diff options
Diffstat (limited to '')
| -rw-r--r-- | servers/visual/visual_server_wrap_mt.h | 813 |
1 files changed, 390 insertions, 423 deletions
diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h index e30f5aa12..965f7e670 100644 --- a/servers/visual/visual_server_wrap_mt.h +++ b/servers/visual/visual_server_wrap_mt.h @@ -29,10 +29,9 @@ #ifndef VISUAL_SERVER_WRAP_MT_H #define VISUAL_SERVER_WRAP_MT_H - -#include "servers/visual_server.h" #include "command_queue_mt.h" #include "os/thread.h" +#include "servers/visual_server.h" /** @author Juan Linietsky <reduzio@gmail.com> @@ -60,8 +59,7 @@ class VisualServerWrapMT : public VisualServer { void thread_exit(); - Mutex*alloc_mutex; - + Mutex *alloc_mutex; int texture_pool_max_size; List<RID> texture_id_pool; @@ -72,13 +70,12 @@ class VisualServerWrapMT : public VisualServer { //#define DEBUG_SYNC #ifdef DEBUG_SYNC -#define SYNC_DEBUG print_line("sync on: "+String(__FUNCTION__)); +#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__)); #else #define SYNC_DEBUG #endif public: - #define ServerName VisualServer #define ServerNameWrapMT VisualServerWrapMT #define server_name visual_server @@ -86,43 +83,41 @@ public: //FUNC0R(RID,texture_create); FUNCRID(texture); - FUNC5(texture_allocate,RID,int,int,Image::Format,uint32_t); - FUNC3(texture_set_data,RID,const Image&,CubeMapSide); - FUNC2RC(Image,texture_get_data,RID,CubeMapSide); - FUNC2(texture_set_flags,RID,uint32_t); - FUNC1RC(Image::Format,texture_get_format,RID); - FUNC1RC(uint32_t,texture_get_flags,RID); - FUNC1RC(uint32_t,texture_get_width,RID); - FUNC1RC(uint32_t,texture_get_height,RID); - FUNC3(texture_set_size_override,RID,int,int); - FUNC1RC(bool,texture_can_stream,RID); - FUNC3C(texture_set_reload_hook,RID,ObjectID,const StringName&); + FUNC5(texture_allocate, RID, int, int, Image::Format, uint32_t); + FUNC3(texture_set_data, RID, const Image &, CubeMapSide); + FUNC2RC(Image, texture_get_data, RID, CubeMapSide); + FUNC2(texture_set_flags, RID, uint32_t); + FUNC1RC(Image::Format, texture_get_format, RID); + FUNC1RC(uint32_t, texture_get_flags, RID); + FUNC1RC(uint32_t, texture_get_width, RID); + FUNC1RC(uint32_t, texture_get_height, RID); + FUNC3(texture_set_size_override, RID, int, int); + FUNC1RC(bool, texture_can_stream, RID); + FUNC3C(texture_set_reload_hook, RID, ObjectID, const StringName &); - FUNC2(texture_set_path,RID,const String&); - FUNC1RC(String,texture_get_path,RID); + FUNC2(texture_set_path, RID, const String &); + FUNC1RC(String, texture_get_path, RID); - FUNC1(texture_set_shrink_all_x2_on_set_data,bool); + FUNC1(texture_set_shrink_all_x2_on_set_data, bool); virtual void texture_debug_usage(List<TextureInfo> *r_info) { //pass directly, should lock the server anyway visual_server->texture_debug_usage(r_info); } - /* SHADER API */ - FUNC1R(RID,shader_create,ShaderMode); - FUNC2(shader_set_mode,RID,ShaderMode); - FUNC1RC(ShaderMode,shader_get_mode,RID); - FUNC7(shader_set_code,RID,const String&,const String&,const String&,int,int,int); - FUNC1RC(String,shader_get_vertex_code,RID); - FUNC1RC(String,shader_get_fragment_code,RID); - FUNC1RC(String,shader_get_light_code,RID); - FUNC2SC(shader_get_param_list,RID,List<PropertyInfo>*); - - FUNC3(shader_set_default_texture_param,RID,const StringName&,RID); - FUNC2RC(RID,shader_get_default_texture_param,RID,const StringName&); + FUNC1R(RID, shader_create, ShaderMode); + FUNC2(shader_set_mode, RID, ShaderMode); + FUNC1RC(ShaderMode, shader_get_mode, RID); + FUNC7(shader_set_code, RID, const String &, const String &, const String &, int, int, int); + FUNC1RC(String, shader_get_vertex_code, RID); + FUNC1RC(String, shader_get_fragment_code, RID); + FUNC1RC(String, shader_get_light_code, RID); + FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *); + FUNC3(shader_set_default_texture_param, RID, const StringName &, RID); + FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &); /*virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) { if (Thread::get_caller_ID()!=server_thread) { @@ -132,604 +127,576 @@ public: } }*/ -// virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list); - + // virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list); /* COMMON MATERIAL API */ - FUNC0R(RID,material_create); - FUNC2(material_set_shader,RID,RID); - FUNC1RC(RID,material_get_shader,RID); + FUNC0R(RID, material_create); + FUNC2(material_set_shader, RID, RID); + FUNC1RC(RID, material_get_shader, RID); - FUNC3(material_set_param,RID,const StringName&,const Variant&); - FUNC2RC(Variant,material_get_param,RID,const StringName&); + FUNC3(material_set_param, RID, const StringName &, const Variant &); + FUNC2RC(Variant, material_get_param, RID, const StringName &); - FUNC3(material_set_flag,RID,MaterialFlag,bool); - FUNC2RC(bool,material_get_flag,RID,MaterialFlag); + FUNC3(material_set_flag, RID, MaterialFlag, bool); + FUNC2RC(bool, material_get_flag, RID, MaterialFlag); - FUNC2(material_set_depth_draw_mode,RID,MaterialDepthDrawMode); - FUNC1RC(MaterialDepthDrawMode,material_get_depth_draw_mode,RID); + FUNC2(material_set_depth_draw_mode, RID, MaterialDepthDrawMode); + FUNC1RC(MaterialDepthDrawMode, material_get_depth_draw_mode, RID); - FUNC2(material_set_blend_mode,RID,MaterialBlendMode); - FUNC1RC(MaterialBlendMode,material_get_blend_mode,RID); + FUNC2(material_set_blend_mode, RID, MaterialBlendMode); + FUNC1RC(MaterialBlendMode, material_get_blend_mode, RID); - FUNC2(material_set_line_width,RID,float); - FUNC1RC(float,material_get_line_width,RID); + FUNC2(material_set_line_width, RID, float); + FUNC1RC(float, material_get_line_width, RID); /* FIXED