432. memcpy(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4);
  433. }
  434. }
  435. } break;
  436. case VS::ARRAY_TEX_UV2: {
  437. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::POOL_VECTOR2_ARRAY, ERR_INVALID_PARAMETER);
  438. PoolVector<Vector2> array = p_arrays[ai];
  439. ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
  440. PoolVector<Vector2>::Read read = array.read();
  441. const Vector2 *src = read.ptr();
  442. if (p_format & ARRAY_COMPRESS_TEX_UV2) {
  443. for (int i = 0; i < p_vertex_array_len; i++) {
  444. uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
  445. memcpy(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2);
  446. }
  447. } else {
  448. for (int i = 0; i < p_vertex_array_len; i++) {
  449. float uv[2] = { src[i].x, src[i].y };
  450. memcpy(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4);
  451. }
  452. }
  453. } break;
  454. case VS::ARRAY_WEIGHTS: {
  455. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER);
  456. PoolVector<real_t> array = p_arrays[ai];
  457. ERR_FAIL_COND_V(array.size() != p_vertex_array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);
  458. PoolVector<real_t>::Read read = array.read();
  459. const real_t *src = read.ptr();
  460. if (p_format & ARRAY_COMPRESS_WEIGHTS) {
  461. for (int i = 0; i < p_vertex_array_len; i++) {
  462. uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
  463. for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
  464. data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j] * 65535, 0, 65535);
  465. }
  466. memcpy(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4);
  467. }
  468. } else {
  469. for (int i = 0; i < p_vertex_array_len; i++) {
  470. float data[VS::ARRAY_WEIGHTS_SIZE];
  471. for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
  472. data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j];
  473. }
  474. memcpy(&vw[p_offsets[ai] + i * p_stride], data, 4 * 4);
  475. }
  476. }
  477. } break;
  478. case VS::ARRAY_BONES: {
  479. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_INT_ARRAY && p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER);
  480. PoolVector<int> array = p_arrays[ai];
  481. ERR_FAIL_COND_V(array.size() != p_vertex_array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);
  482. PoolVector<int>::Read read = array.read();
  483. const int *src = read.ptr();
  484. if (!(p_format & ARRAY_FLAG_USE_16_BIT_BONES)) {
  485. for (int i = 0; i < p_vertex_array_len; i++) {
  486. uint8_t data[VS::ARRAY_WEIGHTS_SIZE];
  487. for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
  488. data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j], 0, 255);
  489. max_bone = MAX(data[j], max_bone);
  490. }
  491. memcpy(&vw[p_offsets[ai] + i * p_stride], data, 4);
  492. }
  493. } else {
  494. for (int i = 0; i < p_vertex_array_len; i++) {
  495. uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
  496. for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
  497. data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j];
  498. max_bone = MAX(data[j], max_bone);
  499. }
  500. memcpy(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4);
  501. }
  502. }
  503. } break;
  504. case VS::ARRAY_INDEX: {
  505. ERR_FAIL_COND_V(p_index_array_len <= 0, ERR_INVALID_DATA);
  506. ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_INT_ARRAY, ERR_INVALID_PARAMETER);
  507. PoolVector<int> indices = p_arrays[ai];
  508. ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER);
  509. ERR_FAIL_COND_V(indices.size() != p_index_array_len, ERR_INVALID_PARAMETER);
  510. /* determine whether using 16 or 32 bits indices */
  511. PoolVector<int>::Read read = indices.read();
  512. const int *src = read.ptr();
  513. for (int i = 0; i < p_index_array_len; i++) {
  514. if (p_vertex_array_len < (1 << 16)) {
  515. uint16_t v = src[i];
  516. memcpy(&iw[i * 2], &v, 2);
  517. } else {
  518. uint32_t v = src[i];
  519. memcpy(&iw[i * 4], &v, 4);
  520. }
  521. }
  522. } break;
  523. default: {
  524. ERR_FAIL_V(ERR_INVALID_DATA);
  525. }
  526. }
  527. }
  528. if (p_format & VS::ARRAY_FORMAT_BONES) {
  529. //create AABBs for each detected bone
  530. int total_bones = max_bone + 1;
  531. bool first = r_bone_aabb.size() == 0;
  532. r_bone_aabb.resize(total_bones);
  533. if (first) {
  534. for (int i = 0; i < total_bones; i++) {
  535. r_bone_aabb.write[i].size = Vector3(-1, -1, -1); //negative means unused
  536. }
  537. }
  538. PoolVector<Vector3> vertices = p_arrays[VS::ARRAY_VERTEX];
  539. PoolVector<int> bones = p_arrays[VS::ARRAY_BONES];
  540. PoolVector<float> weights = p_arrays[VS::ARRAY_WEIGHTS];
  541. bool any_valid = false;
  542. if (vertices.size() && bones.size() == vertices.size() * 4 && weights.size() == bones.size()) {
  543. int vs = vertices.size();
  544. PoolVector<Vector3>::Read rv = vertices.read();
  545. PoolVector<int>::Read rb = bones.read();
  546. PoolVector<float>::Read rw = weights.read();
  547. AABB *bptr = r_bone_aabb.ptrw();
  548. for (int i = 0; i < vs; i++) {
  549. Vector3 v = rv[i];
  550. for (int j = 0; j < 4; j++) {
  551. int idx = rb[i * 4 + j];
  552. float w = rw[i * 4 + j];
  553. if (w == 0) {
  554. continue; //break;
  555. }
  556. ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA);
  557. if (bptr[idx].size.x < 0) {
  558. //first
  559. bptr[idx] = AABB(v, SMALL_VEC3);
  560. any_valid = true;
  561. } else {
  562. bptr[idx].expand_to(v);
  563. }
  564. }
  565. }
  566. }
  567. if (!any_valid && first) {
  568. r_bone_aabb.clear();
  569. }
  570. }
  571. return OK;
  572. }
  573. uint32_t VisualServer::mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const {
  574. uint32_t offsets[ARRAY_MAX];
  575. mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets);
  576. return offsets[p_array_index];
  577. }
  578. uint32_t VisualServer::mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len) const {
  579. uint32_t offsets[ARRAY_MAX];
  580. return mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets);
  581. }
  582. uint32_t VisualServer::mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets) const {
  583. int total_elem_size = 0;
  584. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  585. r_offsets[i] = 0; //reset
  586. if (!(p_format & (1 << i))) { // no array
  587. continue;
  588. }
  589. int elem_size = 0;
  590. switch (i) {
  591. case VS::ARRAY_VERTEX: {
  592. if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
  593. elem_size = 2;
  594. } else {
  595. elem_size = 3;
  596. }
  597. if (p_format & ARRAY_COMPRESS_VERTEX) {
  598. elem_size *= sizeof(int16_t);
  599. } else {
  600. elem_size *= sizeof(float);
  601. }
  602. if (elem_size == 6) {
  603. elem_size = 8;
  604. }
  605. } break;
  606. case VS::ARRAY_NORMAL: {
  607. if (p_format & ARRAY_COMPRESS_NORMAL) {
  608. elem_size = sizeof(uint32_t);
  609. } else {
  610. elem_size = sizeof(float) * 3;
  611. }
  612. } break;
  613. case VS::ARRAY_TANGENT: {
  614. if (p_format & ARRAY_COMPRESS_TANGENT) {
  615. elem_size = sizeof(uint32_t);
  616. } else {
  617. elem_size = sizeof(float) * 4;
  618. }
  619. } break;
  620. case VS::ARRAY_COLOR: {
  621. if (p_format & ARRAY_COMPRESS_COLOR) {
  622. elem_size = sizeof(uint32_t);
  623. } else {
  624. elem_size = sizeof(float) * 4;
  625. }
  626. } break;
  627. case VS::ARRAY_TEX_UV: {
  628. if (p_format & ARRAY_COMPRESS_TEX_UV) {
  629. elem_size = sizeof(uint32_t);
  630. } else {
  631. elem_size = sizeof(float) * 2;
  632. }
  633. } break;
  634. case VS::ARRAY_TEX_UV2: {
  635. if (p_format & ARRAY_COMPRESS_TEX_UV2) {
  636. elem_size = sizeof(uint32_t);
  637. } else {
  638. elem_size = sizeof(float) * 2;
  639. }
  640. } break;
  641. case VS::ARRAY_WEIGHTS: {
  642. if (p_format & ARRAY_COMPRESS_WEIGHTS) {
  643. elem_size = sizeof(uint16_t) * 4;
  644. } else {
  645. elem_size = sizeof(float) * 4;
  646. }
  647. } break;
  648. case VS::ARRAY_BONES: {
  649. if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) {
  650. elem_size = sizeof(uint16_t) * 4;
  651. } else {
  652. elem_size = sizeof(uint32_t);
  653. }
  654. } break;
  655. case VS::ARRAY_INDEX: {
  656. if (p_index_len <= 0) {
  657. ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
  658. break;
  659. }
  660. /* determine whether using 16 or 32 bits indices */
  661. if (p_vertex_len >= (1 << 16)) {
  662. elem_size = 4;
  663. } else {
  664. elem_size = 2;
  665. }
  666. r_offsets[i] = elem_size;
  667. continue;
  668. }
  669. default: {
  670. ERR_FAIL_V(0);
  671. }
  672. }
  673. r_offsets[i] = total_elem_size;
  674. total_elem_size += elem_size;
  675. }
  676. return total_elem_size;
  677. }
  678. void VisualServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_compress_format) {
  679. ERR_FAIL_INDEX(p_primitive, VS::PRIMITIVE_MAX);
  680. ERR_FAIL_COND(p_arrays.size() != VS::ARRAY_MAX);
  681. uint32_t format = 0;
  682. // validation
  683. int index_array_len = 0;
  684. int array_len = 0;
  685. for (int i = 0; i < p_arrays.size(); i++) {
  686. if (p_arrays[i].get_type() == Variant::NIL) {
  687. continue;
  688. }
  689. format |= (1 << i);
  690. if (i == VS::ARRAY_VERTEX) {
  691. Variant var = p_arrays[i];
  692. switch (var.get_type()) {
  693. case Variant::POOL_VECTOR2_ARRAY: {
  694. PoolVector<Vector2> v2 = var;
  695. } break;
  696. case Variant::POOL_VECTOR3_ARRAY: {
  697. PoolVector<Vector3> v3 = var;
  698. } break;
  699. default: {
  700. Array v = var;
  701. } break;
  702. }
  703. array_len = PoolVector3Array(p_arrays[i]).size();
  704. ERR_FAIL_COND(array_len == 0);
  705. } else if (i == VS::ARRAY_INDEX) {
  706. index_array_len = PoolIntArray(p_arrays[i]).size();
  707. }
  708. }
  709. ERR_FAIL_COND((format & VS::ARRAY_FORMAT_VERTEX) == 0); // mandatory
  710. if (p_blend_shapes.size()) {
  711. //validate format for morphs
  712. for (int i = 0; i < p_blend_shapes.size(); i++) {
  713. uint32_t bsformat = 0;
  714. Array arr = p_blend_shapes[i];
  715. for (int j = 0; j < arr.size(); j++) {
  716. if (arr[j].get_type() != Variant::NIL) {
  717. bsformat |= (1 << j);
  718. }
  719. }
  720. ERR_FAIL_COND((bsformat) != (format & (VS::ARRAY_FORMAT_INDEX - 1)));
  721. }
  722. }
  723. uint32_t offsets[VS::ARRAY_MAX];
  724. int total_elem_size = 0;
  725. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  726. offsets[i] = 0; //reset
  727. if (!(format & (1 << i))) { // no array
  728. continue;
  729. }
  730. int elem_size = 0;
  731. switch (i) {
  732. case VS::ARRAY_VERTEX: {
  733. Variant arr = p_arrays[0];
  734. if (arr.get_type() == Variant::POOL_VECTOR2_ARRAY) {
  735. elem_size = 2;
  736. p_compress_format |= ARRAY_FLAG_USE_2D_VERTICES;
  737. } else if (arr.get_type() == Variant::POOL_VECTOR3_ARRAY) {
  738. p_compress_format &= ~ARRAY_FLAG_USE_2D_VERTICES;
  739. elem_size = 3;
  740. } else {
  741. elem_size = (p_compress_format & ARRAY_FLAG_USE_2D_VERTICES) ? 2 : 3;
  742. }
  743. if (p_compress_format & ARRAY_COMPRESS_VERTEX) {
  744. elem_size *= sizeof(int16_t);
  745. } else {
  746. elem_size *= sizeof(float);
  747. }
  748. if (elem_size == 6) {
  749. //had to pad
  750. elem_size = 8;
  751. }
  752. } break;
  753. case VS::ARRAY_NORMAL: {
  754. if (p_compress_format & ARRAY_COMPRESS_NORMAL) {
  755. elem_size = sizeof(uint32_t);
  756. } else {
  757. elem_size = sizeof(float) * 3;
  758. }
  759. } break;
  760. case VS::ARRAY_TANGENT: {
  761. if (p_compress_format & ARRAY_COMPRESS_TANGENT) {
  762. elem_size = sizeof(uint32_t);
  763. } else {
  764. elem_size = sizeof(float) * 4;
  765. }
  766. } break;
  767. case VS::ARRAY_COLOR: {
  768. if (p_compress_format & ARRAY_COMPRESS_COLOR) {
  769. elem_size = sizeof(uint32_t);
  770. } else {
  771. elem_size = sizeof(float) * 4;
  772. }
  773. } break;
  774. case VS::ARRAY_TEX_UV: {
  775. if (p_compress_format & ARRAY_COMPRESS_TEX_UV) {
  776. elem_size = sizeof(uint32_t);
  777. } else {
  778. elem_size = sizeof(float) * 2;
  779. }
  780. } break;
  781. case VS::ARRAY_TEX_UV2: {
  782. if (p_compress_format & ARRAY_COMPRESS_TEX_UV2) {
  783. elem_size = sizeof(uint32_t);
  784. } else {
  785. elem_size = sizeof(float) * 2;
  786. }
  787. } break;
  788. case VS::ARRAY_WEIGHTS: {
  789. if (p_compress_format & ARRAY_COMPRESS_WEIGHTS) {
  790. elem_size = sizeof(uint16_t) * 4;
  791. } else {
  792. elem_size = sizeof(float) * 4;
  793. }
  794. } break;
  795. case VS::ARRAY_BONES: {
  796. PoolVector<int> bones = p_arrays[VS::ARRAY_BONES];
  797. int max_bone = 0;
  798. {
  799. int bc = bones.size();
  800. PoolVector<int>::Read r = bones.read();
  801. for (int j = 0; j < bc; j++) {
  802. max_bone = MAX(r[j], max_bone);
  803. }
  804. }
  805. if (max_bone > 255) {
  806. p_compress_format |= ARRAY_FLAG_USE_16_BIT_BONES;
  807. elem_size = sizeof(uint16_t) * 4;
  808. } else {
  809. p_compress_format &= ~ARRAY_FLAG_USE_16_BIT_BONES;
  810. elem_size = sizeof(uint32_t);
  811. }
  812. } break;
  813. case VS::ARRAY_INDEX: {
  814. if (index_array_len <= 0) {
  815. ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
  816. break;
  817. }
  818. /* determine whether using 16 or 32 bits indices */
  819. if (array_len >= (1 << 16)) {
  820. elem_size = 4;
  821. } else {
  822. elem_size = 2;
  823. }
  824. offsets[i] = elem_size;
  825. continue;
  826. }
  827. default: {
  828. ERR_FAIL();
  829. }
  830. }
  831. offsets[i] = total_elem_size;
  832. total_elem_size += elem_size;
  833. }
  834. uint32_t mask = (1 << ARRAY_MAX) - 1;
  835. format |= (~mask) & p_compress_format; //make the full format
  836. int array_size = total_elem_size * array_len;
  837. PoolVector<uint8_t> vertex_array;
  838. vertex_array.resize(array_size);
  839. int index_array_size = offsets[VS::ARRAY_INDEX] * index_array_len;
  840. PoolVector<uint8_t> index_array;
  841. index_array.resize(index_array_size);
  842. AABB aabb;
  843. Vector<AABB> bone_aabb;
  844. Error err = _surface_set_data(p_arrays, format, offsets, total_elem_size, vertex_array, array_len, index_array, index_array_len, aabb, bone_aabb);
  845. ERR_FAIL_COND_MSG(err, "Invalid array format for surface.");
  846. Vector<PoolVector<uint8_t>> blend_shape_data;
  847. for (int i = 0; i < p_blend_shapes.size(); i++) {
  848. PoolVector<uint8_t> vertex_array_shape;
  849. vertex_array_shape.resize(array_size);
  850. PoolVector<uint8_t> noindex;
  851. AABB laabb;
  852. 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);
  853. aabb.merge_with(laabb);
  854. ERR_FAIL_COND_MSG(err2 != OK, "Invalid blend shape array format for surface.");
  855. blend_shape_data.push_back(vertex_array_shape);
  856. }
  857. mesh_add_surface(p_mesh, format, p_primitive, vertex_array, array_len, index_array, index_array_len, aabb, blend_shape_data, bone_aabb);
  858. }
  859. Array VisualServer::_get_array_from_surface(uint32_t p_format, PoolVector<uint8_t> p_vertex_data, int p_vertex_len, PoolVector<uint8_t> p_index_data, int p_index_len) const {
  860. uint32_t offsets[ARRAY_MAX];
  861. int total_elem_size = 0;
  862. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  863. offsets[i] = 0; //reset
  864. if (!(p_format & (1 << i))) { // no array
  865. continue;
  866. }
  867. int elem_size = 0;
  868. switch (i) {
  869. case VS::ARRAY_VERTEX: {
  870. if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
  871. elem_size = 2;
  872. } else {
  873. elem_size = 3;
  874. }
  875. if (p_format & ARRAY_COMPRESS_VERTEX) {
  876. elem_size *= sizeof(int16_t);
  877. } else {
  878. elem_size *= sizeof(float);
  879. }
  880. if (elem_size == 6) {
  881. elem_size = 8;
  882. }
  883. } break;
  884. case VS::ARRAY_NORMAL: {
  885. if (p_format & ARRAY_COMPRESS_NORMAL) {
  886. elem_size = sizeof(uint32_t);
  887. } else {
  888. elem_size = sizeof(float) * 3;
  889. }
  890. } break;
  891. case VS::ARRAY_TANGENT: {
  892. if (p_format & ARRAY_COMPRESS_TANGENT) {
  893. elem_size = sizeof(uint32_t);
  894. } else {
  895. elem_size = sizeof(float) * 4;
  896. }
  897. } break;
  898. case VS::ARRAY_COLOR: {
  899. if (p_format & ARRAY_COMPRESS_COLOR) {
  900. elem_size = sizeof(uint32_t);
  901. } else {
  902. elem_size = sizeof(float) * 4;
  903. }
  904. } break;
  905. case VS::ARRAY_TEX_UV: {
  906. if (p_format & ARRAY_COMPRESS_TEX_UV) {
  907. elem_size = sizeof(uint32_t);
  908. } else {
  909. elem_size = sizeof(float) * 2;
  910. }
  911. } break;
  912. case VS::ARRAY_TEX_UV2: {
  913. if (p_format & ARRAY_COMPRESS_TEX_UV2) {
  914. elem_size = sizeof(uint32_t);
  915. } else {
  916. elem_size = sizeof(float) * 2;
  917. }
  918. } break;
  919. case VS::ARRAY_WEIGHTS: {
  920. if (p_format & ARRAY_COMPRESS_WEIGHTS) {
  921. elem_size = sizeof(uint16_t) * 4;
  922. } else {
  923. elem_size = sizeof(float) * 4;
  924. }
  925. } break;
  926. case VS::ARRAY_BONES: {
  927. if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) {
  928. elem_size = sizeof(uint16_t) * 4;
  929. } else {
  930. elem_size = sizeof(uint32_t);
  931. }
  932. } break;
  933. case VS::ARRAY_INDEX: {
  934. if (p_index_len <= 0) {
  935. ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
  936. break;
  937. }
  938. /* determine whether using 16 or 32 bits indices */
  939. if (p_vertex_len >= (1 << 16)) {
  940. elem_size = 4;
  941. } else {
  942. elem_size = 2;
  943. }
  944. offsets[i] = elem_size;
  945. continue;
  946. }
  947. default: {
  948. ERR_FAIL_V(Array());
  949. }
  950. }
  951. offsets[i] = total_elem_size;
  952. total_elem_size += elem_size;
  953. }
  954. Array ret;
  955. ret.resize(VS::ARRAY_MAX);
  956. PoolVector<uint8_t>::Read r = p_vertex_data.read();
  957. for (int i = 0; i < VS::ARRAY_MAX; i++) {
  958. if (!(p_format & (1 << i))) {
  959. continue;
  960. }
  961. switch (i) {
  962. case VS::ARRAY_VERTEX: {
  963. if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
  964. PoolVector<Vector2> arr_2d;
  965. arr_2d.resize(p_vertex_len);
  966. if (p_format & ARRAY_COMPRESS_VERTEX) {
  967. PoolVector<Vector2>::Write w = arr_2d.write();
  968. for (int j = 0; j < p_vertex_len; j++) {
  969. const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
  970. w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
  971. }
  972. } else {
  973. PoolVector<Vector2>::Write w = arr_2d.write();
  974. for (int j = 0; j < p_vertex_len; j++) {
  975. const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
  976. w[j] = Vector2(v[0], v[1]);
  977. }
  978. }
  979. ret[i] = arr_2d;
  980. } else {
  981. PoolVector<Vector3> arr_3d;
  982. arr_3d.resize(p_vertex_len);
  983. if (p_format & ARRAY_COMPRESS_VERTEX) {
  984. PoolVector<Vector3>::Write w = arr_3d.write();
  985. for (int j = 0; j < p_vertex_len; j++) {
  986. const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
  987. w[j] = Vector3(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]), Math::halfptr_to_float(&v[2]));
  988. }
  989. } else {
  990. PoolVector<Vector3>::Write w = arr_3d.write();
  991. for (int j = 0; j < p_vertex_len; j++) {
  992. const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
  993. w[j] = Vector3(v[0], v[1], v[2]);
  994. }
  995. }
  996. ret[i] = arr_3d;
  997. }
  998. } break;
  999. case VS::ARRAY_NORMAL: {
  1000. PoolVector<Vector3> arr;
  1001. arr.resize(p_vertex_len);
  1002. if (p_format & ARRAY_COMPRESS_NORMAL) {
  1003. PoolVector<Vector3>::Write w = arr.write();
  1004. const float multiplier = 1.f / 127.f;
  1005. for (int j = 0; j < p_vertex_len; j++) {
  1006. const int8_t *v = (const int8_t *)&r[j * total_elem_size + offsets[i]];
  1007. w[j] = Vector3(float(v[0]) * multiplier, float(v[1]) * multiplier, float(v[2]) * multiplier);
  1008. }
  1009. } else {
  1010. PoolVector<Vector3>::Write w = arr.write();
  1011. for (int j = 0; j < p_vertex_len; j++) {
  1012. const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
  1013. w[j] = Vector3(v[0], v[1], v[2]);
  1014. }
  1015. }
  1016. ret[i] = arr;
  1017. } break;
  1018. case VS::ARRAY_TANGENT: {
  1019. PoolVector<float> arr;
  1020. arr.resize(p_vertex_len * 4);
  1021. if (p_format & ARRAY_COMPRESS_TANGENT) {
  1022. PoolVector<float>::Write w = arr.write();
  1023. for (int j = 0; j < p_vertex_len; j++) {
  1024. const int8_t *v = (const int8_t *)&r[j * total_elem_size + offsets[i]];
  1025. for (int k = 0; k < 4; k++) {
  1026. w[j * 4 + k] = float(v[k] / 127.0);
  1027. }
  1028. }
  1029. } else {
  1030. PoolVector<float>::Write w = arr.write();
  1031. for (int j = 0; j < p_vertex_len; j++) {
  1032. const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
  1033. for (int k = 0; k < 4; k++) {
  1034. w[j * 4 + k] = v[k];
  1035. }
  1036. }
  1037. }
  1038. ret[i] = arr;
  1039. } break;
  1040. case VS::ARRAY_COLOR: {
  1041. PoolVector<Color> arr;
  1042. arr.resize(p_vertex_len);
  1043. if (p_format & ARRAY_COMPRESS_COLOR) {
  1044. PoolVector<Color>::Write w = arr.write();
  1045. for (int j = 0; j < p_vertex_len; j++) {
  1046. const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]];
  1047. w[j] = Color(float(v[0] / 255.0), float(v[1] / 255.0), float(v[2] / 255.0), float(v[3] / 255.0));
  1048. }
  1049. } else {
  1050. PoolVector<Color>::Write w = arr.write();
  1051. for (int j = 0; j < p_vertex_len; j++) {
  1052. const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
  1053. w[j] = Color(v[0], v[1], v[2], v[3]);
  1054. }
  1055. }
  1056. ret[i] = arr;
  1057. } break;
  1058. case VS::ARRAY_TEX_UV: {
  1059. PoolVector<Vector2> arr;
  1060. arr.resize(p_vertex_len);
  1061. if (p_format & ARRAY_COMPRESS_TEX_UV) {
  1062. PoolVector<Vector2>::Write w = arr.write();
  1063. for (int j = 0; j < p_vertex_len; j++) {
  1064. const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
  1065. w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
  1066. }
  1067. } else {
  1068. PoolVector<Vector2>::Write w = arr.write();
  1069. for (int j = 0; j < p_vertex_len; j++) {
  1070. const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
  1071. w[j] = Vector2(v[0], v[1]);
  1072. }
  1073. }
  1074. ret[i] = arr;
  1075. } break;
  1076. case VS::ARRAY_TEX_UV2: {
  1077. PoolVector<Vector2> arr;
  1078. arr.resize(p_vertex_len);
  1079. if (p_format & ARRAY_COMPRESS_TEX_UV2) {
  1080. PoolVector<Vector2>::Write w = arr.write();
  1081. for (int j = 0; j < p_vertex_len; j++) {
  1082. const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
  1083. w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
  1084. }
  1085. } else {
  1086. PoolVector<Vector2>::Write w = arr.write();
  1087. for (int j = 0; j < p_vertex_len; j++) {
  1088. const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
  1089. w[j] = Vector2(v[0], v[1]);
  1090. }
  1091. }
  1092. ret[i] = arr;
  1093. } break;
  1094. case VS::ARRAY_WEIGHTS: {
  1095. PoolVector<float> arr;
  1096. arr.resize(p_vertex_len * 4);
  1097. if (p_format & ARRAY_COMPRESS_WEIGHTS) {
  1098. PoolVector<float>::Write w = arr.write();
  1099. for (int j = 0; j < p_vertex_len; j++) {
  1100. const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
  1101. for (int k = 0; k < 4; k++) {
  1102. w[j * 4 + k] = float(v[k] / 65535.0);
  1103. }
  1104. }
  1105. } else {
  1106. PoolVector<float>::Write w = arr.write();
  1107. for (int j = 0; j < p_vertex_len; j++) {
  1108. const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
  1109. for (int k = 0; k < 4; k++) {
  1110. w[j * 4 + k] = v[k];
  1111. }
  1112. }
  1113. }
  1114. ret[i] = arr;
  1115. } break;
  1116. case VS::ARRAY_BONES: {
  1117. PoolVector<int> arr;
  1118. arr.resize(p_vertex_len * 4);
  1119. if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) {
  1120. PoolVector<int>::Write w = arr.write();
  1121. for (int j = 0; j < p_vertex_len; j++) {
  1122. const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
  1123. for (int k = 0; k < 4; k++) {
  1124. w[j * 4 + k] = v[k];
  1125. }
  1126. }
  1127. } else {
  1128. PoolVector<int>::Write w = arr.write();
  1129. for (int j = 0; j < p_vertex_len; j++) {
  1130. const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]];
  1131. for (int k = 0; k < 4; k++) {
  1132. w[j * 4 + k] = v[k];
  1133. }
  1134. }
  1135. }
  1136. ret[i] = arr;
  1137. } break;
  1138. case VS::ARRAY_INDEX: {
  1139. /* determine whether using 16 or 32 bits indices */
  1140. PoolVector<uint8_t>::Read ir = p_index_data.read();
  1141. PoolVector<int> arr;
  1142. arr.resize(p_index_len);
  1143. if (p_vertex_len < (1 << 16)) {
  1144. PoolVector<int>::Write w = arr.write();
  1145. for (int j = 0; j < p_index_len; j++) {
  1146. const uint16_t *v = (const uint16_t *)&ir[j * 2];
  1147. w[j] = *v;
  1148. }
  1149. } else {
  1150. PoolVector<int>::Write w = arr.write();
  1151. for (int j = 0; j < p_index_len; j++) {