MATERIAL */ + FUNC0R(RID, fixed_material_create); - FUNC0R(RID,fixed_material_create); - - FUNC3(fixed_material_set_flag,RID, FixedMaterialFlags , bool ); - FUNC2RC(bool, fixed_material_get_flag,RID, FixedMaterialFlags); + FUNC3(fixed_material_set_flag, RID, FixedMaterialFlags, bool); + FUNC2RC(bool, fixed_material_get_flag, RID, FixedMaterialFlags); - FUNC3(fixed_material_set_param,RID, FixedMaterialParam, const Variant& ); - FUNC2RC(Variant, fixed_material_get_param,RID ,FixedMaterialParam); + FUNC3(fixed_material_set_param, RID, FixedMaterialParam, const Variant &); + FUNC2RC(Variant, fixed_material_get_param, RID, FixedMaterialParam); - FUNC3(fixed_material_set_texture,RID ,FixedMaterialParam, RID ); - FUNC2RC(RID, fixed_material_get_texture,RID,FixedMaterialParam); + FUNC3(fixed_material_set_texture, RID, FixedMaterialParam, RID); + FUNC2RC(RID, fixed_material_get_texture, RID, FixedMaterialParam); + FUNC3(fixed_material_set_texcoord_mode, RID, FixedMaterialParam, FixedMaterialTexCoordMode); + FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode, RID, FixedMaterialParam); + FUNC2(fixed_material_set_light_shader, RID, FixedMaterialLightShader); + FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader, RID); - FUNC3(fixed_material_set_texcoord_mode,RID,FixedMaterialParam, FixedMaterialTexCoordMode ); - FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode,RID,FixedMaterialParam); + FUNC2(fixed_material_set_uv_transform, RID, const Transform &); + FUNC1RC(Transform, fixed_material_get_uv_transform, RID); - FUNC2(fixed_material_set_light_shader,RID,FixedMaterialLightShader); - FUNC1RC(FixedMaterialLightShader, fixed_material_get_light_shader,RID); - - FUNC2(fixed_material_set_uv_transform,RID,const Transform&); - FUNC1RC(Transform, fixed_material_get_uv_transform,RID); - - FUNC2(fixed_material_set_point_size,RID ,float); - FUNC1RC(float,fixed_material_get_point_size,RID); + FUNC2(fixed_material_set_point_size, RID, float); + FUNC1RC(float, fixed_material_get_point_size, RID); /* SURFACE API */ FUNCRID(mesh); - FUNC2(mesh_set_morph_target_count,RID,int); - FUNC1RC(int,mesh_get_morph_target_count,RID); - - - FUNC2(mesh_set_morph_target_mode,RID,MorphTargetMode); - FUNC1RC(MorphTargetMode,mesh_get_morph_target_mode,RID); - - FUNC2(mesh_add_custom_surface,RID,const Variant&); //this is used by each platform in a different way + FUNC2(mesh_set_morph_target_count, RID, int); + FUNC1RC(int, mesh_get_morph_target_count, RID); - FUNC5(mesh_add_surface,RID,PrimitiveType,const Array&,const Array&,bool); - FUNC2RC(Array,mesh_get_surface_arrays,RID,int); - FUNC2RC(Array,mesh_get_surface_morph_arrays,RID,int); + FUNC2(mesh_set_morph_target_mode, RID, MorphTargetMode); + FUNC1RC(MorphTargetMode, mesh_get_morph_target_mode, RID); - FUNC4(mesh_surface_set_material,RID, int, RID,bool); - FUNC2RC(RID,mesh_surface_get_material,RID, int); + FUNC2(mesh_add_custom_surface, RID, const Variant &); //this is used by each platform in a different way - FUNC2RC(int,mesh_surface_get_array_len,RID, int); - FUNC2RC(int,mesh_surface_get_array_index_len,RID, int); - FUNC2RC(uint32_t,mesh_surface_get_format,RID, int); - FUNC2RC(PrimitiveType,mesh_surface_get_primitive_type,RID, int); + FUNC5(mesh_add_surface, RID, PrimitiveType, const Array &, const Array &, bool); + FUNC2RC(Array, mesh_get_surface_arrays, RID, int); + FUNC2RC(Array, mesh_get_surface_morph_arrays, RID, int); - FUNC2(mesh_remove_surface,RID,int); - FUNC1RC(int,mesh_get_surface_count,RID); - FUNC1(mesh_clear,RID); + FUNC4(mesh_surface_set_material, RID, int, RID, bool); + FUNC2RC(RID, mesh_surface_get_material, RID, int); + FUNC2RC(int, mesh_surface_get_array_len, RID, int); + FUNC2RC(int, mesh_surface_get_array_index_len, RID, int); + FUNC2RC(uint32_t, mesh_surface_get_format, RID, int); + FUNC2RC(PrimitiveType, mesh_surface_get_primitive_type, RID, int); - FUNC2(mesh_set_custom_aabb,RID,const AABB&); - FUNC1RC(AABB,mesh_get_custom_aabb,RID); + FUNC2(mesh_remove_surface, RID, int); + FUNC1RC(int, mesh_get_surface_count, RID); + FUNC1(mesh_clear, RID); + FUNC2(mesh_set_custom_aabb, RID, const AABB &); + FUNC1RC(AABB, mesh_get_custom_aabb, RID); /* MULTIMESH API */ - FUNC0R(RID,multimesh_create); - FUNC2(multimesh_set_instance_count,RID,int); - FUNC1RC(int,multimesh_get_instance_count,RID); + FUNC0R(RID, multimesh_create); + FUNC2(multimesh_set_instance_count, RID, int); + FUNC1RC(int, multimesh_get_instance_count, RID); - FUNC2(multimesh_set_mesh,RID,RID); - FUNC2(multimesh_set_aabb,RID,const AABB&); - FUNC3(multimesh_instance_set_transform,RID,int,const Transform&); - FUNC3(multimesh_instance_set_color,RID,int,const Color&); + FUNC2(multimesh_set_mesh, RID, RID); + FUNC2(multimesh_set_aabb, RID, const AABB &); + FUNC3(multimesh_instance_set_transform, RID, int, const Transform &); + FUNC3(multimesh_instance_set_color, RID, int, const Color &); - FUNC1RC(RID,multimesh_get_mesh,RID); - FUNC2RC(AABB,multimesh_get_aabb,RID,const AABB&); - FUNC2RC(Transform,multimesh_instance_get_transform,RID,int); - FUNC2RC(Color,multimesh_instance_get_color,RID,int); + FUNC1RC(RID, multimesh_get_mesh, RID); + FUNC2RC(AABB, multimesh_get_aabb, RID, const AABB &); + FUNC2RC(Transform, multimesh_instance_get_transform, RID, int); + FUNC2RC(Color, multimesh_instance_get_color, RID, int); - FUNC2(multimesh_set_visible_instances,RID,int); - FUNC1RC(int,multimesh_get_visible_instances,RID); + FUNC2(multimesh_set_visible_instances, RID, int); + FUNC1RC(int, multimesh_get_visible_instances, RID); /* IMMEDIATE API */ - - FUNC0R(RID,immediate_create); - FUNC3(immediate_begin,RID,PrimitiveType,RID); - FUNC2(immediate_vertex,RID,const Vector3&); - FUNC2(immediate_normal,RID,const Vector3&); - FUNC2(immediate_tangent,RID,const Plane&); - FUNC2(immediate_color,RID,const Color&); - FUNC2(immediate_uv,RID,const Vector2&); - FUNC2(immediate_uv2,RID,const Vector2&); - FUNC1(immediate_end,RID); - FUNC1(immediate_clear,RID); - FUNC2(immediate_set_material,RID,RID); - FUNC1RC(RID,immediate_get_material,RID); - + FUNC0R(RID, immediate_create); + FUNC3(immediate_begin, RID, PrimitiveType, RID); + FUNC2(immediate_vertex, RID, const Vector3 &); + FUNC2(immediate_normal, RID, const Vector3 &); + FUNC2(immediate_tangent, RID, const Plane &); + FUNC2(immediate_color, RID, const Color &); + FUNC2(immediate_uv, RID, const Vector2 &); + FUNC2(immediate_uv2, RID, const Vector2 &); + FUNC1(immediate_end, RID); + FUNC1(immediate_clear, RID); + FUNC2(immediate_set_material, RID, RID); + FUNC1RC(RID, immediate_get_material, RID); /* PARTICLES API */ - FUNC0R(RID,particles_create); + FUNC0R(RID, particles_create); - FUNC2(particles_set_amount,RID, int ); - FUNC1RC(int,particles_get_amount,RID); + FUNC2(particles_set_amount, RID, int); + FUNC1RC(int, particles_get_amount, RID); - FUNC2(particles_set_emitting,RID, bool ); - FUNC1RC(bool,particles_is_emitting,RID); + FUNC2(particles_set_emitting, RID, bool); + FUNC1RC(bool, particles_is_emitting, RID); - FUNC2(particles_set_visibility_aabb,RID, const AABB&); - FUNC1RC(AABB,particles_get_visibility_aabb,RID); + FUNC2(particles_set_visibility_aabb, RID, const AABB &); + FUNC1RC(AABB, particles_get_visibility_aabb, RID); - FUNC2(particles_set_emission_half_extents,RID, const Vector3&); - FUNC1RC(Vector3,particles_get_emission_half_extents,RID); + FUNC2(particles_set_emission_half_extents, RID, const Vector3 &); + FUNC1RC(Vector3, particles_get_emission_half_extents, RID); - FUNC2(particles_set_emission_base_velocity,RID, const Vector3&); - FUNC1RC(Vector3,particles_get_emission_base_velocity,RID); + FUNC2(particles_set_emission_base_velocity, RID, const Vector3 &); + FUNC1RC(Vector3, particles_get_emission_base_velocity, RID); - FUNC2(particles_set_emission_points,RID, const DVector<Vector3>& ); - FUNC1RC(DVector<Vector3>,particles_get_emission_points,RID); + FUNC2(particles_set_emission_points, RID, const DVector<Vector3> &); + FUNC1RC(DVector<Vector3>, particles_get_emission_points, RID); - FUNC2(particles_set_gravity_normal,RID, const Vector3& ); - FUNC1RC(Vector3,particles_get_gravity_normal,RID); + FUNC2(particles_set_gravity_normal, RID, const Vector3 &); + FUNC1RC(Vector3, particles_get_gravity_normal, RID); - FUNC3(particles_set_variable,RID, ParticleVariable ,float); - FUNC2RC(float,particles_get_variable,RID, ParticleVariable ); + FUNC3(particles_set_variable, RID, ParticleVariable, float); + FUNC2RC(float, particles_get_variable, RID, ParticleVariable); - FUNC3(particles_set_randomness,RID, ParticleVariable ,float); - FUNC2RC(float,particles_get_randomness,RID, ParticleVariable ); + FUNC3(particles_set_randomness, RID, ParticleVariable, float); + FUNC2RC(float, particles_get_randomness, RID, ParticleVariable); - FUNC3(particles_set_color_phase_pos,RID, int , float); - FUNC2RC(float,particles_get_color_phase_pos,RID, int ); + FUNC3(particles_set_color_phase_pos, RID, int, float); + FUNC2RC(float, particles_get_color_phase_pos, RID, int); - FUNC2(particles_set_color_phases,RID, int ); - FUNC1RC(int,particles_get_color_phases,RID); + FUNC2(particles_set_color_phases, RID, int); + FUNC1RC(int, particles_get_color_phases, RID); - FUNC3(particles_set_color_phase_color,RID, int , const Color& ); - FUNC2RC(Color,particles_get_color_phase_color,RID, int ); + FUNC3(particles_set_color_phase_color, RID, int, const Color &); + FUNC2RC(Color, particles_get_color_phase_color, RID, int); - FUNC2(particles_set_attractors,RID, int); - FUNC1RC(int,particles_get_attractors,RID); + FUNC2(particles_set_attractors, RID, int); + FUNC1RC(int, particles_get_attractors, RID); - FUNC3(particles_set_attractor_pos,RID, int, const Vector3&); - FUNC2RC(Vector3,particles_get_attractor_pos,RID,int); + FUNC3(particles_set_attractor_pos, RID, int, const Vector3 &); + FUNC2RC(Vector3, particles_get_attractor_pos, RID, int); - FUNC3(particles_set_attractor_strength,RID, int, float); - FUNC2RC(float,particles_get_attractor_strength,RID,int); + FUNC3(particles_set_attractor_strength, RID, int, float); + FUNC2RC(float, particles_get_attractor_strength, RID, int); - FUNC3(particles_set_material,RID, RID,bool); - FUNC1RC(RID,particles_get_material,RID); + FUNC3(particles_set_material, RID, RID, bool); + FUNC1RC(RID, particles_get_material, RID); - FUNC2(particles_set_height_from_velocity,RID, bool); - FUNC1RC(bool,particles_has_height_from_velocity,RID); - - FUNC2(particles_set_use_local_coordinates,RID, bool); - FUNC1RC(bool,particles_is_using_local_coordinates,RID); + FUNC2(particles_set_height_from_velocity, RID, bool); + FUNC1RC(bool, particles_has_height_from_velocity, RID); + FUNC2(particles_set_use_local_coordinates, RID, bool); + FUNC1RC(bool, particles_is_using_local_coordinates, RID); /* Light API */ - FUNC1R(RID,light_create,LightType); - FUNC1RC(LightType,light_get_type,RID); - - FUNC3(light_set_color,RID,LightColor , const Color& ); - FUNC2RC(Color,light_get_color,RID,LightColor ); + FUNC1R(RID, light_create, LightType); + FUNC1RC(LightType, light_get_type, RID); + FUNC3(light_set_color, RID, LightColor, const Color &); + FUNC2RC(Color, light_get_color, RID, LightColor); - FUNC2(light_set_shadow,RID,bool ); - FUNC1RC(bool,light_has_shadow,RID); + FUNC2(light_set_shadow, RID, bool); + FUNC1RC(bool, light_has_shadow, RID); - FUNC2(light_set_volumetric,RID,bool ); - FUNC1RC(bool,light_is_volumetric,RID); + FUNC2(light_set_volumetric, RID, bool); + FUNC1RC(bool, light_is_volumetric, RID); - FUNC2(light_set_projector,RID,RID ); - FUNC1RC(RID,light_get_projector,RID); + FUNC2(light_set_projector, RID, RID); + FUNC1RC(RID, light_get_projector, RID); - FUNC3(light_set_param,RID, LightParam , float ); - FUNC2RC(float,light_get_param,RID, LightParam ); + FUNC3(light_set_param, RID, LightParam, float); + FUNC2RC(float, light_get_param, RID, LightParam); - FUNC2(light_set_operator,RID,LightOp); - FUNC1RC(LightOp,light_get_operator,RID); + FUNC2(light_set_operator, RID, LightOp); + FUNC1RC(LightOp, light_get_operator, RID); - FUNC2(light_omni_set_shadow_mode,RID,LightOmniShadowMode); - FUNC1RC(LightOmniShadowMode,light_omni_get_shadow_mode,RID); - - FUNC2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode); - FUNC1RC(LightDirectionalShadowMode,light_directional_get_shadow_mode,RID); - FUNC3(light_directional_set_shadow_param,RID,LightDirectionalShadowParam, float ); - FUNC2RC(float,light_directional_get_shadow_param,RID,LightDirectionalShadowParam ); + FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode); + FUNC1RC(LightOmniShadowMode, light_omni_get_shadow_mode, RID); + FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode); + FUNC1RC(LightDirectionalShadowMode, light_directional_get_shadow_mode, RID); + FUNC3(light_directional_set_shadow_param, RID, LightDirectionalShadowParam, float); + FUNC2RC(float, light_directional_get_shadow_param, RID, LightDirectionalShadowParam); /* SKELETON API */ - FUNC0R(RID,skeleton_create); - FUNC2(skeleton_resize,RID,int ); - FUNC1RC(int,skeleton_get_bone_count,RID) ; - FUNC3(skeleton_bone_set_transform,RID,int, const Transform&); - FUNC2R(Transform,skeleton_bone_get_transform,RID,int ); + FUNC0R(RID, skeleton_create); + FUNC2(skeleton_resize, RID, int); + FUNC1RC(int, skeleton_get_bone_count, RID); + FUNC3(skeleton_bone_set_transform, RID, int, const Transform &); + FUNC2R(Transform, skeleton_bone_get_transform, RID, int); /* ROOM API */ - FUNC0R(RID,room_create); - FUNC2(room_set_bounds,RID, const BSP_Tree&); - FUNC1RC(BSP_Tree,room_get_bounds,RID); + FUNC0R(RID, room_create); + FUNC2(room_set_bounds, RID, const BSP_Tree &); + FUNC1RC(BSP_Tree, room_get_bounds, RID); /* PORTAL API */ - FUNC0R(RID,portal_create); - FUNC2(portal_set_shape,RID,const Vector<Point2>&); - FUNC1RC(Vector<Point2>,portal_get_shape,RID); - FUNC2(portal_set_enabled,RID, bool); - FUNC1RC(bool,portal_is_enabled,RID); - FUNC2(portal_set_disable_distance,RID, float); - FUNC1RC(float,portal_get_disable_distance,RID); - FUNC2(portal_set_disabled_color,RID, const Color&); - FUNC1RC(Color,portal_get_disabled_color,RID); - FUNC2(portal_set_connect_range,RID, float); - FUNC1RC(float,portal_get_connect_range,RID); - + FUNC0R(RID, portal_create); + FUNC2(portal_set_shape, RID, const Vector<Point2> &); + FUNC1RC(Vector<Point2>, portal_get_shape, RID); + FUNC2(portal_set_enabled, RID, bool); + FUNC1RC(bool, portal_is_enabled, RID); + FUNC2(portal_set_disable_distance, RID, float); + FUNC1RC(float, portal_get_disable_distance, RID); + FUNC2(portal_set_disabled_color, RID, const Color &); + FUNC1RC(Color, portal_get_disabled_color, RID); + FUNC2(portal_set_connect_range, RID, float); + FUNC1RC(float, portal_get_connect_range, RID); - FUNC0R(RID,baked_light_create); - FUNC2(baked_light_set_mode,RID,BakedLightMode); - FUNC1RC(BakedLightMode,baked_light_get_mode,RID); + FUNC0R(RID, baked_light_create); + FUNC2(baked_light_set_mode, RID, BakedLightMode); + FUNC1RC(BakedLightMode, baked_light_get_mode, RID); - FUNC2(baked_light_set_octree,RID,DVector<uint8_t>); - FUNC1RC(DVector<uint8_t>,baked_light_get_octree,RID); + FUNC2(baked_light_set_octree, RID, DVector<uint8_t>); + FUNC1RC(DVector<uint8_t>, baked_light_get_octree, RID); - FUNC2(baked_light_set_light,RID,DVector<uint8_t>); - FUNC1RC(DVector<uint8_t>,baked_light_get_light,RID); + FUNC2(baked_light_set_light, RID, DVector<uint8_t>); + FUNC1RC(DVector<uint8_t>, baked_light_get_light, RID); - FUNC2(baked_light_set_sampler_octree,RID,const DVector<int>&); - FUNC1RC(DVector<int>,baked_light_get_sampler_octree,RID); + FUNC2(baked_light_set_sampler_octree, RID, const DVector<int> &); + FUNC1RC(DVector<int>, baked_light_get_sampler_octree, RID); - FUNC2(baked_light_set_lightmap_multiplier,RID,float); - FUNC1RC(float,baked_light_get_lightmap_multiplier,RID); + FUNC2(baked_light_set_lightmap_multiplier, RID, float); + FUNC1RC(float, baked_light_get_lightmap_multiplier, RID); - FUNC3(baked_light_add_lightmap,RID,RID,int); - FUNC1(baked_light_clear_lightmaps,RID); + FUNC3(baked_light_add_lightmap, RID, RID, int); + FUNC1(baked_light_clear_lightmaps, RID); FUNC2(baked_light_set_realtime_color_enabled, RID, const bool); FUNC1RC(bool, baked_light_get_realtime_color_enabled, RID); - FUNC2(baked_light_set_realtime_color, RID, const Color&); + FUNC2(baked_light_set_realtime_color, RID, const Color &); FUNC1RC(Color, baked_light_get_realtime_color, RID); FUNC2(baked_light_set_realtime_energy, RID, const float); FUNC1RC(float, baked_light_get_realtime_energy, RID); - FUNC0R(RID,baked_light_sampler_create); + FUNC0R(RID, baked_light_sampler_create); - FUNC3(baked_light_sampler_set_param,RID, BakedLightSamplerParam , float ); - FUNC2RC(float,baked_light_sampler_get_param,RID, BakedLightSamplerParam ); + FUNC3(baked_light_sampler_set_param, RID, BakedLightSamplerParam, float); + FUNC2RC(float, baked_light_sampler_get_param, RID, BakedLightSamplerParam); - FUNC2(baked_light_sampler_set_resolution,RID,int); - FUNC1RC(int,baked_light_sampler_get_resolution,RID); + FUNC2(baked_light_sampler_set_resolution, RID, int); + FUNC1RC(int, baked_light_sampler_get_resolution, RID); /* CAMERA API */ - FUNC0R(RID,camera_create); - FUNC4(camera_set_perspective,RID,float , float , float ); - FUNC4(camera_set_orthogonal,RID,float, float , float ); - FUNC2(camera_set_transform,RID,const Transform& ); - - FUNC2(camera_set_visible_layers,RID,uint32_t); - FUNC1RC(uint32_t,camera_get_visible_layers,RID); + FUNC0R(RID, camera_create); + FUNC4(camera_set_perspective, RID, float, float, float); + FUNC4(camera_set_orthogonal, RID, float, float, float); + FUNC2(camera_set_transform, RID, const Transform &); - FUNC2(camera_set_environment,RID,RID); - FUNC1RC(RID,camera_get_environment,RID); + FUNC2(camera_set_visible_layers, RID, uint32_t); + FUNC1RC(uint32_t, camera_get_visible_layers, RID); + FUNC2(camera_set_environment, RID, RID); + FUNC1RC(RID, camera_get_environment, RID); - FUNC2(camera_set_use_vertical_aspect,RID,bool); - FUNC2RC(bool,camera_is_using_vertical_aspect,RID,bool); - + FUNC2(camera_set_use_vertical_aspect, RID, bool); + FUNC2RC(bool, camera_is_using_vertical_aspect, RID, bool); /* VIEWPORT API */ - FUNC0R(RID,viewport_create); - - FUNC2(viewport_attach_to_screen,RID,int ); - FUNC1(viewport_detach,RID); + FUNC0R(RID, viewport_create); - FUNC2(viewport_set_as_render_target,RID,bool); - FUNC2(viewport_set_render_target_update_mode,RID,RenderTargetUpdateMode); - FUNC1RC(RenderTargetUpdateMode,viewport_get_render_target_update_mode,RID); - FUNC1RC(RID,viewport_get_render_target_texture,RID); + FUNC2(viewport_attach_to_screen, RID, int); + FUNC1(viewport_detach, RID); - FUNC2(viewport_set_render_target_vflip,RID,bool); - FUNC1RC(bool,viewport_get_render_target_vflip,RID); - FUNC2(viewport_set_render_target_to_screen_rect,RID,const Rect2&); + FUNC2(viewport_set_as_render_target, RID, bool); + FUNC2(viewport_set_render_target_update_mode, RID, RenderTargetUpdateMode); + FUNC1RC(RenderTargetUpdateMode, viewport_get_render_target_update_mode, RID); + FUNC1RC(RID, viewport_get_render_target_texture, RID); - FUNC2(viewport_set_render_target_clear_on_new_frame,RID,bool); - FUNC1RC(bool,viewport_get_render_target_clear_on_new_frame,RID); - FUNC1(viewport_render_target_clear,RID); + FUNC2(viewport_set_render_target_vflip, RID, bool); + FUNC1RC(bool, viewport_get_render_target_vflip, RID); + FUNC2(viewport_set_render_target_to_screen_rect, RID, const Rect2 &); - FUNC1(viewport_queue_screen_capture,RID); - FUNC1RC(Image,viewport_get_screen_capture,RID); + FUNC2(viewport_set_render_target_clear_on_new_frame, RID, bool); + FUNC1RC(bool, viewport_get_render_target_clear_on_new_frame, RID); + FUNC1(viewport_render_target_clear, RID); - FUNC2(viewport_set_rect,RID,const ViewportRect&); - FUNC1RC(ViewportRect,viewport_get_rect,RID); + FUNC1(viewport_queue_screen_capture, RID); + FUNC1RC(Image, viewport_get_screen_capture, RID); - FUNC2(viewport_set_hide_scenario,RID,bool ); - FUNC2(viewport_set_hide_canvas,RID,bool ); - FUNC2(viewport_attach_camera,RID,RID ); - FUNC2(viewport_set_scenario,RID,RID ); - FUNC2(viewport_set_disable_environment,RID,bool ); + FUNC2(viewport_set_rect, RID, const ViewportRect &); + FUNC1RC(ViewportRect, viewport_get_rect, RID); - FUNC1RC(RID,viewport_get_attached_camera,RID); - FUNC1RC(RID,viewport_get_scenario,RID ); - FUNC2(viewport_attach_canvas,RID,RID); - FUNC2(viewport_remove_canvas,RID,RID); - FUNC3(viewport_set_canvas_transform,RID,RID,const Matrix32&); - FUNC2RC(Matrix32,viewport_get_canvas_transform,RID,RID); - FUNC2(viewport_set_global_canvas_transform,RID,const Matrix32&); - FUNC1RC(Matrix32,viewport_get_global_canvas_transform,RID); - FUNC3(viewport_set_canvas_layer,RID,RID ,int); - FUNC2(viewport_set_transparent_background,RID,bool); - FUNC1RC(bool,viewport_has_transparent_background,RID); + FUNC2(viewport_set_hide_scenario, RID, bool); + FUNC2(viewport_set_hide_canvas, RID, bool); + FUNC2(viewport_attach_camera, RID, RID); + FUNC2(viewport_set_scenario, RID, RID); + FUNC2(viewport_set_disable_environment, RID, bool); + FUNC1RC(RID, viewport_get_attached_camera, RID); + FUNC1RC(RID, viewport_get_scenario, RID); + FUNC2(viewport_attach_canvas, RID, RID); + FUNC2(viewport_remove_canvas, RID, RID); + FUNC3(viewport_set_canvas_transform, RID, RID, const Matrix32 &); + FUNC2RC(Matrix32, viewport_get_canvas_transform, RID, RID); + FUNC2(viewport_set_global_canvas_transform, RID, const Matrix32 &); + FUNC1RC(Matrix32, viewport_get_global_canvas_transform, RID); + FUNC3(viewport_set_canvas_layer, RID, RID, int); + FUNC2(viewport_set_transparent_background, RID, bool); + FUNC1RC(bool, viewport_has_transparent_background, RID); /* ENVIRONMENT API */ - FUNC0R(RID,environment_create); + FUNC0R(RID, environment_create); - FUNC2(environment_set_background,RID,EnvironmentBG); - FUNC1RC(EnvironmentBG,environment_get_background,RID); + FUNC2(environment_set_background, RID, EnvironmentBG); + FUNC1RC(EnvironmentBG, environment_get_background, RID); - FUNC3(environment_set_background_param,RID,EnvironmentBGParam, const Variant&); - FUNC2RC(Variant,environment_get_background_param,RID,EnvironmentBGParam ); + FUNC3(environment_set_background_param, RID, EnvironmentBGParam, const Variant &); + FUNC2RC(Variant, environment_get_background_param, RID, EnvironmentBGParam); - FUNC3(environment_set_enable_fx,RID,EnvironmentFx,bool); - FUNC2RC(bool,environment_is_fx_enabled,RID,EnvironmentFx); - - - FUNC3(environment_fx_set_param,RID,EnvironmentFxParam,const