  1152. const int *v = (const int *)&ir[j * 4];
  1153. w[j] = *v;
  1154. }
  1155. }
  1156. ret[i] = arr;
  1157. } break;
  1158. default: {
  1159. ERR_FAIL_V(ret);
  1160. }
  1161. }
  1162. }
  1163. return ret;
  1164. }
  1165. Array VisualServer::mesh_surface_get_arrays(RID p_mesh, int p_surface) const {
  1166. PoolVector<uint8_t> vertex_data = mesh_surface_get_array(p_mesh, p_surface);
  1167. ERR_FAIL_COND_V(vertex_data.size() == 0, Array());
  1168. int vertex_len = mesh_surface_get_array_len(p_mesh, p_surface);
  1169. PoolVector<uint8_t> index_data = mesh_surface_get_index_array(p_mesh, p_surface);
  1170. int index_len = mesh_surface_get_array_index_len(p_mesh, p_surface);
  1171. uint32_t format = mesh_surface_get_format(p_mesh, p_surface);
  1172. return _get_array_from_surface(format, vertex_data, vertex_len, index_data, index_len);
  1173. }
  1174. Array VisualServer::mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const {
  1175. Vector<PoolVector<uint8_t>> blend_shape_data = mesh_surface_get_blend_shapes(p_mesh, p_surface);
  1176. if (blend_shape_data.size() > 0) {
  1177. int vertex_len = mesh_surface_get_array_len(p_mesh, p_surface);
  1178. PoolVector<uint8_t> index_data = mesh_surface_get_index_array(p_mesh, p_surface);
  1179. int index_len = mesh_surface_get_array_index_len(p_mesh, p_surface);
  1180. uint32_t format = mesh_surface_get_format(p_mesh, p_surface);
  1181. Array blend_shape_array;
  1182. blend_shape_array.resize(blend_shape_data.size());
  1183. for (int i = 0; i < blend_shape_data.size(); i++) {
  1184. blend_shape_array.set(i, _get_array_from_surface(format, blend_shape_data[i], vertex_len, index_data, index_len));
  1185. }
  1186. return blend_shape_array;
  1187. } else {
  1188. return Array();
  1189. }
  1190. }
  1191. Array VisualServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const {
  1192. Vector<AABB> vec = VS::get_singleton()->mesh_surface_get_skeleton_aabb(p_mesh, p_surface);
  1193. Array arr;
  1194. for (int i = 0; i < vec.size(); i++) {
  1195. arr[i] = vec[i];
  1196. }
  1197. return arr;
  1198. }
  1199. void VisualServer::_bind_methods() {
  1200. ClassDB::bind_method(D_METHOD("force_sync"), &VisualServer::sync);
  1201. ClassDB::bind_method(D_METHOD("force_draw", "swap_buffers", "frame_step"), &VisualServer::draw, DEFVAL(true), DEFVAL(0.0));
  1202. // "draw" and "sync" are deprecated duplicates of "force_draw" and "force_sync"
  1203. // FIXME: Add deprecation messages using GH-4397 once available, and retire
  1204. // once the warnings have been enabled for a full release cycle
  1205. ClassDB::bind_method(D_METHOD("sync"), &VisualServer::sync);
  1206. ClassDB::bind_method(D_METHOD("draw", "swap_buffers", "frame_step"), &VisualServer::draw, DEFVAL(true), DEFVAL(0.0));
  1207. ClassDB::bind_method(D_METHOD("texture_create"), &VisualServer::texture_create);
  1208. ClassDB::bind_method(D_METHOD("texture_create_from_image", "image", "flags"), &VisualServer::texture_create_from_image, DEFVAL(TEXTURE_FLAGS_DEFAULT));
  1209. ClassDB::bind_method(D_METHOD("texture_allocate", "texture", "width", "height", "depth_3d", "format", "type", "flags"), &VisualServer::texture_allocate, DEFVAL(TEXTURE_FLAGS_DEFAULT));
  1210. ClassDB::bind_method(D_METHOD("texture_set_data", "texture", "image", "layer"), &VisualServer::texture_set_data, DEFVAL(0));
  1211. ClassDB::bind_method(D_METHOD("texture_set_data_partial", "texture", "image", "src_x", "src_y", "src_w", "src_h", "dst_x", "dst_y", "dst_mip", "layer"), &VisualServer::texture_set_data_partial, DEFVAL(0));
  1212. ClassDB::bind_method(D_METHOD("texture_get_data", "texture", "cube_side"), &VisualServer::texture_get_data, DEFVAL(CUBEMAP_LEFT));
  1213. ClassDB::bind_method(D_METHOD("texture_set_flags", "texture", "flags"), &VisualServer::texture_set_flags);
  1214. ClassDB::bind_method(D_METHOD("texture_get_flags", "texture"), &VisualServer::texture_get_flags);
  1215. ClassDB::bind_method(D_METHOD("texture_get_format", "texture"), &VisualServer::texture_get_format);
  1216. ClassDB::bind_method(D_METHOD("texture_get_type", "texture"), &VisualServer::texture_get_type);
  1217. ClassDB::bind_method(D_METHOD("texture_get_texid", "texture"), &VisualServer::texture_get_texid);
  1218. ClassDB::bind_method(D_METHOD("texture_get_width", "texture"), &VisualServer::texture_get_width);
  1219. ClassDB::bind_method(D_METHOD("texture_get_height", "texture"), &VisualServer::texture_get_height);
  1220. ClassDB::bind_method(D_METHOD("texture_get_depth", "texture"), &VisualServer::texture_get_depth);
  1221. ClassDB::bind_method(D_METHOD("texture_set_size_override", "texture", "width", "height", "depth"), &VisualServer::texture_set_size_override);
  1222. ClassDB::bind_method(D_METHOD("texture_set_path", "texture", "path"), &VisualServer::texture_set_path);
  1223. ClassDB::bind_method(D_METHOD("texture_get_path", "texture"), &VisualServer::texture_get_path);
  1224. ClassDB::bind_method(D_METHOD("texture_set_shrink_all_x2_on_set_data", "shrink"), &VisualServer::texture_set_shrink_all_x2_on_set_data);
  1225. ClassDB::bind_method(D_METHOD("texture_bind", "texture", "number"), &VisualServer::texture_bind);
  1226. ClassDB::bind_method(D_METHOD("texture_debug_usage"), &VisualServer::_texture_debug_usage_bind);
  1227. ClassDB::bind_method(D_METHOD("textures_keep_original", "enable"), &VisualServer::textures_keep_original);
  1228. #ifndef _3D_DISABLED
  1229. ClassDB::bind_method(D_METHOD("sky_create"), &VisualServer::sky_create);
  1230. ClassDB::bind_method(D_METHOD("sky_set_texture", "sky", "cube_map", "radiance_size"), &VisualServer::sky_set_texture);
  1231. #endif
  1232. ClassDB::bind_method(D_METHOD("shader_create"), &VisualServer::shader_create);
  1233. ClassDB::bind_method(D_METHOD("shader_set_code", "shader", "code"), &VisualServer::shader_set_code);
  1234. ClassDB::bind_method(D_METHOD("shader_get_code", "shader"), &VisualServer::shader_get_code);
  1235. ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &VisualServer::_shader_get_param_list_bind);
  1236. ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "name", "texture"), &VisualServer::shader_set_default_texture_param);
  1237. ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "name"), &VisualServer::shader_get_default_texture_param);
  1238. ClassDB::bind_method(D_METHOD("material_create"), &VisualServer::material_create);
  1239. ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &VisualServer::material_set_shader);
  1240. ClassDB::bind_method(D_METHOD("material_get_shader", "shader_material"), &VisualServer::material_get_shader);
  1241. ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &VisualServer::material_set_param);
  1242. ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &VisualServer::material_get_param);
  1243. ClassDB::bind_method(D_METHOD("material_get_param_default", "material", "parameter"), &VisualServer::material_get_param_default);
  1244. ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &VisualServer::material_set_render_priority);
  1245. ClassDB::bind_method(D_METHOD("material_set_line_width", "material", "width"), &VisualServer::material_set_line_width);
  1246. ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &VisualServer::material_set_next_pass);
  1247. ClassDB::bind_method(D_METHOD("mesh_create"), &VisualServer::mesh_create);
  1248. ClassDB::bind_method(D_METHOD("mesh_surface_get_format_offset", "format", "vertex_len", "index_len", "array_index"), &VisualServer::mesh_surface_get_format_offset);
  1249. ClassDB::bind_method(D_METHOD("mesh_surface_get_format_stride", "format", "vertex_len", "index_len"), &VisualServer::mesh_surface_get_format_stride);
  1250. ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primitive", "arrays", "blend_shapes", "compress_format"), &VisualServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
  1251. ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_count", "mesh", "amount"), &VisualServer::mesh_set_blend_shape_count);
  1252. ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_count", "mesh"), &VisualServer::mesh_get_blend_shape_count);
  1253. ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_mode", "mesh", "mode"), &VisualServer::mesh_set_blend_shape_mode);
  1254. ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_mode", "mesh"), &VisualServer::mesh_get_blend_shape_mode);
  1255. ClassDB::bind_method(D_METHOD("mesh_surface_update_region", "mesh", "surface", "offset", "data"), &VisualServer::mesh_surface_update_region);
  1256. ClassDB::bind_method(D_METHOD("mesh_surface_set_material", "mesh", "surface", "material"), &VisualServer::mesh_surface_set_material);
  1257. ClassDB::bind_method(D_METHOD("mesh_surface_get_material", "mesh", "surface"), &VisualServer::mesh_surface_get_material);
  1258. ClassDB::bind_method(D_METHOD("mesh_surface_get_array_len", "mesh", "surface"), &VisualServer::mesh_surface_get_array_len);
  1259. ClassDB::bind_method(D_METHOD("mesh_surface_get_array_index_len", "mesh", "surface"), &VisualServer::mesh_surface_get_array_index_len);
  1260. ClassDB::bind_method(D_METHOD("mesh_surface_get_array", "mesh", "surface"), &VisualServer::mesh_surface_get_array);
  1261. ClassDB::bind_method(D_METHOD("mesh_surface_get_index_array", "mesh", "surface"), &VisualServer::mesh_surface_get_index_array);
  1262. ClassDB::bind_method(D_METHOD("mesh_surface_get_arrays", "mesh", "surface"), &VisualServer::mesh_surface_get_arrays);
  1263. ClassDB::bind_method(D_METHOD("mesh_surface_get_blend_shape_arrays", "mesh", "surface"), &VisualServer::mesh_surface_get_blend_shape_arrays);
  1264. ClassDB::bind_method(D_METHOD("mesh_surface_get_format", "mesh", "surface"), &VisualServer::mesh_surface_get_format);
  1265. ClassDB::bind_method(D_METHOD("mesh_surface_get_primitive_type", "mesh", "surface"), &VisualServer::mesh_surface_get_primitive_type);
  1266. ClassDB::bind_method(D_METHOD("mesh_surface_get_aabb", "mesh", "surface"), &VisualServer::mesh_surface_get_aabb);
  1267. ClassDB::bind_method(D_METHOD("mesh_surface_get_skeleton_aabb", "mesh", "surface"), &VisualServer::_mesh_surface_get_skeleton_aabb_bind);
  1268. ClassDB::bind_method(D_METHOD("mesh_remove_surface", "mesh", "index"), &VisualServer::mesh_remove_surface);
  1269. ClassDB::bind_method(D_METHOD("mesh_get_surface_count", "mesh"), &VisualServer::mesh_get_surface_count);
  1270. ClassDB::bind_method(D_METHOD("mesh_set_custom_aabb", "mesh", "aabb"), &VisualServer::mesh_set_custom_aabb);
  1271. ClassDB::bind_method(D_METHOD("mesh_get_custom_aabb", "mesh"), &VisualServer::mesh_get_custom_aabb);
  1272. ClassDB::bind_method(D_METHOD("mesh_clear", "mesh"), &VisualServer::mesh_clear);
  1273. ClassDB::bind_method(D_METHOD("multimesh_create"), &VisualServer::multimesh_create);
  1274. ClassDB::bind_method(D_METHOD("multimesh_allocate", "multimesh", "instances", "transform_format", "color_format", "custom_data_format"), &VisualServer::multimesh_allocate, DEFVAL(MULTIMESH_CUSTOM_DATA_NONE));
  1275. ClassDB::bind_method(D_METHOD("multimesh_get_instance_count", "multimesh"), &VisualServer::multimesh_get_instance_count);
  1276. ClassDB::bind_method(D_METHOD("multimesh_set_mesh", "multimesh", "mesh"), &VisualServer::multimesh_set_mesh);
  1277. ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform", "multimesh", "index", "transform"), &VisualServer::multimesh_instance_set_transform);
  1278. ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform_2d", "multimesh", "index", "transform"), &VisualServer::multimesh_instance_set_transform_2d);
  1279. ClassDB::bind_method(D_METHOD("multimesh_instance_set_color", "multimesh", "index", "color"), &VisualServer::multimesh_instance_set_color);
  1280. ClassDB::bind_method(D_METHOD("multimesh_instance_set_custom_data", "multimesh", "index", "custom_data"), &VisualServer::multimesh_instance_set_custom_data);
  1281. ClassDB::bind_method(D_METHOD("multimesh_get_mesh", "multimesh"), &VisualServer::multimesh_get_mesh);
  1282. ClassDB::bind_method(D_METHOD("multimesh_get_aabb", "multimesh"), &VisualServer::multimesh_get_aabb);
  1283. ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform", "multimesh", "index"), &VisualServer::multimesh_instance_get_transform);
  1284. ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform_2d", "multimesh", "index"), &VisualServer::multimesh_instance_get_transform_2d);
  1285. ClassDB::bind_method(D_METHOD("multimesh_instance_get_color", "multimesh", "index"), &VisualServer::multimesh_instance_get_color);
  1286. ClassDB::bind_method(D_METHOD("multimesh_instance_get_custom_data", "multimesh", "index"), &VisualServer::multimesh_instance_get_custom_data);
  1287. ClassDB::bind_method(D_METHOD("multimesh_set_visible_instances", "multimesh", "visible"), &VisualServer::multimesh_set_visible_instances);
  1288. ClassDB::bind_method(D_METHOD("multimesh_get_visible_instances", "multimesh"), &VisualServer::multimesh_get_visible_instances);
  1289. ClassDB::bind_method(D_METHOD("multimesh_set_as_bulk_array", "multimesh", "array"), &VisualServer::multimesh_set_as_bulk_array);
  1290. #ifndef _3D_DISABLED
  1291. ClassDB::bind_method(D_METHOD("immediate_create"), &VisualServer::immediate_create);
  1292. ClassDB::bind_method(D_METHOD("immediate_begin", "immediate", "primitive", "texture"), &VisualServer::immediate_begin, DEFVAL(RID()));
  1293. ClassDB::bind_method(D_METHOD("immediate_vertex", "immediate", "vertex"), &VisualServer::immediate_vertex);
  1294. ClassDB::bind_method(D_METHOD("immediate_vertex_2d", "immediate", "vertex"), &VisualServer::immediate_vertex_2d);
  1295. ClassDB::bind_method(D_METHOD("immediate_normal", "immediate", "normal"), &VisualServer::immediate_normal);
  1296. ClassDB::bind_method(D_METHOD("immediate_tangent", "immediate", "tangent"), &VisualServer::immediate_tangent);
  1297. ClassDB::bind_method(D_METHOD("immediate_color", "immediate", "color"), &VisualServer::immediate_color);
  1298. ClassDB::bind_method(D_METHOD("immediate_uv", "immediate", "tex_uv"), &VisualServer::immediate_uv);
  1299. ClassDB::bind_method(D_METHOD("immediate_uv2", "immediate", "tex_uv"), &VisualServer::immediate_uv2);
  1300. ClassDB::bind_method(D_METHOD("immediate_end", "immediate"), &VisualServer::immediate_end);
  1301. ClassDB::bind_method(D_METHOD("immediate_clear", "immediate"), &VisualServer::immediate_clear);
  1302. ClassDB::bind_method(D_METHOD("immediate_set_material", "immediate", "material"), &VisualServer::immediate_set_material);
  1303. ClassDB::bind_method(D_METHOD("immediate_get_material", "immediate"), &VisualServer::immediate_get_material);
  1304. #endif
  1305. ClassDB::bind_method(D_METHOD("skeleton_create"), &VisualServer::skeleton_create);
  1306. ClassDB::bind_method(D_METHOD("skeleton_allocate", "skeleton", "bones", "is_2d_skeleton"), &VisualServer::skeleton_allocate, DEFVAL(false));
  1307. ClassDB::bind_method(D_METHOD("skeleton_get_bone_count", "skeleton"), &VisualServer::skeleton_get_bone_count);
  1308. ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform", "skeleton", "bone", "transform"), &VisualServer::skeleton_bone_set_transform);
  1309. ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform", "skeleton", "bone"), &VisualServer::skeleton_bone_get_transform);
  1310. ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform_2d", "skeleton", "bone", "transform"), &VisualServer::skeleton_bone_set_transform_2d);
  1311. ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform_2d", "skeleton", "bone"), &VisualServer::skeleton_bone_get_transform_2d);
  1312. #ifndef _3D_DISABLED
  1313. ClassDB::bind_method(D_METHOD("directional_light_create"), &VisualServer::directional_light_create);
  1314. ClassDB::bind_method(D_METHOD("omni_light_create"), &VisualServer::omni_light_create);
  1315. ClassDB::bind_method(D_METHOD("spot_light_create"), &VisualServer::spot_light_create);
  1316. ClassDB::bind_method(D_METHOD("light_set_color", "light", "color"), &VisualServer::light_set_color);
  1317. ClassDB::bind_method(D_METHOD("light_set_param", "light", "param", "value"), &VisualServer::light_set_param);
  1318. ClassDB::bind_method(D_METHOD("light_set_shadow", "light", "enabled"), &VisualServer::light_set_shadow);
  1319. ClassDB::bind_method(D_METHOD("light_set_shadow_color", "light", "color"), &VisualServer::light_set_shadow_color);
  1320. ClassDB::bind_method(D_METHOD("light_set_projector", "light", "texture"), &VisualServer::light_set_projector);
  1321. ClassDB::bind_method(D_METHOD("light_set_negative", "light", "enable"), &VisualServer::light_set_negative);
  1322. ClassDB::bind_method(D_METHOD("light_set_cull_mask", "light", "mask"), &VisualServer::light_set_cull_mask);
  1323. ClassDB::bind_method(D_METHOD("light_set_reverse_cull_face_mode", "light", "enabled"), &VisualServer::light_set_reverse_cull_face_mode);
  1324. ClassDB::bind_method(D_METHOD("light_set_use_gi", "light", "enabled"), &VisualServer::light_set_use_gi);
  1325. ClassDB::bind_method(D_METHOD("light_set_bake_mode", "light", "bake_mode"), &VisualServer::light_set_bake_mode);
  1326. ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &VisualServer::light_omni_set_shadow_mode);
  1327. ClassDB::bind_method(D_METHOD("light_omni_set_shadow_detail", "light", "detail"), &VisualServer::light_omni_set_shadow_detail);
  1328. ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &VisualServer::light_directional_set_shadow_mode);
  1329. ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &VisualServer::light_directional_set_blend_splits);
  1330. ClassDB::bind_method(D_METHOD("light_directional_set_shadow_depth_range_mode", "light", "range_mode"), &VisualServer::light_directional_set_shadow_depth_range_mode);
  1331. ClassDB::bind_method(D_METHOD("reflection_probe_create"), &VisualServer::reflection_probe_create);
  1332. ClassDB::bind_method(D_METHOD("reflection_probe_set_update_mode", "probe", "mode"), &VisualServer::reflection_probe_set_update_mode);
  1333. ClassDB::bind_method(D_METHOD("reflection_probe_set_intensity", "probe", "intensity"), &VisualServer::reflection_probe_set_intensity);
  1334. ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient", "probe", "color"), &VisualServer::reflection_probe_set_interior_ambient);
  1335. ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_energy", "probe", "energy"), &VisualServer::reflection_probe_set_interior_ambient_energy);
  1336. ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_probe_contribution", "probe", "contrib"), &VisualServer::reflection_probe_set_interior_ambient_probe_contribution);
  1337. ClassDB::bind_method(D_METHOD("reflection_probe_set_max_distance", "probe", "distance"), &VisualServer::reflection_probe_set_max_distance);
  1338. ClassDB::bind_method(D_METHOD("reflection_probe_set_extents", "probe", "extents"), &VisualServer::reflection_probe_set_extents);
  1339. ClassDB::bind_method(D_METHOD("reflection_probe_set_origin_offset", "probe", "offset"), &VisualServer::reflection_probe_set_origin_offset);
  1340. ClassDB::bind_method(D_METHOD("reflection_probe_set_as_interior", "probe", "enable"), &VisualServer::reflection_probe_set_as_interior);
  1341. ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_box_projection", "probe", "enable"), &VisualServer::reflection_probe_set_enable_box_projection);
  1342. ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &VisualServer::reflection_probe_set_enable_shadows);
  1343. ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &VisualServer::reflection_probe_set_cull_mask);
  1344. ClassDB::bind_method(D_METHOD("gi_probe_create"), &VisualServer::gi_probe_create);
  1345. ClassDB::bind_method(D_METHOD("gi_probe_set_bounds", "probe", "bounds"), &VisualServer::gi_probe_set_bounds);
  1346. ClassDB::bind_method(D_METHOD("gi_probe_get_bounds", "probe"), &VisualServer::gi_probe_get_bounds);
  1347. ClassDB::bind_method(D_METHOD("gi_probe_set_cell_size", "probe", "range"), &VisualServer::gi_probe_set_cell_size);
  1348. ClassDB::bind_method(D_METHOD("gi_probe_get_cell_size", "probe"), &VisualServer::gi_probe_get_cell_size);
  1349. ClassDB::bind_method(D_METHOD("gi_probe_set_to_cell_xform", "probe", "xform"), &VisualServer::gi_probe_set_to_cell_xform);
  1350. ClassDB::bind_method(D_METHOD("gi_probe_get_to_cell_xform", "probe"), &VisualServer::gi_probe_get_to_cell_xform);
  1351. ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_data", "probe", "data"), &VisualServer::gi_probe_set_dynamic_data);
  1352. ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_data", "probe"), &VisualServer::gi_probe_get_dynamic_data);
  1353. ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_range", "probe", "range"), &VisualServer::gi_probe_set_dynamic_range);
  1354. ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_range", "probe"), &VisualServer::gi_probe_get_dynamic_range);
  1355. ClassDB::bind_method(D_METHOD("gi_probe_set_energy", "probe", "energy"), &VisualServer::gi_probe_set_energy);
  1356. ClassDB::bind_method(D_METHOD("gi_probe_get_energy", "probe"), &VisualServer::gi_probe_get_energy);
  1357. ClassDB::bind_method(D_METHOD("gi_probe_set_bias", "probe", "bias"), &VisualServer::gi_probe_set_bias);
  1358. ClassDB::bind_method(D_METHOD("gi_probe_get_bias", "probe"), &VisualServer::gi_probe_get_bias);
  1359. ClassDB::bind_method(D_METHOD("gi_probe_set_normal_bias", "probe", "bias"), &VisualServer::gi_probe_set_normal_bias);
  1360. ClassDB::bind_method(D_METHOD("gi_probe_get_normal_bias", "probe"), &VisualServer::gi_probe_get_normal_bias);
  1361. ClassDB::bind_method(D_METHOD("gi_probe_set_propagation", "probe", "propagation"), &VisualServer::gi_probe_set_propagation);
  1362. ClassDB::bind_method(D_METHOD("gi_probe_get_propagation", "probe"), &VisualServer::gi_probe_get_propagation);
  1363. ClassDB::bind_method(D_METHOD("gi_probe_set_interior", "probe", "enable"), &VisualServer::gi_probe_set_interior);
  1364. ClassDB::bind_method(D_METHOD("gi_probe_is_interior", "probe"), &VisualServer::gi_probe_is_interior);
  1365. ClassDB::bind_method(D_METHOD("gi_probe_set_compress", "probe", "enable"), &VisualServer::gi_probe_set_compress);
  1366. ClassDB::bind_method(D_METHOD("gi_probe_is_compressed", "probe"), &VisualServer::gi_probe_is_compressed);
  1367. ClassDB::bind_method(D_METHOD("lightmap_capture_create"), &VisualServer::lightmap_capture_create);
  1368. ClassDB::bind_method(D_METHOD("lightmap_capture_set_bounds", "capture", "bounds"), &VisualServer::lightmap_capture_set_bounds);
  1369. ClassDB::bind_method(D_METHOD("lightmap_capture_get_bounds", "capture"), &VisualServer::lightmap_capture_get_bounds);
  1370. ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree", "capture", "octree"), &VisualServer::lightmap_capture_set_octree);
  1371. ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_transform", "capture", "xform"), &VisualServer::lightmap_capture_set_octree_cell_transform);
  1372. ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_transform", "capture"), &VisualServer::lightmap_capture_get_octree_cell_transform);
  1373. ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_subdiv", "capture", "subdiv"), &VisualServer::lightmap_capture_set_octree_cell_subdiv);
  1374. ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_subdiv", "capture"), &VisualServer::lightmap_capture_get_octree_cell_subdiv);
  1375. ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree", "capture"), &VisualServer::lightmap_capture_get_octree);
  1376. ClassDB::bind_method(D_METHOD("lightmap_capture_set_energy", "capture", "energy"), &VisualServer::lightmap_capture_set_energy);
  1377. ClassDB::bind_method(D_METHOD("lightmap_capture_get_energy", "capture"), &VisualServer::lightmap_capture_get_energy);
  1378. ClassDB::bind_method(D_METHOD("lightmap_capture_set_interior", "capture", "interior"), &VisualServer::lightmap_capture_set_interior);
  1379. ClassDB::bind_method(D_METHOD("lightmap_capture_is_interior", "capture"), &VisualServer::lightmap_capture_is_interior);
  1380. #endif
  1381. ClassDB::bind_method(D_METHOD("particles_create"), &VisualServer::particles_create);
  1382. ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &VisualServer::particles_set_emitting);
  1383. ClassDB::bind_method(D_METHOD("particles_get_emitting", "particles"), &VisualServer::particles_get_emitting);
  1384. ClassDB::bind_method(D_METHOD("particles_set_amount", "particles", "amount"), &VisualServer::particles_set_amount);
  1385. ClassDB::bind_method(D_METHOD("particles_set_lifetime", "particles", "lifetime"), &VisualServer::particles_set_lifetime);
  1386. ClassDB::bind_method(D_METHOD("particles_set_one_shot", "particles", "one_shot"), &VisualServer::particles_set_one_shot);
  1387. ClassDB::bind_method(D_METHOD("particles_set_pre_process_time", "particles", "time"), &VisualServer::particles_set_pre_process_time);
  1388. ClassDB::bind_method(D_METHOD("particles_set_explosiveness_ratio", "particles", "ratio"), &VisualServer::particles_set_explosiveness_ratio);