Variant&); - FUNC2RC(Variant,environment_fx_get_param,RID,EnvironmentFxParam); + FUNC3(environment_set_enable_fx, RID, EnvironmentFx, bool); + FUNC2RC(bool, environment_is_fx_enabled, RID, EnvironmentFx); + FUNC3(environment_fx_set_param, RID, EnvironmentFxParam, const Variant &); + FUNC2RC(Variant, environment_fx_get_param, RID, EnvironmentFxParam); /* SCENARIO API */ - FUNC0R(RID,scenario_create); - - FUNC2(scenario_set_debug,RID,ScenarioDebugMode); - FUNC2(scenario_set_environment,RID, RID); - FUNC2RC(RID,scenario_get_environment,RID, RID); - FUNC2(scenario_set_fallback_environment,RID, RID); + FUNC0R(RID, scenario_create); + FUNC2(scenario_set_debug, RID, ScenarioDebugMode); + FUNC2(scenario_set_environment, RID, RID); + FUNC2RC(RID, scenario_get_environment, RID, RID); + FUNC2(scenario_set_fallback_environment, RID, RID); /* INSTANCING API */ - FUNC0R(RID,instance_create); + FUNC0R(RID, instance_create); - FUNC2(instance_set_base,RID, RID); - FUNC1RC(RID,instance_get_base,RID); + FUNC2(instance_set_base, RID, RID); + FUNC1RC(RID, instance_get_base, RID); - FUNC2(instance_set_scenario,RID, RID); - FUNC1RC(RID,instance_get_scenario,RID); + FUNC2(instance_set_scenario, RID, RID); + FUNC1RC(RID, instance_get_scenario, RID); - FUNC2(instance_set_layer_mask,RID, uint32_t); - FUNC1RC(uint32_t,instance_get_layer_mask,RID); + FUNC2(instance_set_layer_mask, RID, uint32_t); + FUNC1RC(uint32_t, instance_get_layer_mask, RID); - FUNC1RC(AABB,instance_get_base_aabb,RID); + FUNC1RC(AABB, instance_get_base_aabb, RID); - FUNC2(instance_attach_object_instance_ID,RID,uint32_t); - FUNC1RC(uint32_t,instance_get_object_instance_ID,RID); + FUNC2(instance_attach_object_instance_ID, RID, uint32_t); + FUNC1RC(uint32_t, instance_get_object_instance_ID, RID); - FUNC2(instance_attach_skeleton,RID,RID); - FUNC1RC(RID,instance_get_skeleton,RID); + FUNC2(instance_attach_skeleton, RID, RID); + FUNC1RC(RID, instance_get_skeleton, RID); - FUNC3(instance_set_morph_target_weight,RID,int, float); - FUNC2RC(float,instance_get_morph_target_weight,RID,int); + FUNC3(instance_set_morph_target_weight, RID, int, float); + FUNC2RC(float, instance_get_morph_target_weight, RID, int); - FUNC3(instance_set_surface_material,RID,int, RID); + FUNC3(instance_set_surface_material, RID, int, RID); - FUNC2(instance_set_transform,RID, const Transform&); - FUNC1RC(Transform,instance_get_transform,RID); + FUNC2(instance_set_transform, RID, const Transform &); + FUNC1RC(Transform, instance_get_transform, RID); - FUNC2(instance_set_exterior,RID, bool ); - FUNC1RC(bool,instance_is_exterior,RID); + FUNC2(instance_set_exterior, RID, bool); + FUNC1RC(bool, instance_is_exterior, RID); - FUNC2(instance_set_room,RID, RID ); - FUNC1RC(RID,instance_get_room,RID ) ; + FUNC2(instance_set_room, RID, RID); + FUNC1RC(RID, instance_get_room, RID); - FUNC2(instance_set_extra_visibility_margin,RID, real_t ); - FUNC1RC(real_t,instance_get_extra_visibility_margin,RID ); + FUNC2(instance_set_extra_visibility_margin, RID, real_t); + FUNC1RC(real_t, instance_get_extra_visibility_margin, RID); - FUNC2RC(Vector<RID>,instances_cull_aabb,const AABB& , RID ); - FUNC3RC(Vector<RID>,instances_cull_ray,const Vector3& ,const Vector3&, RID ); - FUNC2RC(Vector<RID>,instances_cull_convex,const Vector<Plane>& , RID ); + FUNC2RC(Vector<RID>, instances_cull_aabb, const AABB &, RID); + FUNC3RC(Vector<RID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID); + FUNC2RC(Vector<RID>, instances_cull_convex, const Vector<Plane> &, RID); - FUNC3(instance_geometry_set_flag,RID,InstanceFlags ,bool ); - FUNC2RC(bool,instance_geometry_get_flag,RID,InstanceFlags ); + FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool); + FUNC2RC(bool, instance_geometry_get_flag, RID, InstanceFlags); FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting); FUNC1RC(ShadowCastingSetting, instance_geometry_get_cast_shadows_setting, RID); - FUNC2(instance_geometry_set_material_override,RID, RID ); - FUNC1RC(RID,instance_geometry_get_material_override,RID); + FUNC2(instance_geometry_set_material_override, RID, RID); + FUNC1RC(RID, instance_geometry_get_material_override, RID); - FUNC3(instance_geometry_set_draw_range,RID,float ,float); - FUNC1RC(float,instance_geometry_get_draw_range_max,RID); - FUNC1RC(float,instance_geometry_get_draw_range_min,RID); + FUNC3(instance_geometry_set_draw_range, RID, float, float); + FUNC1RC(float, instance_geometry_get_draw_range_max, RID); + FUNC1RC(float, instance_geometry_get_draw_range_min, RID); - FUNC2(instance_geometry_set_baked_light,RID, RID ); - FUNC1RC(RID,instance_geometry_get_baked_light,RID); + FUNC2(instance_geometry_set_baked_light, RID, RID); + FUNC1RC(RID, instance_geometry_get_baked_light, RID); - FUNC2(instance_geometry_set_baked_light_sampler,RID, RID ); - FUNC1RC(RID,instance_geometry_get_baked_light_sampler,RID); + FUNC2(instance_geometry_set_baked_light_sampler, RID, RID); + FUNC1RC(RID, instance_geometry_get_baked_light_sampler, RID); - FUNC2(instance_geometry_set_baked_light_texture_index,RID, int); - FUNC1RC(int,instance_geometry_get_baked_light_texture_index,RID); + FUNC2(instance_geometry_set_baked_light_texture_index, RID, int); + FUNC1RC(int, instance_geometry_get_baked_light_texture_index, RID); - FUNC2(instance_light_set_enabled,RID,bool); - FUNC1RC(bool,instance_light_is_enabled,RID); + FUNC2(instance_light_set_enabled, RID, bool); + FUNC1RC(bool, instance_light_is_enabled, RID); /* CANVAS (2D) */ - FUNC0R(RID,canvas_create); - FUNC3(canvas_set_item_mirroring,RID,RID,const Point2&); - FUNC2RC(Point2,canvas_get_item_mirroring,RID,RID); - FUNC2(canvas_set_modulate,RID,const Color&); - + FUNC0R(RID, canvas_create); + FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &); + FUNC2RC(Point2, canvas_get_item_mirroring, RID, RID); + FUNC2(canvas_set_modulate, RID, const Color &); - FUNC0R(RID,canvas_item_create); + FUNC0R(RID, canvas_item_create); - FUNC2(canvas_item_set_parent,RID,RID ); - FUNC1RC(RID,canvas_item_get_parent,RID); + FUNC2(canvas_item_set_parent, RID, RID); + FUNC1RC(RID, canvas_item_get_parent, RID); - FUNC2(canvas_item_set_visible,RID,bool ); - FUNC1RC(bool,canvas_item_is_visible,RID); + FUNC2(canvas_item_set_visible, RID, bool); + FUNC1RC(bool, canvas_item_is_visible, RID); - FUNC2(canvas_item_set_blend_mode,RID,MaterialBlendMode ); - FUNC2(canvas_item_set_light_mask,RID,int ); + FUNC2(canvas_item_set_blend_mode, RID, MaterialBlendMode); + FUNC2(canvas_item_set_light_mask, RID, int); //FUNC(canvas_item_set_rect,RID, const Rect2& p_rect); - FUNC2(canvas_item_set_transform,RID, const Matrix32& ); - FUNC2(canvas_item_set_clip,RID, bool ); - FUNC2(canvas_item_set_distance_field_mode,RID, bool ); - FUNC3(canvas_item_set_custom_rect,RID, bool ,const Rect2&); - FUNC2(canvas_item_set_opacity,RID, float ); - FUNC2RC(float,canvas_item_get_opacity,RID, float ); - FUNC2(canvas_item_set_on_top,RID, bool ); - FUNC1RC(bool,canvas_item_is_on_top,RID); + FUNC2(canvas_item_set_transform, RID, const Matrix32 &); + FUNC2(canvas_item_set_clip, RID, bool); + FUNC2(canvas_item_set_distance_field_mode, RID, bool); + FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &); + FUNC2(canvas_item_set_opacity, RID, float); + FUNC2RC(float, canvas_item_get_opacity, RID, float); + FUNC2(canvas_item_set_on_top, RID, bool); + FUNC1RC(bool, canvas_item_is_on_top, RID); - FUNC2(canvas_item_set_self_opacity,RID, float ); - FUNC2RC(float,canvas_item_get_self_opacity,RID, float ); + FUNC2(canvas_item_set_self_opacity, RID, float); + FUNC2RC(float, canvas_item_get_self_opacity, RID, float); - FUNC2(canvas_item_attach_viewport,RID, RID ); + FUNC2(canvas_item_attach_viewport, RID, RID); - FUNC5(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float ); - FUNC3(canvas_item_add_rect,RID, const Rect2& , const Color& ); - FUNC4(canvas_item_add_circle,RID, const Point2& , float ,const Color& ); - FUNC6(canvas_item_add_texture_rect,RID, const Rect2& , RID ,bool ,const Color&,bool ); - FUNC6(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color&,bool ); - FUNC8(canvas_item_add_style_box,RID, const Rect2& , const Rect2&, RID ,const Vector2& ,const Vector2&, bool ,const Color& ); - FUNC6(canvas_item_add_primitive,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ,float ); - FUNC5(canvas_item_add_polygon,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ); - FUNC7(canvas_item_add_triangle_array,RID, const Vector<int>& , const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID , int ); - FUNC7(canvas_item_add_triangle_array_ptr,RID, int , const int* , const Point2* , const Color* ,const Point2* , RID ); + FUNC5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float); + FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &); + FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &); + FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool); + FUNC6(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool); + FUNC8(canvas_item_add_style_box, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, bool, const Color &); + FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float); + FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID); + FUNC7(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, int); + FUNC7(canvas_item_add_triangle_array_ptr, RID, int, const int *, const Point2 *, const Color *, const Point2 *, RID); + FUNC2(canvas_item_add_set_transform, RID, const Matrix32 &); + FUNC2(canvas_item_add_set_blend_mode, RID, MaterialBlendMode); + FUNC2(canvas_item_add_clip_ignore, RID, bool); - FUNC2(canvas_item_add_set_transform,RID,const Matrix32& ); - FUNC2(canvas_item_add_set_blend_mode,RID, MaterialBlendMode ); - FUNC2(canvas_item_add_clip_ignore,RID, bool ); + FUNC2(canvas_item_set_sort_children_by_y, RID, bool); + FUNC2(canvas_item_set_z, RID, int); + FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool); + FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &); - FUNC2(canvas_item_set_sort_children_by_y,RID,bool); - FUNC2(canvas_item_set_z,RID,int); - FUNC2(canvas_item_set_z_as_relative_to_parent,RID,bool); - FUNC3(canvas_item_set_copy_to_backbuffer,RID,bool,const Rect2&); + FUNC2(canvas_item_set_material, RID, RID); + FUNC2(canvas_item_set_use_parent_material, RID, bool); - FUNC2(canvas_item_set_material,RID, RID ); - - FUNC2(canvas_item_set_use_parent_material,RID, bool ); - - FUNC1(canvas_item_clear,RID); - FUNC1(canvas_item_raise,RID); + FUNC1(canvas_item_clear, RID); + FUNC1(canvas_item_raise, RID); /* CANVAS LIGHT */ - FUNC0R(RID,canvas_light_create); - FUNC2(canvas_light_attach_to_canvas,RID,RID); - FUNC2(canvas_light_set_enabled,RID,bool); - FUNC2(canvas_light_set_transform,RID,const Matrix32&); - FUNC2(canvas_light_set_scale,RID,float); - FUNC2(canvas_light_set_texture,RID,RID); - FUNC2(canvas_light_set_texture_offset,RID,const Vector2&); - FUNC2(canvas_light_set_color,RID,const Color&); - FUNC2(canvas_light_set_height,RID,float); - FUNC2(canvas_light_set_energy,RID,float); - FUNC3(canvas_light_set_layer_range,RID,int,int); - FUNC3(canvas_light_set_z_range,RID,int,int); - FUNC2(canvas_light_set_item_mask,RID,int); - FUNC2(canvas_light_set_item_shadow_mask,RID,int); - - FUNC2(canvas_light_set_mode,RID,CanvasLightMode); - FUNC2(canvas_light_set_shadow_enabled,RID,bool); - FUNC2(canvas_light_set_shadow_buffer_size,RID,int); - FUNC2(canvas_light_set_shadow_esm_multiplier,RID,float); - FUNC2(canvas_light_set_shadow_color,RID,const