  1389. ClassDB::bind_method(D_METHOD("particles_set_randomness_ratio", "particles", "ratio"), &VisualServer::particles_set_randomness_ratio);
  1390. ClassDB::bind_method(D_METHOD("particles_set_custom_aabb", "particles", "aabb"), &VisualServer::particles_set_custom_aabb);
  1391. ClassDB::bind_method(D_METHOD("particles_set_speed_scale", "particles", "scale"), &VisualServer::particles_set_speed_scale);
  1392. ClassDB::bind_method(D_METHOD("particles_set_use_local_coordinates", "particles", "enable"), &VisualServer::particles_set_use_local_coordinates);
  1393. ClassDB::bind_method(D_METHOD("particles_set_process_material", "particles", "material"), &VisualServer::particles_set_process_material);
  1394. ClassDB::bind_method(D_METHOD("particles_set_fixed_fps", "particles", "fps"), &VisualServer::particles_set_fixed_fps);
  1395. ClassDB::bind_method(D_METHOD("particles_set_fractional_delta", "particles", "enable"), &VisualServer::particles_set_fractional_delta);
  1396. ClassDB::bind_method(D_METHOD("particles_is_inactive", "particles"), &VisualServer::particles_is_inactive);
  1397. ClassDB::bind_method(D_METHOD("particles_request_process", "particles"), &VisualServer::particles_request_process);
  1398. ClassDB::bind_method(D_METHOD("particles_restart", "particles"), &VisualServer::particles_restart);
  1399. ClassDB::bind_method(D_METHOD("particles_set_draw_order", "particles", "order"), &VisualServer::particles_set_draw_order);
  1400. ClassDB::bind_method(D_METHOD("particles_set_draw_passes", "particles", "count"), &VisualServer::particles_set_draw_passes);
  1401. ClassDB::bind_method(D_METHOD("particles_set_draw_pass_mesh", "particles", "pass", "mesh"), &VisualServer::particles_set_draw_pass_mesh);
  1402. ClassDB::bind_method(D_METHOD("particles_get_current_aabb", "particles"), &VisualServer::particles_get_current_aabb);
  1403. ClassDB::bind_method(D_METHOD("particles_set_emission_transform", "particles", "transform"), &VisualServer::particles_set_emission_transform);
  1404. ClassDB::bind_method(D_METHOD("camera_create"), &VisualServer::camera_create);
  1405. ClassDB::bind_method(D_METHOD("camera_set_perspective", "camera", "fovy_degrees", "z_near", "z_far"), &VisualServer::camera_set_perspective);
  1406. ClassDB::bind_method(D_METHOD("camera_set_orthogonal", "camera", "size", "z_near", "z_far"), &VisualServer::camera_set_orthogonal);
  1407. ClassDB::bind_method(D_METHOD("camera_set_frustum", "camera", "size", "offset", "z_near", "z_far"), &VisualServer::camera_set_frustum);
  1408. ClassDB::bind_method(D_METHOD("camera_set_transform", "camera", "transform"), &VisualServer::camera_set_transform);
  1409. ClassDB::bind_method(D_METHOD("camera_set_cull_mask", "camera", "layers"), &VisualServer::camera_set_cull_mask);
  1410. ClassDB::bind_method(D_METHOD("camera_set_environment", "camera", "env"), &VisualServer::camera_set_environment);
  1411. ClassDB::bind_method(D_METHOD("camera_set_use_vertical_aspect", "camera", "enable"), &VisualServer::camera_set_use_vertical_aspect);
  1412. ClassDB::bind_method(D_METHOD("viewport_create"), &VisualServer::viewport_create);
  1413. ClassDB::bind_method(D_METHOD("viewport_set_use_arvr", "viewport", "use_arvr"), &VisualServer::viewport_set_use_arvr);
  1414. ClassDB::bind_method(D_METHOD("viewport_set_size", "viewport", "width", "height"), &VisualServer::viewport_set_size);
  1415. ClassDB::bind_method(D_METHOD("viewport_set_active", "viewport", "active"), &VisualServer::viewport_set_active);
  1416. ClassDB::bind_method(D_METHOD("viewport_set_parent_viewport", "viewport", "parent_viewport"), &VisualServer::viewport_set_parent_viewport);
  1417. ClassDB::bind_method(D_METHOD("viewport_attach_to_screen", "viewport", "rect", "screen"), &VisualServer::viewport_attach_to_screen, DEFVAL(Rect2()), DEFVAL(0));
  1418. ClassDB::bind_method(D_METHOD("viewport_set_render_direct_to_screen", "viewport", "enabled"), &VisualServer::viewport_set_render_direct_to_screen);
  1419. ClassDB::bind_method(D_METHOD("viewport_detach", "viewport"), &VisualServer::viewport_detach);
  1420. ClassDB::bind_method(D_METHOD("viewport_set_update_mode", "viewport", "update_mode"), &VisualServer::viewport_set_update_mode);
  1421. ClassDB::bind_method(D_METHOD("viewport_set_vflip", "viewport", "enabled"), &VisualServer::viewport_set_vflip);
  1422. ClassDB::bind_method(D_METHOD("viewport_set_clear_mode", "viewport", "clear_mode"), &VisualServer::viewport_set_clear_mode);
  1423. ClassDB::bind_method(D_METHOD("viewport_get_texture", "viewport"), &VisualServer::viewport_get_texture);
  1424. ClassDB::bind_method(D_METHOD("viewport_set_hide_scenario", "viewport", "hidden"), &VisualServer::viewport_set_hide_scenario);
  1425. ClassDB::bind_method(D_METHOD("viewport_set_hide_canvas", "viewport", "hidden"), &VisualServer::viewport_set_hide_canvas);
  1426. ClassDB::bind_method(D_METHOD("viewport_set_disable_environment", "viewport", "disabled"), &VisualServer::viewport_set_disable_environment);
  1427. ClassDB::bind_method(D_METHOD("viewport_set_disable_3d", "viewport", "disabled"), &VisualServer::viewport_set_disable_3d);
  1428. ClassDB::bind_method(D_METHOD("viewport_attach_camera", "viewport", "camera"), &VisualServer::viewport_attach_camera);
  1429. ClassDB::bind_method(D_METHOD("viewport_set_scenario", "viewport", "scenario"), &VisualServer::viewport_set_scenario);
  1430. ClassDB::bind_method(D_METHOD("viewport_attach_canvas", "viewport", "canvas"), &VisualServer::viewport_attach_canvas);
  1431. ClassDB::bind_method(D_METHOD("viewport_remove_canvas", "viewport", "canvas"), &VisualServer::viewport_remove_canvas);
  1432. ClassDB::bind_method(D_METHOD("viewport_set_canvas_transform", "viewport", "canvas", "offset"), &VisualServer::viewport_set_canvas_transform);
  1433. ClassDB::bind_method(D_METHOD("viewport_set_transparent_background", "viewport", "enabled"), &VisualServer::viewport_set_transparent_background);
  1434. ClassDB::bind_method(D_METHOD("viewport_set_global_canvas_transform", "viewport", "transform"), &VisualServer::viewport_set_global_canvas_transform);
  1435. ClassDB::bind_method(D_METHOD("viewport_set_canvas_stacking", "viewport", "canvas", "layer", "sublayer"), &VisualServer::viewport_set_canvas_stacking);
  1436. ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_size", "viewport", "size"), &VisualServer::viewport_set_shadow_atlas_size);
  1437. ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &VisualServer::viewport_set_shadow_atlas_quadrant_subdivision);
  1438. ClassDB::bind_method(D_METHOD("viewport_set_msaa", "viewport", "msaa"), &VisualServer::viewport_set_msaa);
  1439. ClassDB::bind_method(D_METHOD("viewport_set_use_fxaa", "viewport", "fxaa"), &VisualServer::viewport_set_use_fxaa);
  1440. ClassDB::bind_method(D_METHOD("viewport_set_use_debanding", "viewport", "debanding"), &VisualServer::viewport_set_use_debanding);
  1441. ClassDB::bind_method(D_METHOD("viewport_set_sharpen_intensity", "viewport", "intensity"), &VisualServer::viewport_set_sharpen_intensity);
  1442. ClassDB::bind_method(D_METHOD("viewport_set_hdr", "viewport", "enabled"), &VisualServer::viewport_set_hdr);
  1443. ClassDB::bind_method(D_METHOD("viewport_set_usage", "viewport", "usage"), &VisualServer::viewport_set_usage);
  1444. ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "info"), &VisualServer::viewport_get_render_info);
  1445. ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &VisualServer::viewport_set_debug_draw);
  1446. ClassDB::bind_method(D_METHOD("environment_create"), &VisualServer::environment_create);
  1447. ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &VisualServer::environment_set_background);
  1448. ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &VisualServer::environment_set_sky);
  1449. ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &VisualServer::environment_set_sky_custom_fov);
  1450. ClassDB::bind_method(D_METHOD("environment_set_sky_orientation", "env", "orientation"), &VisualServer::environment_set_sky_orientation);
  1451. ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &VisualServer::environment_set_bg_color);
  1452. ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &VisualServer::environment_set_bg_energy);
  1453. ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &VisualServer::environment_set_canvas_max_layer);
  1454. ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "energy", "sky_contibution"), &VisualServer::environment_set_ambient_light, DEFVAL(1.0), DEFVAL(0.0));
  1455. ClassDB::bind_method(D_METHOD("environment_set_dof_blur_near", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_near);
  1456. ClassDB::bind_method(D_METHOD("environment_set_dof_blur_far", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_far);
  1457. ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "level_flags", "intensity", "strength", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap", "bicubic_upscale"), &VisualServer::environment_set_glow);
  1458. 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"), &VisualServer::environment_set_tonemap);
  1459. ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &VisualServer::environment_set_adjustment);
  1460. ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance", "roughness"), &VisualServer::environment_set_ssr);
  1461. ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "radius2", "intensity2", "bias", "light_affect", "ao_channel_affect", "color", "quality", "blur", "bilateral_sharpness"), &VisualServer::environment_set_ssao);
  1462. ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "color", "sun_color", "sun_amount"), &VisualServer::environment_set_fog);
  1463. ClassDB::bind_method(D_METHOD("environment_set_fog_depth", "env", "enable", "depth_begin", "depth_end", "depth_curve", "transmit", "transmit_curve"), &VisualServer::environment_set_fog_depth);
  1464. ClassDB::bind_method(D_METHOD("environment_set_fog_height", "env", "enable", "min_height", "max_height", "height_curve"), &VisualServer::environment_set_fog_height);
  1465. ClassDB::bind_method(D_METHOD("scenario_create"), &VisualServer::scenario_create);
  1466. ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &VisualServer::scenario_set_debug);
  1467. ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &VisualServer::scenario_set_environment);
  1468. ClassDB::bind_method(D_METHOD("scenario_set_reflection_atlas_size", "scenario", "size", "subdiv"), &VisualServer::scenario_set_reflection_atlas_size);
  1469. ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &VisualServer::scenario_set_fallback_environment);
  1470. #ifndef _3D_DISABLED
  1471. ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &VisualServer::instance_create2);
  1472. ClassDB::bind_method(D_METHOD("instance_create"), &VisualServer::instance_create);
  1473. ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &VisualServer::instance_set_base);
  1474. ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &VisualServer::instance_set_scenario);
  1475. ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &VisualServer::instance_set_layer_mask);
  1476. ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &VisualServer::instance_set_transform);
  1477. ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &VisualServer::instance_attach_object_instance_id);
  1478. ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &VisualServer::instance_set_blend_shape_weight);
  1479. ClassDB::bind_method(D_METHOD("instance_set_surface_material", "instance", "surface", "material"), &VisualServer::instance_set_surface_material);
  1480. ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &VisualServer::instance_set_visible);
  1481. ClassDB::bind_method(D_METHOD("instance_set_use_lightmap", "instance", "lightmap_instance", "lightmap", "lightmap_slice", "lightmap_uv_rect"), &VisualServer::instance_set_use_lightmap, DEFVAL(-1), DEFVAL(Rect2(0, 0, 1, 1)));
  1482. ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &VisualServer::instance_set_custom_aabb);
  1483. ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &VisualServer::instance_attach_skeleton);
  1484. ClassDB::bind_method(D_METHOD("instance_set_exterior", "instance", "enabled"), &VisualServer::instance_set_exterior);
  1485. ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &VisualServer::instance_set_extra_visibility_margin);
  1486. ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &VisualServer::instance_geometry_set_flag);
  1487. ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &VisualServer::instance_geometry_set_cast_shadows_setting);
  1488. ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &VisualServer::instance_geometry_set_material_override);
  1489. ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &VisualServer::instance_geometry_set_draw_range);
  1490. ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &VisualServer::instance_geometry_set_as_instance_lod);
  1491. ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &VisualServer::_instances_cull_aabb_bind, DEFVAL(RID()));
  1492. ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &VisualServer::_instances_cull_ray_bind, DEFVAL(RID()));
  1493. ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &VisualServer::_instances_cull_convex_bind, DEFVAL(RID()));
  1494. #endif
  1495. ClassDB::bind_method(D_METHOD("canvas_create"), &VisualServer::canvas_create);
  1496. ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &VisualServer::canvas_set_item_mirroring);
  1497. ClassDB::bind_method(D_METHOD("canvas_set_modulate", "canvas", "color"), &VisualServer::canvas_set_modulate);
  1498. ClassDB::bind_method(D_METHOD("canvas_item_create"), &VisualServer::canvas_item_create);
  1499. ClassDB::bind_method(D_METHOD("canvas_item_set_parent", "item", "parent"), &VisualServer::canvas_item_set_parent);
  1500. ClassDB::bind_method(D_METHOD("canvas_item_set_visible", "item", "visible"), &VisualServer::canvas_item_set_visible);
  1501. ClassDB::bind_method(D_METHOD("canvas_item_set_light_mask", "item", "mask"), &VisualServer::canvas_item_set_light_mask);
  1502. ClassDB::bind_method(D_METHOD("canvas_item_set_transform", "item", "transform"), &VisualServer::canvas_item_set_transform);
  1503. ClassDB::bind_method(D_METHOD("canvas_item_set_clip", "item", "clip"), &VisualServer::canvas_item_set_clip);
  1504. ClassDB::bind_method(D_METHOD("canvas_item_set_distance_field_mode", "item", "enabled"), &VisualServer::canvas_item_set_distance_field_mode);
  1505. ClassDB::bind_method(D_METHOD("canvas_item_set_custom_rect", "item", "use_custom_rect", "rect"), &VisualServer::canvas_item_set_custom_rect, DEFVAL(Rect2()));
  1506. ClassDB::bind_method(D_METHOD("canvas_item_set_modulate", "item", "color"), &VisualServer::canvas_item_set_modulate);
  1507. ClassDB::bind_method(D_METHOD("canvas_item_set_self_modulate", "item", "color"), &VisualServer::canvas_item_set_self_modulate);
  1508. ClassDB::bind_method(D_METHOD("canvas_item_set_draw_behind_parent", "item", "enabled"), &VisualServer::canvas_item_set_draw_behind_parent);
  1509. ClassDB::bind_method(D_METHOD("canvas_item_add_line", "item", "from", "to", "color", "width", "antialiased"), &VisualServer::canvas_item_add_line, DEFVAL(1.0), DEFVAL(false));
  1510. ClassDB::bind_method(D_METHOD("canvas_item_add_polyline", "item", "points", "colors", "width", "antialiased"), &VisualServer::canvas_item_add_polyline, DEFVAL(1.0), DEFVAL(false));
  1511. ClassDB::bind_method(D_METHOD("canvas_item_add_rect", "item", "rect", "color"), &VisualServer::canvas_item_add_rect);
  1512. ClassDB::bind_method(D_METHOD("canvas_item_add_circle", "item", "pos", "radius", "color"), &VisualServer::canvas_item_add_circle);
  1513. ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect", "item", "rect", "texture", "tile", "modulate", "transpose", "normal_map"), &VisualServer::canvas_item_add_texture_rect, DEFVAL(false), DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID()));
  1514. ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect_region", "item", "rect", "texture", "src_rect", "modulate", "transpose", "normal_map", "clip_uv"), &VisualServer::canvas_item_add_texture_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID()), DEFVAL(true));
  1515. 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"), &VisualServer::canvas_item_add_nine_patch, DEFVAL(NINE_PATCH_STRETCH), DEFVAL(NINE_PATCH_STRETCH), DEFVAL(true), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()));
  1516. ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture", "width", "normal_map"), &VisualServer::canvas_item_add_primitive, DEFVAL(1.0), DEFVAL(RID()));
  1517. ClassDB::bind_method(D_METHOD("canvas_item_add_polygon", "item", "points", "colors", "uvs", "texture", "normal_map", "antialiased"), &VisualServer::canvas_item_add_polygon, DEFVAL(Vector<Point2>()), DEFVAL(RID()), DEFVAL(RID()), DEFVAL(false));
  1518. ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "bones", "weights", "texture", "count", "normal_map", "antialiased", "antialiasing_use_indices"), &VisualServer::canvas_item_add_triangle_array, DEFVAL(Vector<Point2>()), DEFVAL(Vector<int>()), DEFVAL(Vector<float>()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID()), DEFVAL(false), DEFVAL(false));
  1519. ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "transform", "modulate", "texture", "normal_map"), &VisualServer::canvas_item_add_mesh, DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()), DEFVAL(RID()));
  1520. ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "texture", "normal_map"), &VisualServer::canvas_item_add_multimesh, DEFVAL(RID()));
  1521. ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture", "normal_map"), &VisualServer::canvas_item_add_particles);
  1522. ClassDB::bind_method(D_METHOD("canvas_item_add_set_transform", "item", "transform"), &VisualServer::canvas_item_add_set_transform);
  1523. ClassDB::bind_method(D_METHOD("canvas_item_add_clip_ignore", "item", "ignore"), &VisualServer::canvas_item_add_clip_ignore);
  1524. ClassDB::bind_method(D_METHOD("canvas_item_set_sort_children_by_y", "item", "enabled"), &VisualServer::canvas_item_set_sort_children_by_y);
  1525. ClassDB::bind_method(D_METHOD("canvas_item_set_z_index", "item", "z_index"), &VisualServer::canvas_item_set_z_index);
  1526. ClassDB::bind_method(D_METHOD("canvas_item_set_z_as_relative_to_parent", "item", "enabled"), &VisualServer::canvas_item_set_z_as_relative_to_parent);
  1527. ClassDB::bind_method(D_METHOD("canvas_item_set_copy_to_backbuffer", "item", "enabled", "rect"), &VisualServer::canvas_item_set_copy_to_backbuffer);
  1528. ClassDB::bind_method(D_METHOD("canvas_item_clear", "item"), &VisualServer::canvas_item_clear);
  1529. ClassDB::bind_method(D_METHOD("canvas_item_set_draw_index", "item", "index"), &VisualServer::canvas_item_set_draw_index);
  1530. ClassDB::bind_method(D_METHOD("canvas_item_set_material", "item", "material"), &VisualServer::canvas_item_set_material);
  1531. ClassDB::bind_method(D_METHOD("canvas_item_set_use_parent_material", "item", "enabled"), &VisualServer::canvas_item_set_use_parent_material);
  1532. ClassDB::bind_method(D_METHOD("canvas_light_create"), &VisualServer::canvas_light_create);
  1533. ClassDB::bind_method(D_METHOD("canvas_light_attach_to_canvas", "light", "canvas"), &VisualServer::canvas_light_attach_to_canvas);
  1534. ClassDB::bind_method(D_METHOD("canvas_light_set_enabled", "light", "enabled"), &VisualServer::canvas_light_set_enabled);
  1535. ClassDB::bind_method(D_METHOD("canvas_light_set_scale", "light", "scale"), &VisualServer::canvas_light_set_scale);
  1536. ClassDB::bind_method(D_METHOD("canvas_light_set_transform", "light", "transform"), &VisualServer::canvas_light_set_transform);
  1537. ClassDB::bind_method(D_METHOD("canvas_light_set_texture", "light", "texture"), &VisualServer::canvas_light_set_texture);
  1538. ClassDB::bind_method(D_METHOD("canvas_light_set_texture_offset", "light", "offset"), &VisualServer::canvas_light_set_texture_offset);
  1539. ClassDB::bind_method(D_METHOD("canvas_light_set_color", "light", "color"), &VisualServer::canvas_light_set_color);
  1540. ClassDB::bind_method(D_METHOD("canvas_light_set_height", "light", "height"), &VisualServer::canvas_light_set_height);
  1541. ClassDB::bind_method(D_METHOD("canvas_light_set_energy", "light", "energy"), &VisualServer::canvas_light_set_energy);
  1542. ClassDB::bind_method(D_METHOD("canvas_light_set_z_range", "light", "min_z", "max_z"), &VisualServer::canvas_light_set_z_range);
  1543. ClassDB::bind_method(D_METHOD("canvas_light_set_layer_range", "light", "min_layer", "max_layer"), &VisualServer::canvas_light_set_layer_range);
  1544. ClassDB::bind_method(D_METHOD("canvas_light_set_item_cull_mask", "light", "mask"), &VisualServer::canvas_light_set_item_cull_mask);
  1545. ClassDB::bind_method(D_METHOD("canvas_light_set_item_shadow_cull_mask", "light", "mask"), &VisualServer::canvas_light_set_item_shadow_cull_mask);
  1546. ClassDB::bind_method(D_METHOD("canvas_light_set_mode", "light", "mode"), &VisualServer::canvas_light_set_mode);
  1547. ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_enabled", "light", "enabled"), &VisualServer::canvas_light_set_shadow_enabled);
  1548. ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_buffer_size", "light", "size"), &VisualServer::canvas_light_set_shadow_buffer_size);
  1549. ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_gradient_length", "light", "length"), &VisualServer::canvas_light_set_shadow_gradient_length);
  1550. ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_filter", "light", "filter"), &VisualServer::canvas_light_set_shadow_filter);
  1551. ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_color", "light", "color"), &VisualServer::canvas_light_set_shadow_color);
  1552. ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_smooth", "light", "smooth"), &VisualServer::canvas_light_set_shadow_smooth);
  1553. ClassDB::bind_method(D_METHOD("canvas_light_occluder_create"), &VisualServer::canvas_light_occluder_create);
  1554. ClassDB::bind_method(D_METHOD("canvas_light_occluder_attach_to_canvas", "occluder", "canvas"), &VisualServer::canvas_light_occluder_attach_to_canvas);
  1555. ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_enabled", "occluder", "enabled"), &VisualServer::canvas_light_occluder_set_enabled);
  1556. ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_polygon", "occluder", "polygon"), &VisualServer::canvas_light_occluder_set_polygon);
  1557. ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_transform", "occluder", "transform"), &VisualServer::canvas_light_occluder_set_transform);
  1558. ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_light_mask", "occluder", "mask"), &VisualServer::canvas_light_occluder_set_light_mask);
  1559. ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_create"), &VisualServer::canvas_occluder_polygon_create);
  1560. ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape", "occluder_polygon", "shape", "closed"), &VisualServer::canvas_occluder_polygon_set_shape);
  1561. ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape_as_lines", "occluder_polygon", "shape"), &VisualServer::canvas_occluder_polygon_set_shape_as_lines);
  1562. ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_cull_mode", "occluder_polygon", "mode"), &VisualServer::canvas_occluder_polygon_set_cull_mode);
  1563. ClassDB::bind_method(D_METHOD("black_bars_set_margins", "left", "top", "right", "bottom"), &VisualServer::black_bars_set_margins);
  1564. ClassDB::bind_method(D_METHOD("black_bars_set_images", "left", "top", "right", "bottom"), &VisualServer::black_bars_set_images);
  1565. ClassDB::bind_method(D_METHOD("free_rid", "rid"), &VisualServer::free); // shouldn't conflict with Object::free()
  1566. ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &VisualServer::request_frame_drawn_callback);
  1567. ClassDB::bind_method(D_METHOD("has_changed"), &VisualServer::has_changed);
  1568. ClassDB::bind_method(D_METHOD("init"), &VisualServer::init);
  1569. ClassDB::bind_method(D_METHOD("finish"), &VisualServer::finish);
  1570. ClassDB::bind_method(D_METHOD("get_render_info", "info"), &VisualServer::get_render_info);
  1571. ClassDB::bind_method(D_METHOD("get_video_adapter_name"), &VisualServer::get_video_adapter_name);
  1572. ClassDB::bind_method(D_METHOD("get_video_adapter_vendor"), &VisualServer::get_video_adapter_vendor);
  1573. #ifndef _3D_DISABLED
  1574. ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &VisualServer::make_sphere_mesh);
  1575. ClassDB::bind_method(D_METHOD("get_test_cube"), &VisualServer::get_test_cube);
  1576. #endif
  1577. ClassDB::bind_method(D_METHOD("get_test_texture"), &VisualServer::get_test_texture);
  1578. ClassDB::bind_method(D_METHOD("get_white_texture"), &VisualServer::get_white_texture);