Color&); - + FUNC0R(RID, canvas_light_create); + FUNC2(canvas_light_attach_to_canvas, RID, RID); + FUNC2(canvas_light_set_enabled, RID, bool); + FUNC2(canvas_light_set_transform, RID, const Matrix32 &); + FUNC2(canvas_light_set_scale, RID, float); + FUNC2(canvas_light_set_texture, RID, RID); + FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &); + FUNC2(canvas_light_set_color, RID, const Color &); + FUNC2(canvas_light_set_height, RID, float); + FUNC2(canvas_light_set_energy, RID, float); + FUNC3(canvas_light_set_layer_range, RID, int, int); + FUNC3(canvas_light_set_z_range, RID, int, int); + FUNC2(canvas_light_set_item_mask, RID, int); + FUNC2(canvas_light_set_item_shadow_mask, RID, int); + FUNC2(canvas_light_set_mode, RID, CanvasLightMode); + FUNC2(canvas_light_set_shadow_enabled, RID, bool); + FUNC2(canvas_light_set_shadow_buffer_size, RID, int); + FUNC2(canvas_light_set_shadow_esm_multiplier, RID, float); + FUNC2(canvas_light_set_shadow_color, RID, const Color &); /* CANVAS OCCLUDER */ - FUNC0R(RID,canvas_light_occluder_create); - FUNC2(canvas_light_occluder_attach_to_canvas,RID,RID); - FUNC2(canvas_light_occluder_set_enabled,RID,bool); - FUNC2(canvas_light_occluder_set_polygon,RID,RID); - FUNC2(canvas_light_occluder_set_transform,RID,const Matrix32&); - FUNC2(canvas_light_occluder_set_light_mask,RID,int); + FUNC0R(RID, canvas_light_occluder_create); + FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID); + FUNC2(canvas_light_occluder_set_enabled, RID, bool); + FUNC2(canvas_light_occluder_set_polygon, RID, RID); + FUNC2(canvas_light_occluder_set_transform, RID, const Matrix32 &); + FUNC2(canvas_light_occluder_set_light_mask, RID, int); - - FUNC0R(RID,canvas_occluder_polygon_create); - FUNC3(canvas_occluder_polygon_set_shape,RID,const DVector<Vector2>&,bool); - FUNC2(canvas_occluder_polygon_set_shape_as_lines,RID,const DVector<Vector2>&); - FUNC2(canvas_occluder_polygon_set_cull_mode,RID,CanvasOccluderPolygonCullMode); + FUNC0R(RID, canvas_occluder_polygon_create); + FUNC3(canvas_occluder_polygon_set_shape, RID, const DVector<Vector2> &, bool); + FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const DVector<Vector2> &); + FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode); /* CANVAS MATERIAL */ - FUNC0R(RID,canvas_item_material_create); - FUNC2(canvas_item_material_set_shader,RID,RID); - FUNC3(canvas_item_material_set_shader_param,RID,const StringName&,const Variant&); - FUNC2RC(Variant,canvas_item_material_get_shader_param,RID,const StringName&); - FUNC2(canvas_item_material_set_shading_mode,RID,CanvasItemShadingMode); + FUNC0R(RID, canvas_item_material_create); + FUNC2(canvas_item_material_set_shader, RID, RID); + FUNC3(canvas_item_material_set_shader_param, RID, const StringName &, const Variant &); + FUNC2RC(Variant, canvas_item_material_get_shader_param, RID, const StringName &); + FUNC2(canvas_item_material_set_shading_mode, RID, CanvasItemShadingMode); /* CURSOR */ - FUNC2(cursor_set_rotation,float , int ); // radians - FUNC4(cursor_set_texture,RID , const Point2 &, int, const Rect2 &); - FUNC2(cursor_set_visible,bool , int ); - FUNC2(cursor_set_pos,const Point2& , int ); + FUNC2(cursor_set_rotation, float, int); // radians + FUNC4(cursor_set_texture, RID, const Point2 &, int, const Rect2 &); + FUNC2(cursor_set_visible, bool, int); + FUNC2(cursor_set_pos, const Point2 &, int); /* BLACK BARS */ - FUNC4(black_bars_set_margins,int , int , int , int ); - FUNC4(black_bars_set_images,RID , RID , RID , RID ); + FUNC4(black_bars_set_margins, int, int, int, int); + FUNC4(black_bars_set_images, RID, RID, RID, RID); /* FREE */ - FUNC1(free,RID); + FUNC1(free, RID); /* CUSTOM SHADE MODEL */ - FUNC2(custom_shade_model_set_shader,int , RID ); - FUNC1RC(RID,custom_shade_model_get_shader,int ); - FUNC2(custom_shade_model_set_name,int , const String& ); - FUNC1RC(String,custom_shade_model_get_name,int ); - FUNC2(custom_shade_model_set_param_info,int , const List<PropertyInfo>& ); - FUNC2SC(custom_shade_model_get_param_info,int , List<PropertyInfo>* ); + FUNC2(custom_shade_model_set_shader, int, RID); + FUNC1RC(RID, custom_shade_model_get_shader, int); + FUNC2(custom_shade_model_set_name, int, const String &); + FUNC1RC(String, custom_shade_model_get_name, int); + FUNC2(custom_shade_model_set_param_info, int, const List<PropertyInfo> &); + FUNC2SC(custom_shade_model_get_param_info, int, List<PropertyInfo> *); /* EVENT QUEUING */ - virtual void init(); virtual void finish(); virtual void draw(); virtual void sync(); - FUNC0RC(bool,has_changed); + FUNC0RC(bool, has_changed); /* RENDER INFO */ - FUNC1R(int,get_render_info,RenderInfo ); + FUNC1R(int, get_render_info, RenderInfo); virtual bool has_feature(Features p_feature) const { return visual_server->has_feature(p_feature); } - FUNC3(set_boot_image,const Image& , const Color&,bool ); - FUNC1(set_default_clear_color,const Color& ); - FUNC0RC(Color,get_default_clear_color ); + FUNC3(set_boot_image, const Image &, const Color &, bool); + FUNC1(set_default_clear_color, const Color &); + FUNC0RC(Color, get_default_clear_color); - FUNC0R(RID,get_test_cube ); + FUNC0R(RID, get_test_cube); - - VisualServerWrapMT(VisualServer* p_contained,bool p_create_thread); + VisualServerWrapMT(VisualServer *p_contained, bool p_create_thread); ~VisualServerWrapMT(); #undef ServerName #undef ServerNameWrapMT #undef server_name - }; #ifdef DEBUG_SYNC |