  1579. ClassDB::bind_method(D_METHOD("set_boot_image", "image", "color", "scale", "use_filter"), &VisualServer::set_boot_image, DEFVAL(true));
  1580. ClassDB::bind_method(D_METHOD("set_default_clear_color", "color"), &VisualServer::set_default_clear_color);
  1581. ClassDB::bind_method(D_METHOD("set_shader_time_scale", "scale"), &VisualServer::set_shader_time_scale);
  1582. ClassDB::bind_method(D_METHOD("has_feature", "feature"), &VisualServer::has_feature);
  1583. ClassDB::bind_method(D_METHOD("has_os_feature", "feature"), &VisualServer::has_os_feature);
  1584. ClassDB::bind_method(D_METHOD("set_debug_generate_wireframes", "generate"), &VisualServer::set_debug_generate_wireframes);
  1585. ClassDB::bind_method(D_METHOD("is_render_loop_enabled"), &VisualServer::is_render_loop_enabled);
  1586. ClassDB::bind_method(D_METHOD("set_render_loop_enabled", "enabled"), &VisualServer::set_render_loop_enabled);
  1587. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "render_loop_enabled"), "set_render_loop_enabled", "is_render_loop_enabled");
  1588. BIND_CONSTANT(NO_INDEX_ARRAY);
  1589. BIND_CONSTANT(ARRAY_WEIGHTS_SIZE);
  1590. BIND_CONSTANT(CANVAS_ITEM_Z_MIN);
  1591. BIND_CONSTANT(CANVAS_ITEM_Z_MAX);
  1592. BIND_CONSTANT(MAX_GLOW_LEVELS);
  1593. BIND_CONSTANT(MAX_CURSORS);
  1594. BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN);
  1595. BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MAX);
  1596. BIND_ENUM_CONSTANT(CUBEMAP_LEFT);
  1597. BIND_ENUM_CONSTANT(CUBEMAP_RIGHT);
  1598. BIND_ENUM_CONSTANT(CUBEMAP_BOTTOM);
  1599. BIND_ENUM_CONSTANT(CUBEMAP_TOP);
  1600. BIND_ENUM_CONSTANT(CUBEMAP_FRONT);
  1601. BIND_ENUM_CONSTANT(CUBEMAP_BACK);
  1602. BIND_ENUM_CONSTANT(TEXTURE_TYPE_2D);
  1603. BIND_ENUM_CONSTANT(TEXTURE_TYPE_CUBEMAP);
  1604. BIND_ENUM_CONSTANT(TEXTURE_TYPE_2D_ARRAY);
  1605. BIND_ENUM_CONSTANT(TEXTURE_TYPE_3D);
  1606. BIND_ENUM_CONSTANT(TEXTURE_FLAG_MIPMAPS);
  1607. BIND_ENUM_CONSTANT(TEXTURE_FLAG_REPEAT);
  1608. BIND_ENUM_CONSTANT(TEXTURE_FLAG_FILTER);
  1609. BIND_ENUM_CONSTANT(TEXTURE_FLAG_ANISOTROPIC_FILTER);
  1610. BIND_ENUM_CONSTANT(TEXTURE_FLAG_CONVERT_TO_LINEAR);
  1611. BIND_ENUM_CONSTANT(TEXTURE_FLAG_MIRRORED_REPEAT);
  1612. BIND_ENUM_CONSTANT(TEXTURE_FLAG_USED_FOR_STREAMING);
  1613. BIND_ENUM_CONSTANT(TEXTURE_FLAGS_DEFAULT);
  1614. BIND_ENUM_CONSTANT(SHADER_SPATIAL);
  1615. BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
  1616. BIND_ENUM_CONSTANT(SHADER_PARTICLES);
  1617. BIND_ENUM_CONSTANT(SHADER_MAX);
  1618. BIND_ENUM_CONSTANT(ARRAY_VERTEX);
  1619. BIND_ENUM_CONSTANT(ARRAY_NORMAL);
  1620. BIND_ENUM_CONSTANT(ARRAY_TANGENT);
  1621. BIND_ENUM_CONSTANT(ARRAY_COLOR);
  1622. BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
  1623. BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
  1624. BIND_ENUM_CONSTANT(ARRAY_BONES);
  1625. BIND_ENUM_CONSTANT(ARRAY_WEIGHTS);
  1626. BIND_ENUM_CONSTANT(ARRAY_INDEX);
  1627. BIND_ENUM_CONSTANT(ARRAY_MAX);
  1628. BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX);
  1629. BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL);
  1630. BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT);
  1631. BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR);
  1632. BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV);
  1633. BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2);
  1634. BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
  1635. BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
  1636. BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);
  1637. BIND_ENUM_CONSTANT(ARRAY_COMPRESS_VERTEX);
  1638. BIND_ENUM_CONSTANT(ARRAY_COMPRESS_NORMAL);
  1639. BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TANGENT);
  1640. BIND_ENUM_CONSTANT(ARRAY_COMPRESS_COLOR);
  1641. BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV);
  1642. BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV2);
  1643. BIND_ENUM_CONSTANT(ARRAY_COMPRESS_BONES);
  1644. BIND_ENUM_CONSTANT(ARRAY_COMPRESS_WEIGHTS);
  1645. BIND_ENUM_CONSTANT(ARRAY_COMPRESS_INDEX);
  1646. BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
  1647. BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_16_BIT_BONES);
  1648. BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);
  1649. BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
  1650. BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
  1651. BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP);
  1652. BIND_ENUM_CONSTANT(PRIMITIVE_LINE_LOOP);
  1653. BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES);
  1654. BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP);
  1655. BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_FAN);
  1656. BIND_ENUM_CONSTANT(PRIMITIVE_MAX);
  1657. BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
  1658. BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);
  1659. BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL);
  1660. BIND_ENUM_CONSTANT(LIGHT_OMNI);
  1661. BIND_ENUM_CONSTANT(LIGHT_SPOT);
  1662. BIND_ENUM_CONSTANT(LIGHT_PARAM_ENERGY);
  1663. BIND_ENUM_CONSTANT(LIGHT_PARAM_SPECULAR);
  1664. BIND_ENUM_CONSTANT(LIGHT_PARAM_RANGE);
  1665. BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION);
  1666. BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ANGLE);
  1667. BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ATTENUATION);
  1668. BIND_ENUM_CONSTANT(LIGHT_PARAM_CONTACT_SHADOW_SIZE);
  1669. BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_MAX_DISTANCE);
  1670. BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET);
  1671. BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET);
  1672. BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET);
  1673. BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS);
  1674. BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS);
  1675. BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE);
  1676. BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
  1677. BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED);
  1678. BIND_ENUM_CONSTANT(LIGHT_BAKE_INDIRECT);
  1679. BIND_ENUM_CONSTANT(LIGHT_BAKE_ALL);
  1680. BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
  1681. BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
  1682. BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_VERTICAL);
  1683. BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL);
  1684. BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
  1685. BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
  1686. BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
  1687. BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
  1688. BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED);
  1689. BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_DISABLED);
  1690. BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE);
  1691. BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE);
  1692. BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ALWAYS);
  1693. BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ALWAYS);
  1694. BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_NEVER);
  1695. BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ONLY_NEXT_FRAME);
  1696. BIND_ENUM_CONSTANT(VIEWPORT_MSAA_DISABLED);
  1697. BIND_ENUM_CONSTANT(VIEWPORT_MSAA_2X);
  1698. BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X);
  1699. BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X);
  1700. BIND_ENUM_CONSTANT(VIEWPORT_MSAA_16X);
  1701. BIND_ENUM_CONSTANT(VIEWPORT_MSAA_EXT_2X);
  1702. BIND_ENUM_CONSTANT(VIEWPORT_MSAA_EXT_4X);
  1703. BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D);
  1704. BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D_NO_SAMPLING);
  1705. BIND_ENUM_CONSTANT(VIEWPORT_USAGE_3D);
  1706. BIND_ENUM_CONSTANT(VIEWPORT_USAGE_3D_NO_EFFECTS);
  1707. BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME);
  1708. BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME);
  1709. BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME);
  1710. BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME);
  1711. BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME);
  1712. BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME);
  1713. BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME);
  1714. BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME);
  1715. BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MAX);
  1716. BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DISABLED);
  1717. BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_UNSHADED);
  1718. BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OVERDRAW);
  1719. BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_WIREFRAME);
  1720. BIND_ENUM_CONSTANT(SCENARIO_DEBUG_DISABLED);
  1721. BIND_ENUM_CONSTANT(SCENARIO_DEBUG_WIREFRAME);
  1722. BIND_ENUM_CONSTANT(SCENARIO_DEBUG_OVERDRAW);
  1723. BIND_ENUM_CONSTANT(SCENARIO_DEBUG_SHADELESS);
  1724. BIND_ENUM_CONSTANT(INSTANCE_NONE);
  1725. BIND_ENUM_CONSTANT(INSTANCE_MESH);
  1726. BIND_ENUM_CONSTANT(INSTANCE_MULTIMESH);
  1727. BIND_ENUM_CONSTANT(INSTANCE_IMMEDIATE);
  1728. BIND_ENUM_CONSTANT(INSTANCE_PARTICLES);
  1729. BIND_ENUM_CONSTANT(INSTANCE_LIGHT);
  1730. BIND_ENUM_CONSTANT(INSTANCE_REFLECTION_PROBE);
  1731. BIND_ENUM_CONSTANT(INSTANCE_GI_PROBE);
  1732. BIND_ENUM_CONSTANT(INSTANCE_LIGHTMAP_CAPTURE);
  1733. BIND_ENUM_CONSTANT(INSTANCE_MAX);
  1734. BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);
  1735. BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
  1736. BIND_ENUM_CONSTANT(INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
  1737. BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX);
  1738. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
  1739. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
  1740. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
  1741. BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
  1742. BIND_ENUM_CONSTANT(NINE_PATCH_STRETCH);
  1743. BIND_ENUM_CONSTANT(NINE_PATCH_TILE);
  1744. BIND_ENUM_CONSTANT(NINE_PATCH_TILE_FIT);
  1745. BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_ADD);
  1746. BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_SUB);
  1747. BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MIX);
  1748. BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MASK);
  1749. BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_NONE);
  1750. BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF3);
  1751. BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF5);
  1752. BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF7);
  1753. BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF9);
  1754. BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF13);
  1755. BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_DISABLED);
  1756. BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE);
  1757. BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE);
  1758. BIND_ENUM_CONSTANT(INFO_OBJECTS_IN_FRAME);
  1759. BIND_ENUM_CONSTANT(INFO_VERTICES_IN_FRAME);
  1760. BIND_ENUM_CONSTANT(INFO_MATERIAL_CHANGES_IN_FRAME);
  1761. BIND_ENUM_CONSTANT(INFO_SHADER_CHANGES_IN_FRAME);
  1762. BIND_ENUM_CONSTANT(INFO_SURFACE_CHANGES_IN_FRAME);
  1763. BIND_ENUM_CONSTANT(INFO_DRAW_CALLS_IN_FRAME);
  1764. BIND_ENUM_CONSTANT(INFO_2D_ITEMS_IN_FRAME);
  1765. BIND_ENUM_CONSTANT(INFO_2D_DRAW_CALLS_IN_FRAME);
  1766. BIND_ENUM_CONSTANT(INFO_USAGE_VIDEO_MEM_TOTAL);
  1767. BIND_ENUM_CONSTANT(INFO_VIDEO_MEM_USED);
  1768. BIND_ENUM_CONSTANT(INFO_TEXTURE_MEM_USED);
  1769. BIND_ENUM_CONSTANT(INFO_VERTEX_MEM_USED);
  1770. BIND_ENUM_CONSTANT(FEATURE_SHADERS);
  1771. BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED);
  1772. BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D);
  1773. BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D);
  1774. BIND_ENUM_CONSTANT(MULTIMESH_COLOR_NONE);
  1775. BIND_ENUM_CONSTANT(MULTIMESH_COLOR_8BIT);
  1776. BIND_ENUM_CONSTANT(MULTIMESH_COLOR_FLOAT);
  1777. BIND_ENUM_CONSTANT(MULTIMESH_CUSTOM_DATA_NONE);
  1778. BIND_ENUM_CONSTANT(MULTIMESH_CUSTOM_DATA_8BIT);
  1779. BIND_ENUM_CONSTANT(MULTIMESH_CUSTOM_DATA_FLOAT);
  1780. BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE);
  1781. BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);
  1782. BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX);
  1783. BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME);
  1784. BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_VIEW_DEPTH);
  1785. BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR);
  1786. BIND_ENUM_CONSTANT(ENV_BG_COLOR);
  1787. BIND_ENUM_CONSTANT(ENV_BG_SKY);
  1788. BIND_ENUM_CONSTANT(ENV_BG_COLOR_SKY);
  1789. BIND_ENUM_CONSTANT(ENV_BG_CANVAS);
  1790. BIND_ENUM_CONSTANT(ENV_BG_KEEP);
  1791. BIND_ENUM_CONSTANT(ENV_BG_MAX);
  1792. BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_LOW);
  1793. BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_MEDIUM);
  1794. BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_HIGH);
  1795. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
  1796. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);
  1797. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
  1798. BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
  1799. BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR);
  1800. BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD);
  1801. BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
  1802. BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
  1803. BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW);
  1804. BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM);
  1805. BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);
  1806. BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_DISABLED);
  1807. BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_1x1);
  1808. BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_2x2);
  1809. BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_3x3);
  1810. ADD_SIGNAL(MethodInfo("frame_pre_draw"));
  1811. ADD_SIGNAL(MethodInfo("frame_post_draw"));
  1812. }
  1813. void VisualServer::_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) {
  1814. ERR_FAIL_COND(p_margins.size() != 4);
  1815. //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);
  1816. }
  1817. void VisualServer::_camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
  1818. camera_set_orthogonal(p_camera, p_size, p_z_near, p_z_far);
  1819. }
  1820. void VisualServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data) {
  1821. PoolVector<Vector3> vertices;
  1822. PoolVector<Vector3> normals;
  1823. for (int i = 0; i < p_mesh_data.faces.size(); i++) {
  1824. const Geometry::MeshData::Face &f = p_mesh_data.faces[i];
  1825. for (int j = 2; j < f.indices.size(); j++) {
  1826. #define _ADD_VERTEX(m_idx) \
  1827. vertices.push_back(p_mesh_data.vertices[f.indices[m_idx]]); \
  1828. normals.push_back(f.plane.normal);
  1829. _ADD_VERTEX(0);
  1830. _ADD_VERTEX(j - 1);
  1831. _ADD_VERTEX(j);
  1832. }
  1833. }
  1834. Array d;
  1835. d.resize(VS::ARRAY_MAX);
  1836. d[ARRAY_VERTEX] = vertices;
  1837. d[ARRAY_NORMAL] = normals;
  1838. mesh_add_surface_from_arrays(p_mesh, PRIMITIVE_TRIANGLES, d);
  1839. }
  1840. void VisualServer::mesh_add_surface_from_planes(RID p_mesh, const PoolVector<Plane> &p_planes) {
  1841. Geometry::MeshData mdata = Geometry::build_convex_mesh(p_planes);
  1842. mesh_add_surface_from_mesh_data(p_mesh, mdata);
  1843. }
  1844. void VisualServer::immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex) {
  1845. immediate_vertex(p_immediate, Vector3(p_vertex.x, p_vertex.y, 0));
  1846. }
  1847. RID VisualServer::instance_create2(RID p_base, RID p_scenario) {
  1848. RID instance = instance_create();
  1849. instance_set_base(instance, p_base);
  1850. instance_set_scenario(instance, p_scenario);
  1851. return instance;
  1852. }
  1853. bool VisualServer::is_render_loop_enabled() const {
  1854. return render_loop_enabled;
  1855. }
  1856. void VisualServer::set_render_loop_enabled(bool p_enabled) {
  1857. render_loop_enabled = p_enabled;
  1858. }
  1859. VisualServer::VisualServer() {
  1860. //ERR_FAIL_COND(singleton);
  1861. singleton = this;
  1862. GLOBAL_DEF_RST("rendering/vram_compression/import_bptc", false);
  1863. GLOBAL_DEF_RST("rendering/vram_compression/import_s3tc", true);
  1864. GLOBAL_DEF_RST("rendering/vram_compression/import_etc", false);
  1865. GLOBAL_DEF_RST("rendering/vram_compression/import_etc2", true);
  1866. GLOBAL_DEF_RST("rendering/vram_compression/import_pvrtc", false);
  1867. GLOBAL_DEF("rendering/lossless_compression/force_png", false);
  1868. GLOBAL_DEF("rendering/lossless_compression/webp_compression_level", 2);
  1869. ProjectSettings::get_singleton()->set_custom_property_info("rendering/lossless_compression/webp_compression_level", PropertyInfo(Variant::INT, "rendering/lossless_compression/webp_compression_level", PROPERTY_HINT_RANGE, "0,9,1"));
  1870. GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600);
  1871. ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/time/time_rollover_secs", PropertyInfo(Variant::REAL, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater"));
  1872. GLOBAL_DEF_RST("rendering/quality/directional_shadow/size", 4096);
  1873. GLOBAL_DEF("rendering/quality/directional_shadow/size.mobile", 2048);
  1874. 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"));
  1875. GLOBAL_DEF_RST("rendering/quality/shadow_atlas/size", 4096);
  1876. GLOBAL_DEF("rendering/quality/shadow_atlas/size.mobile", 2048);
  1877. 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"));
  1878. GLOBAL_DEF_RST("rendering/quality/shadow_atlas/cubemap_size", 512);
  1879. ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/cubemap_size", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/cubemap_size", PROPERTY_HINT_RANGE, "64,16384"));
  1880. GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_0_subdiv", 1);
  1881. GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_1_subdiv", 2);
  1882. GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_2_subdiv", 3);
  1883. GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_3_subdiv", 4);
  1884. 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"));
  1885. 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"));
  1886. 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"));
  1887. 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"));
  1888. GLOBAL_DEF("rendering/quality/shadows/filter_mode", 1);
  1889. GLOBAL_DEF("rendering/quality/shadows/filter_mode.mobile", 0);
  1890. ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadows/filter_mode", PropertyInfo(Variant::INT, "rendering/quality/shadows/filter_mode", PROPERTY_HINT_ENUM, "Disabled,PCF5,PCF13"));
  1891. GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true);
  1892. GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections.mobile", false);
  1893. GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx", true);
  1894. GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx.mobile", false);
  1895. GLOBAL_DEF("rendering/quality/reflections/irradiance_max_size", 128);
  1896. ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/irradiance_max_size", PropertyInfo(Variant::INT, "rendering/quality/reflections/irradiance_max_size", PROPERTY_HINT_RANGE, "32,2048"));
  1897. GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false);
  1898. GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true);
  1899. GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley", false);
  1900. GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley.mobile", true);
  1901. GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx", false);
  1902. GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx.mobile", true);
  1903. GLOBAL_DEF("rendering/quality/depth_prepass/enable", true);
  1904. GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
  1905. GLOBAL_DEF("rendering/quality/filters/anisotropic_filter_level", 4);
  1906. ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/anisotropic_filter_level", PropertyInfo(Variant::INT, "rendering/quality/filters/anisotropic_filter_level", PROPERTY_HINT_RANGE, "1,16,1"));
  1907. GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false);
  1908. GLOBAL_DEF("rendering/quality/skinning/software_skinning_fallback", true);
  1909. GLOBAL_DEF("rendering/quality/skinning/force_software_skinning", false);
  1910. const char *sz_balance_render_tree = "rendering/quality/spatial_partitioning/render_tree_balance";
  1911. GLOBAL_DEF(sz_balance_render_tree, 0.0f);
  1912. ProjectSettings::get_singleton()->set_custom_property_info(sz_balance_render_tree, PropertyInfo(Variant::REAL, sz_balance_render_tree, PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
  1913. GLOBAL_DEF_RST("rendering/2d/options/use_software_skinning", true);
  1914. GLOBAL_DEF_RST("rendering/2d/options/ninepatch_mode", 1);
  1915. ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/options/ninepatch_mode", PropertyInfo(Variant::INT, "rendering/2d/options/ninepatch_mode", PROPERTY_HINT_ENUM, "Fixed,Scaling"));
  1916. GLOBAL_DEF_RST("rendering/2d/opengl/batching_send_null", 0);
  1917. ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/batching_send_null", PropertyInfo(Variant::INT, "rendering/2d/opengl/batching_send_null", PROPERTY_HINT_ENUM, "Default (On),Off,On"));
  1918. GLOBAL_DEF_RST("rendering/2d/opengl/batching_stream", 0);
  1919. ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/batching_stream", PropertyInfo(Variant::INT, "rendering/2d/opengl/batching_stream", PROPERTY_HINT_ENUM, "Default (Off),Off,On"));
  1920. GLOBAL_DEF_RST("rendering/2d/opengl/legacy_orphan_buffers", 0);
  1921. ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/legacy_orphan_buffers", PropertyInfo(Variant::INT, "rendering/2d/opengl/legacy_orphan_buffers", PROPERTY_HINT_ENUM, "Default (On),Off,On"));
  1922. GLOBAL_DEF_RST("rendering/2d/opengl/legacy_stream", 0);
  1923. ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/legacy_stream", PropertyInfo(Variant::INT, "rendering/2d/opengl/legacy_stream", PROPERTY_HINT_ENUM, "Default (On),Off,On"));
  1924. GLOBAL_DEF("rendering/batching/options/use_batching", true);
  1925. GLOBAL_DEF_RST("rendering/batching/options/use_batching_in_editor", true);
  1926. GLOBAL_DEF("rendering/batching/options/single_rect_fallback", false);
  1927. GLOBAL_DEF("rendering/batching/parameters/max_join_item_commands", 16);
  1928. GLOBAL_DEF("rendering/batching/parameters/colored_vertex_format_threshold", 0.25f);
  1929. GLOBAL_DEF("rendering/batching/lights/scissor_area_threshold", 1.0f);
  1930. GLOBAL_DEF("rendering/batching/lights/max_join_items", 32);
  1931. GLOBAL_DEF("rendering/batching/parameters/batch_buffer_size", 16384);
  1932. GLOBAL_DEF("rendering/batching/parameters/item_reordering_lookahead", 4);
  1933. GLOBAL_DEF("rendering/batching/debug/flash_batching", false);
  1934. GLOBAL_DEF("rendering/batching/debug/diagnose_frame", false);
  1935. GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float", false);
  1936. GLOBAL_DEF("rendering/gles2/compatibility/enable_high_float.Android", false);
  1937. GLOBAL_DEF("rendering/batching/precision/uv_contract", false);
  1938. GLOBAL_DEF("rendering/batching/precision/uv_contract_amount", 100);
  1939. ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/max_join_item_commands", PropertyInfo(Variant::INT, "rendering/batching/parameters/max_join_item_commands", PROPERTY_HINT_RANGE, "0,65535"));
  1940. ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/colored_vertex_format_threshold", PropertyInfo(Variant::REAL, "rendering/batching/parameters/colored_vertex_format_threshold", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
  1941. ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/batch_buffer_size", PropertyInfo(Variant::INT, "rendering/batching/parameters/batch_buffer_size", PROPERTY_HINT_RANGE, "1024,65535,1024"));
  1942. ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/lights/scissor_area_threshold", PropertyInfo(Variant::REAL, "rendering/batching/lights/scissor_area_threshold", PROPERTY_HINT_RANGE, "0.0,1.0"));
  1943. ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/lights/max_join_items", PropertyInfo(Variant::INT, "rendering/batching/lights/max_join_items", PROPERTY_HINT_RANGE, "0,512"));
  1944. ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/item_reordering_lookahead", PropertyInfo(Variant::INT, "rendering/batching/parameters/item_reordering_lookahead", PROPERTY_HINT_RANGE, "0,256"));
  1945. ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/precision/uv_contract_amount", PropertyInfo(Variant::INT, "rendering/batching/precision/uv_contract_amount", PROPERTY_HINT_RANGE, "0,10000"));
  1946. }
  1947. VisualServer::~VisualServer() {
  1948. singleton = nullptr;
  1949. }