#ifndef GODOT_CPP_VISUALSERVER_HPP #define GODOT_CPP_VISUALSERVER_HPP #include #include #include #include #include "VisualServer.hpp" #include "Image.hpp" #include "Object.hpp" namespace godot { class Object; class Image; class VisualServer : public Object { static VisualServer *_singleton; VisualServer(); struct ___method_bindings { godot_method_bind *mb_black_bars_set_images; godot_method_bind *mb_black_bars_set_margins; godot_method_bind *mb_camera_create; godot_method_bind *mb_camera_set_cull_mask; godot_method_bind *mb_camera_set_environment; godot_method_bind *mb_camera_set_frustum; godot_method_bind *mb_camera_set_orthogonal; godot_method_bind *mb_camera_set_perspective; godot_method_bind *mb_camera_set_transform; godot_method_bind *mb_camera_set_use_vertical_aspect; godot_method_bind *mb_canvas_create; godot_method_bind *mb_canvas_item_add_circle; godot_method_bind *mb_canvas_item_add_clip_ignore; godot_method_bind *mb_canvas_item_add_line; godot_method_bind *mb_canvas_item_add_mesh; godot_method_bind *mb_canvas_item_add_multimesh; godot_method_bind *mb_canvas_item_add_nine_patch; godot_method_bind *mb_canvas_item_add_particles; godot_method_bind *mb_canvas_item_add_polygon; godot_method_bind *mb_canvas_item_add_polyline; godot_method_bind *mb_canvas_item_add_primitive; godot_method_bind *mb_canvas_item_add_rect; godot_method_bind *mb_canvas_item_add_set_transform; godot_method_bind *mb_canvas_item_add_texture_rect; godot_method_bind *mb_canvas_item_add_texture_rect_region; godot_method_bind *mb_canvas_item_add_triangle_array; godot_method_bind *mb_canvas_item_clear; godot_method_bind *mb_canvas_item_create; godot_method_bind *mb_canvas_item_set_clip; godot_method_bind *mb_canvas_item_set_copy_to_backbuffer; godot_method_bind *mb_canvas_item_set_custom_rect; godot_method_bind *mb_canvas_item_set_distance_field_mode; godot_method_bind *mb_canvas_item_set_draw_behind_parent; godot_method_bind *mb_canvas_item_set_draw_index; godot_method_bind *mb_canvas_item_set_light_mask; godot_method_bind *mb_canvas_item_set_material; godot_method_bind *mb_canvas_item_set_modulate; godot_method_bind *mb_canvas_item_set_parent; godot_method_bind *mb_canvas_item_set_self_modulate; godot_method_bind *mb_canvas_item_set_sort_children_by_y; godot_method_bind *mb_canvas_item_set_transform; godot_method_bind *mb_canvas_item_set_use_parent_material; godot_method_bind *mb_canvas_item_set_visible; godot_method_bind *mb_canvas_item_set_z_as_relative_to_parent; godot_method_bind *mb_canvas_item_set_z_index; godot_method_bind *mb_canvas_light_attach_to_canvas; godot_method_bind *mb_canvas_light_create; godot_method_bind *mb_canvas_light_occluder_attach_to_canvas; godot_method_bind *mb_canvas_light_occluder_create; godot_method_bind *mb_canvas_light_occluder_set_enabled; godot_method_bind *mb_canvas_light_occluder_set_light_mask; godot_method_bind *mb_canvas_light_occluder_set_polygon; godot_method_bind *mb_canvas_light_occluder_set_transform; godot_method_bind *mb_canvas_light_set_color; godot_method_bind *mb_canvas_light_set_enabled; godot_method_bind *mb_canvas_light_set_energy; godot_method_bind *mb_canvas_light_set_height; godot_method_bind *mb_canvas_light_set_item_cull_mask; godot_method_bind *mb_canvas_light_set_item_shadow_cull_mask; godot_method_bind *mb_canvas_light_set_layer_range; godot_method_bind *mb_canvas_light_set_mode; godot_method_bind *mb_canvas_light_set_scale; godot_method_bind *mb_canvas_light_set_shadow_buffer_size; godot_method_bind *mb_canvas_light_set_shadow_color; godot_method_bind *mb_canvas_light_set_shadow_enabled; godot_method_bind *mb_canvas_light_set_shadow_filter; godot_method_bind *mb_canvas_light_set_shadow_gradient_length; godot_method_bind *mb_canvas_light_set_shadow_smooth; godot_method_bind *mb_canvas_light_set_texture; godot_method_bind *mb_canvas_light_set_texture_offset; godot_method_bind *mb_canvas_light_set_transform; godot_method_bind *mb_canvas_light_set_z_range; godot_method_bind *mb_canvas_occluder_polygon_create; godot_method_bind *mb_canvas_occluder_polygon_set_cull_mode; godot_method_bind *mb_canvas_occluder_polygon_set_shape; godot_method_bind *mb_canvas_occluder_polygon_set_shape_as_lines; godot_method_bind *mb_canvas_set_item_mirroring; godot_method_bind *mb_canvas_set_modulate; godot_method_bind *mb_directional_light_create; godot_method_bind *mb_draw; godot_method_bind *mb_environment_create; godot_method_bind *mb_environment_set_adjustment; godot_method_bind *mb_environment_set_ambient_light; godot_method_bind *mb_environment_set_background; godot_method_bind *mb_environment_set_bg_color; godot_method_bind *mb_environment_set_bg_energy; godot_method_bind *mb_environment_set_canvas_max_layer; godot_method_bind *mb_environment_set_dof_blur_far; godot_method_bind *mb_environment_set_dof_blur_near; godot_method_bind *mb_environment_set_fog; godot_method_bind *mb_environment_set_fog_depth; godot_method_bind *mb_environment_set_fog_height; godot_method_bind *mb_environment_set_glow; godot_method_bind *mb_environment_set_sky; godot_method_bind *mb_environment_set_sky_custom_fov; godot_method_bind *mb_environment_set_sky_orientation; godot_method_bind *mb_environment_set_ssao; godot_method_bind *mb_environment_set_ssr; godot_method_bind *mb_environment_set_tonemap; godot_method_bind *mb_finish; godot_method_bind *mb_force_draw; godot_method_bind *mb_force_sync; godot_method_bind *mb_free_rid; godot_method_bind *mb_get_render_info; godot_method_bind *mb_get_test_cube; godot_method_bind *mb_get_test_texture; godot_method_bind *mb_get_video_adapter_name; godot_method_bind *mb_get_video_adapter_vendor; godot_method_bind *mb_get_white_texture; godot_method_bind *mb_gi_probe_create; godot_method_bind *mb_gi_probe_get_bias; godot_method_bind *mb_gi_probe_get_bounds; godot_method_bind *mb_gi_probe_get_cell_size; godot_method_bind *mb_gi_probe_get_dynamic_data; godot_method_bind *mb_gi_probe_get_dynamic_range; godot_method_bind *mb_gi_probe_get_energy; godot_method_bind *mb_gi_probe_get_normal_bias; godot_method_bind *mb_gi_probe_get_propagation; godot_method_bind *mb_gi_probe_get_to_cell_xform; godot_method_bind *mb_gi_probe_is_compressed; godot_method_bind *mb_gi_probe_is_interior; godot_method_bind *mb_gi_probe_set_bias; godot_method_bind *mb_gi_probe_set_bounds; godot_method_bind *mb_gi_probe_set_cell_size; godot_method_bind *mb_gi_probe_set_compress; godot_method_bind *mb_gi_probe_set_dynamic_data; godot_method_bind *mb_gi_probe_set_dynamic_range; godot_method_bind *mb_gi_probe_set_energy; godot_method_bind *mb_gi_probe_set_interior; godot_method_bind *mb_gi_probe_set_normal_bias; godot_method_bind *mb_gi_probe_set_propagation; godot_method_bind *mb_gi_probe_set_to_cell_xform; godot_method_bind *mb_has_changed; godot_method_bind *mb_has_feature; godot_method_bind *mb_has_os_feature; godot_method_bind *mb_immediate_begin; godot_method_bind *mb_immediate_clear; godot_method_bind *mb_immediate_color; godot_method_bind *mb_immediate_create; godot_method_bind *mb_immediate_end; godot_method_bind *mb_immediate_get_material; godot_method_bind *mb_immediate_normal; godot_method_bind *mb_immediate_set_material; godot_method_bind *mb_immediate_tangent; godot_method_bind *mb_immediate_uv; godot_method_bind *mb_immediate_uv2; godot_method_bind *mb_immediate_vertex; godot_method_bind *mb_immediate_vertex_2d; godot_method_bind *mb_init; godot_method_bind *mb_instance_attach_object_instance_id; godot_method_bind *mb_instance_attach_skeleton; godot_method_bind *mb_instance_create; godot_method_bind *mb_instance_create2; godot_method_bind *mb_instance_geometry_set_as_instance_lod; godot_method_bind *mb_instance_geometry_set_cast_shadows_setting; godot_method_bind *mb_instance_geometry_set_draw_range; godot_method_bind *mb_instance_geometry_set_flag; godot_method_bind *mb_instance_geometry_set_material_override; godot_method_bind *mb_instance_set_base; godot_method_bind *mb_instance_set_blend_shape_weight; godot_method_bind *mb_instance_set_custom_aabb; godot_method_bind *mb_instance_set_exterior; godot_method_bind *mb_instance_set_extra_visibility_margin; godot_method_bind *mb_instance_set_layer_mask; godot_method_bind *mb_instance_set_scenario; godot_method_bind *mb_instance_set_surface_material; godot_method_bind *mb_instance_set_transform; godot_method_bind *mb_instance_set_use_lightmap; godot_method_bind *mb_instance_set_visible; godot_method_bind *mb_instances_cull_aabb; godot_method_bind *mb_instances_cull_convex; godot_method_bind *mb_instances_cull_ray; godot_method_bind *mb_light_directional_set_blend_splits; godot_method_bind *mb_light_directional_set_shadow_depth_range_mode; godot_method_bind *mb_light_directional_set_shadow_mode; godot_method_bind *mb_light_omni_set_shadow_detail; godot_method_bind *mb_light_omni_set_shadow_mode; godot_method_bind *mb_light_set_color; godot_method_bind *mb_light_set_cull_mask; godot_method_bind *mb_light_set_negative; godot_method_bind *mb_light_set_param; godot_method_bind *mb_light_set_projector; godot_method_bind *mb_light_set_reverse_cull_face_mode; godot_method_bind *mb_light_set_shadow; godot_method_bind *mb_light_set_shadow_color; godot_method_bind *mb_light_set_use_gi; godot_method_bind *mb_lightmap_capture_create; godot_method_bind *mb_lightmap_capture_get_bounds; godot_method_bind *mb_lightmap_capture_get_energy; godot_method_bind *mb_lightmap_capture_get_octree; godot_method_bind *mb_lightmap_capture_get_octree_cell_subdiv; godot_method_bind *mb_lightmap_capture_get_octree_cell_transform; godot_method_bind *mb_lightmap_capture_set_bounds; godot_method_bind *mb_lightmap_capture_set_energy; godot_method_bind *mb_lightmap_capture_set_octree; godot_method_bind *mb_lightmap_capture_set_octree_cell_subdiv; godot_method_bind *mb_lightmap_capture_set_octree_cell_transform; godot_method_bind *mb_make_sphere_mesh; godot_method_bind *mb_material_create; godot_method_bind *mb_material_get_param; godot_method_bind *mb_material_get_param_default; godot_method_bind *mb_material_get_shader; godot_method_bind *mb_material_set_line_width; godot_method_bind *mb_material_set_next_pass; godot_method_bind *mb_material_set_param; godot_method_bind *mb_material_set_render_priority; godot_method_bind *mb_material_set_shader; godot_method_bind *mb_mesh_add_surface_from_arrays; godot_method_bind *mb_mesh_clear; godot_method_bind *mb_mesh_create; godot_method_bind *mb_mesh_get_blend_shape_count; godot_method_bind *mb_mesh_get_blend_shape_mode; godot_method_bind *mb_mesh_get_custom_aabb; godot_method_bind *mb_mesh_get_surface_count; godot_method_bind *mb_mesh_remove_surface; godot_method_bind *mb_mesh_set_blend_shape_count; godot_method_bind *mb_mesh_set_blend_shape_mode; godot_method_bind *mb_mesh_set_custom_aabb; godot_method_bind *mb_mesh_surface_get_aabb; godot_method_bind *mb_mesh_surface_get_array; godot_method_bind *mb_mesh_surface_get_array_index_len; godot_method_bind *mb_mesh_surface_get_array_len; godot_method_bind *mb_mesh_surface_get_arrays; godot_method_bind *mb_mesh_surface_get_blend_shape_arrays; godot_method_bind *mb_mesh_surface_get_format; godot_method_bind *mb_mesh_surface_get_format_offset; godot_method_bind *mb_mesh_surface_get_format_stride; godot_method_bind *mb_mesh_surface_get_index_array; godot_method_bind *mb_mesh_surface_get_material; godot_method_bind *mb_mesh_surface_get_primitive_type; godot_method_bind *mb_mesh_surface_get_skeleton_aabb; godot_method_bind *mb_mesh_surface_set_material; godot_method_bind *mb_mesh_surface_update_region; godot_method_bind *mb_multimesh_allocate; godot_method_bind *mb_multimesh_create; godot_method_bind *mb_multimesh_get_aabb; godot_method_bind *mb_multimesh_get_instance_count; godot_method_bind *mb_multimesh_get_mesh; godot_method_bind *mb_multimesh_get_visible_instances; godot_method_bind *mb_multimesh_instance_get_color; godot_method_bind *mb_multimesh_instance_get_custom_data; godot_method_bind *mb_multimesh_instance_get_transform; godot_method_bind *mb_multimesh_instance_get_transform_2d; godot_method_bind *mb_multimesh_instance_set_color; godot_method_bind *mb_multimesh_instance_set_custom_data; godot_method_bind *mb_multimesh_instance_set_transform; godot_method_bind *mb_multimesh_instance_set_transform_2d; godot_method_bind *mb_multimesh_set_as_bulk_array; godot_method_bind *mb_multimesh_set_mesh; godot_method_bind *mb_multimesh_set_visible_instances; godot_method_bind *mb_omni_light_create; godot_method_bind *mb_particles_create; godot_method_bind *mb_particles_get_current_aabb; godot_method_bind *mb_particles_get_emitting; godot_method_bind *mb_particles_is_inactive; godot_method_bind *mb_particles_request_process; godot_method_bind *mb_particles_restart; godot_method_bind *mb_particles_set_amount; godot_method_bind *mb_particles_set_custom_aabb; godot_method_bind *mb_particles_set_draw_order; godot_method_bind *mb_particles_set_draw_pass_mesh; godot_method_bind *mb_particles_set_draw_passes; godot_method_bind *mb_particles_set_emission_transform; godot_method_bind *mb_particles_set_emitting; godot_method_bind *mb_particles_set_explosiveness_ratio; godot_method_bind *mb_particles_set_fixed_fps; godot_method_bind *mb_particles_set_fractional_delta; godot_method_bind *mb_particles_set_lifetime; godot_method_bind *mb_particles_set_one_shot; godot_method_bind *mb_particles_set_pre_process_time; godot_method_bind *mb_particles_set_process_material; godot_method_bind *mb_particles_set_randomness_ratio; godot_method_bind *mb_particles_set_speed_scale; godot_method_bind *mb_particles_set_use_local_coordinates; godot_method_bind *mb_reflection_probe_create; godot_method_bind *mb_reflection_probe_set_as_interior; godot_method_bind *mb_reflection_probe_set_cull_mask; godot_method_bind *mb_reflection_probe_set_enable_box_projection; godot_method_bind *mb_reflection_probe_set_enable_shadows; godot_method_bind *mb_reflection_probe_set_extents; godot_method_bind *mb_reflection_probe_set_intensity; godot_method_bind *mb_reflection_probe_set_interior_ambient; godot_method_bind *mb_reflection_probe_set_interior_ambient_energy; godot_method_bind *mb_reflection_probe_set_interior_ambient_probe_contribution; godot_method_bind *mb_reflection_probe_set_max_distance; godot_method_bind *mb_reflection_probe_set_origin_offset; godot_method_bind *mb_reflection_probe_set_update_mode; godot_method_bind *mb_request_frame_drawn_callback; godot_method_bind *mb_scenario_create; godot_method_bind *mb_scenario_set_debug; godot_method_bind *mb_scenario_set_environment; godot_method_bind *mb_scenario_set_fallback_environment; godot_method_bind *mb_scenario_set_reflection_atlas_size; godot_method_bind *mb_set_boot_image; godot_method_bind *mb_set_debug_generate_wireframes; godot_method_bind *mb_set_default_clear_color; godot_method_bind *mb_shader_create; godot_method_bind *mb_shader_get_code; godot_method_bind *mb_shader_get_default_texture_param; godot_method_bind *mb_shader_get_param_list; godot_method_bind *mb_shader_set_code; godot_method_bind *mb_shader_set_default_texture_param; godot_method_bind *mb_skeleton_allocate; godot_method_bind *mb_skeleton_bone_get_transform; godot_method_bind *mb_skeleton_bone_get_transform_2d; godot_method_bind *mb_skeleton_bone_set_transform; godot_method_bind *mb_skeleton_bone_set_transform_2d; godot_method_bind *mb_skeleton_create; godot_method_bind *mb_skeleton_get_bone_count; godot_method_bind *mb_sky_create; godot_method_bind *mb_sky_set_texture; godot_method_bind *mb_spot_light_create; godot_method_bind *mb_sync; godot_method_bind *mb_texture_allocate; godot_method_bind *mb_texture_bind; godot_method_bind *mb_texture_create; godot_method_bind *mb_texture_create_from_image; godot_method_bind *mb_texture_debug_usage; godot_method_bind *mb_texture_get_data; godot_method_bind *mb_texture_get_depth; godot_method_bind *mb_texture_get_flags; godot_method_bind *mb_texture_get_format; godot_method_bind *mb_texture_get_height; godot_method_bind *mb_texture_get_path; godot_method_bind *mb_texture_get_texid; godot_method_bind *mb_texture_get_type; godot_method_bind *mb_texture_get_width; godot_method_bind *mb_texture_set_data; godot_method_bind *mb_texture_set_data_partial; godot_method_bind *mb_texture_set_flags; godot_method_bind *mb_texture_set_path; godot_method_bind *mb_texture_set_shrink_all_x2_on_set_data; godot_method_bind *mb_texture_set_size_override; godot_method_bind *mb_textures_keep_original; godot_method_bind *mb_viewport_attach_camera; godot_method_bind *mb_viewport_attach_canvas; godot_method_bind *mb_viewport_attach_to_screen; godot_method_bind *mb_viewport_create; godot_method_bind *mb_viewport_detach; godot_method_bind *mb_viewport_get_render_info; godot_method_bind *mb_viewport_get_texture; godot_method_bind *mb_viewport_remove_canvas; godot_method_bind *mb_viewport_set_active; godot_method_bind *mb_viewport_set_canvas_stacking; godot_method_bind *mb_viewport_set_canvas_transform; godot_method_bind *mb_viewport_set_clear_mode; godot_method_bind *mb_viewport_set_debug_draw; godot_method_bind *mb_viewport_set_disable_3d; godot_method_bind *mb_viewport_set_disable_environment; godot_method_bind *mb_viewport_set_global_canvas_transform; godot_method_bind *mb_viewport_set_hdr; godot_method_bind *mb_viewport_set_hide_canvas; godot_method_bind *mb_viewport_set_hide_scenario; godot_method_bind *mb_viewport_set_msaa; godot_method_bind *mb_viewport_set_parent_viewport; godot_method_bind *mb_viewport_set_render_direct_to_screen; godot_method_bind *mb_viewport_set_scenario; godot_method_bind *mb_viewport_set_shadow_atlas_quadrant_subdivision; godot_method_bind *mb_viewport_set_shadow_atlas_size; godot_method_bind *mb_viewport_set_size; godot_method_bind *mb_viewport_set_transparent_background; godot_method_bind *mb_viewport_set_update_mode; godot_method_bind *mb_viewport_set_usage; godot_method_bind *mb_viewport_set_use_arvr; godot_method_bind *mb_viewport_set_vflip; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline VisualServer *get_singleton() { if (!VisualServer::_singleton) { VisualServer::_singleton = new VisualServer; } return VisualServer::_singleton; } static inline const char *___get_class_name() { return (const char *) "VisualServer"; } static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums enum ReflectionProbeUpdateMode { REFLECTION_PROBE_UPDATE_ONCE = 0, REFLECTION_PROBE_UPDATE_ALWAYS = 1, }; enum LightDirectionalShadowDepthRangeMode { LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE = 0, LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED = 1, }; enum BlendShapeMode { BLEND_SHAPE_MODE_NORMALIZED = 0, BLEND_SHAPE_MODE_RELATIVE = 1, }; enum PrimitiveType { PRIMITIVE_POINTS = 0, PRIMITIVE_LINES = 1, PRIMITIVE_LINE_STRIP = 2, PRIMITIVE_LINE_LOOP = 3, PRIMITIVE_TRIANGLES = 4, PRIMITIVE_TRIANGLE_STRIP = 5, PRIMITIVE_TRIANGLE_FAN = 6, PRIMITIVE_MAX = 7, }; enum TextureType { TEXTURE_TYPE_2D = 0, TEXTURE_TYPE_CUBEMAP = 1, TEXTURE_TYPE_2D_ARRAY = 2, TEXTURE_TYPE_3D = 3, }; enum EnvironmentSSAOQuality { ENV_SSAO_QUALITY_LOW = 0, ENV_SSAO_QUALITY_MEDIUM = 1, ENV_SSAO_QUALITY_HIGH = 2, }; enum EnvironmentDOFBlurQuality { ENV_DOF_BLUR_QUALITY_LOW = 0, ENV_DOF_BLUR_QUALITY_MEDIUM = 1, ENV_DOF_BLUR_QUALITY_HIGH = 2, }; enum RenderInfo { INFO_OBJECTS_IN_FRAME = 0, INFO_VERTICES_IN_FRAME = 1, INFO_MATERIAL_CHANGES_IN_FRAME = 2, INFO_SHADER_CHANGES_IN_FRAME = 3, INFO_SURFACE_CHANGES_IN_FRAME = 4, INFO_DRAW_CALLS_IN_FRAME = 5, INFO_USAGE_VIDEO_MEM_TOTAL = 6, INFO_VIDEO_MEM_USED = 7, INFO_TEXTURE_MEM_USED = 8, INFO_VERTEX_MEM_USED = 9, }; enum NinePatchAxisMode { NINE_PATCH_STRETCH = 0, NINE_PATCH_TILE = 1, NINE_PATCH_TILE_FIT = 2, }; enum ViewportRenderInfo { VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME = 0, VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME = 1, VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME = 2, VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME = 3, VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME = 4, VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME = 5, VIEWPORT_RENDER_INFO_MAX = 6, }; enum ViewportClearMode { VIEWPORT_CLEAR_ALWAYS = 0, VIEWPORT_CLEAR_NEVER = 1, VIEWPORT_CLEAR_ONLY_NEXT_FRAME = 2, }; enum LightOmniShadowDetail { LIGHT_OMNI_SHADOW_DETAIL_VERTICAL = 0, LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL = 1, }; enum ShaderMode { SHADER_SPATIAL = 0, SHADER_CANVAS_ITEM = 1, SHADER_PARTICLES = 2, SHADER_MAX = 3, }; enum MultimeshTransformFormat { MULTIMESH_TRANSFORM_2D = 0, MULTIMESH_TRANSFORM_3D = 1, }; enum ShadowCastingSetting { SHADOW_CASTING_SETTING_OFF = 0, SHADOW_CASTING_SETTING_ON = 1, SHADOW_CASTING_SETTING_DOUBLE_SIDED = 2, SHADOW_CASTING_SETTING_SHADOWS_ONLY = 3, }; enum ViewportDebugDraw { VIEWPORT_DEBUG_DRAW_DISABLED = 0, VIEWPORT_DEBUG_DRAW_UNSHADED = 1, VIEWPORT_DEBUG_DRAW_OVERDRAW = 2, VIEWPORT_DEBUG_DRAW_WIREFRAME = 3, }; enum ViewportUsage { VIEWPORT_USAGE_2D = 0, VIEWPORT_USAGE_2D_NO_SAMPLING = 1, VIEWPORT_USAGE_3D = 2, VIEWPORT_USAGE_3D_NO_EFFECTS = 3, }; enum EnvironmentBG { ENV_BG_CLEAR_COLOR = 0, ENV_BG_COLOR = 1, ENV_BG_SKY = 2, ENV_BG_COLOR_SKY = 3, ENV_BG_CANVAS = 4, ENV_BG_KEEP = 5, ENV_BG_MAX = 7, }; enum MultimeshCustomDataFormat { MULTIMESH_CUSTOM_DATA_NONE = 0, MULTIMESH_CUSTOM_DATA_8BIT = 1, MULTIMESH_CUSTOM_DATA_FLOAT = 2, }; enum LightOmniShadowMode { LIGHT_OMNI_SHADOW_DUAL_PARABOLOID = 0, LIGHT_OMNI_SHADOW_CUBE = 1, }; enum TextureFlags { TEXTURE_FLAG_MIPMAPS = 1, TEXTURE_FLAG_REPEAT = 2, TEXTURE_FLAG_FILTER = 4, TEXTURE_FLAGS_DEFAULT = 7, TEXTURE_FLAG_ANISOTROPIC_FILTER = 8, TEXTURE_FLAG_CONVERT_TO_LINEAR = 16, TEXTURE_FLAG_MIRRORED_REPEAT = 32, TEXTURE_FLAG_USED_FOR_STREAMING = 2048, }; enum Features { FEATURE_SHADERS = 0, FEATURE_MULTITHREADED = 1, }; enum InstanceType { INSTANCE_NONE = 0, INSTANCE_MESH = 1, INSTANCE_MULTIMESH = 2, INSTANCE_IMMEDIATE = 3, INSTANCE_PARTICLES = 4, INSTANCE_LIGHT = 5, INSTANCE_REFLECTION_PROBE = 6, INSTANCE_GI_PROBE = 7, INSTANCE_LIGHTMAP_CAPTURE = 8, INSTANCE_MAX = 9, INSTANCE_GEOMETRY_MASK = 30, }; enum EnvironmentSSAOBlur { ENV_SSAO_BLUR_DISABLED = 0, ENV_SSAO_BLUR_1x1 = 1, ENV_SSAO_BLUR_2x2 = 2, ENV_SSAO_BLUR_3x3 = 3, }; enum EnvironmentToneMapper { ENV_TONE_MAPPER_LINEAR = 0, ENV_TONE_MAPPER_REINHARD = 1, ENV_TONE_MAPPER_FILMIC = 2, ENV_TONE_MAPPER_ACES = 3, }; enum EnvironmentGlowBlendMode { GLOW_BLEND_MODE_ADDITIVE = 0, GLOW_BLEND_MODE_SCREEN = 1, GLOW_BLEND_MODE_SOFTLIGHT = 2, GLOW_BLEND_MODE_REPLACE = 3, }; enum MultimeshColorFormat { MULTIMESH_COLOR_NONE = 0, MULTIMESH_COLOR_8BIT = 1, MULTIMESH_COLOR_FLOAT = 2, }; enum CanvasLightShadowFilter { CANVAS_LIGHT_FILTER_NONE = 0, CANVAS_LIGHT_FILTER_PCF3 = 1, CANVAS_LIGHT_FILTER_PCF5 = 2, CANVAS_LIGHT_FILTER_PCF7 = 3, CANVAS_LIGHT_FILTER_PCF9 = 4, CANVAS_LIGHT_FILTER_PCF13 = 5, }; enum ScenarioDebugMode { SCENARIO_DEBUG_DISABLED = 0, SCENARIO_DEBUG_WIREFRAME = 1, SCENARIO_DEBUG_OVERDRAW = 2, SCENARIO_DEBUG_SHADELESS = 3, }; enum ViewportUpdateMode { VIEWPORT_UPDATE_DISABLED = 0, VIEWPORT_UPDATE_ONCE = 1, VIEWPORT_UPDATE_WHEN_VISIBLE = 2, VIEWPORT_UPDATE_ALWAYS = 3, }; enum ArrayFormat { ARRAY_FORMAT_VERTEX = 1, ARRAY_FORMAT_NORMAL = 2, ARRAY_FORMAT_TANGENT = 4, ARRAY_FORMAT_COLOR = 8, ARRAY_FORMAT_TEX_UV = 16, ARRAY_FORMAT_TEX_UV2 = 32, ARRAY_FORMAT_BONES = 64, ARRAY_FORMAT_WEIGHTS = 128, ARRAY_FORMAT_INDEX = 256, ARRAY_COMPRESS_VERTEX = 512, ARRAY_COMPRESS_NORMAL = 1024, ARRAY_COMPRESS_TANGENT = 2048, ARRAY_COMPRESS_COLOR = 4096, ARRAY_COMPRESS_TEX_UV = 8192, ARRAY_COMPRESS_TEX_UV2 = 16384, ARRAY_COMPRESS_BONES = 32768, ARRAY_COMPRESS_WEIGHTS = 65536, ARRAY_COMPRESS_DEFAULT = 97280, ARRAY_COMPRESS_INDEX = 131072, ARRAY_FLAG_USE_2D_VERTICES = 262144, ARRAY_FLAG_USE_16_BIT_BONES = 524288, }; enum ParticlesDrawOrder { PARTICLES_DRAW_ORDER_INDEX = 0, PARTICLES_DRAW_ORDER_LIFETIME = 1, PARTICLES_DRAW_ORDER_VIEW_DEPTH = 2, }; enum CanvasLightMode { CANVAS_LIGHT_MODE_ADD = 0, CANVAS_LIGHT_MODE_SUB = 1, CANVAS_LIGHT_MODE_MIX = 2, CANVAS_LIGHT_MODE_MASK = 3, }; enum LightDirectionalShadowMode { LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL = 0, LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS = 1, LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS = 2, }; enum LightParam { LIGHT_PARAM_ENERGY = 0, LIGHT_PARAM_SPECULAR = 2, LIGHT_PARAM_RANGE = 3, LIGHT_PARAM_ATTENUATION = 4, LIGHT_PARAM_SPOT_ANGLE = 5, LIGHT_PARAM_SPOT_ATTENUATION = 6, LIGHT_PARAM_CONTACT_SHADOW_SIZE = 7, LIGHT_PARAM_SHADOW_MAX_DISTANCE = 8, LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET = 9, LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET = 10, LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET = 11, LIGHT_PARAM_SHADOW_NORMAL_BIAS = 12, LIGHT_PARAM_SHADOW_BIAS = 13, LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE = 14, LIGHT_PARAM_MAX = 15, }; enum ArrayType { ARRAY_VERTEX = 0, ARRAY_NORMAL = 1, ARRAY_TANGENT = 2, ARRAY_COLOR = 3, ARRAY_TEX_UV = 4, ARRAY_TEX_UV2 = 5, ARRAY_BONES = 6, ARRAY_WEIGHTS = 7, ARRAY_INDEX = 8, ARRAY_MAX = 9, }; enum CanvasOccluderPolygonCullMode { CANVAS_OCCLUDER_POLYGON_CULL_DISABLED = 0, CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE = 1, CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE = 2, }; enum InstanceFlags { INSTANCE_FLAG_USE_BAKED_LIGHT = 0, INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = 1, INSTANCE_FLAG_MAX = 2, }; enum ViewportMSAA { VIEWPORT_MSAA_DISABLED = 0, VIEWPORT_MSAA_2X = 1, VIEWPORT_MSAA_4X = 2, VIEWPORT_MSAA_8X = 3, VIEWPORT_MSAA_16X = 4, VIEWPORT_MSAA_EXT_2X = 5, VIEWPORT_MSAA_EXT_4X = 6, }; enum LightType { LIGHT_DIRECTIONAL = 0, LIGHT_OMNI = 1, LIGHT_SPOT = 2, }; enum CubeMapSide { CUBEMAP_LEFT = 0, CUBEMAP_RIGHT = 1, CUBEMAP_BOTTOM = 2, CUBEMAP_TOP = 3, CUBEMAP_FRONT = 4, CUBEMAP_BACK = 5, }; // constants const static int ARRAY_WEIGHTS_SIZE = 4; const static int CANVAS_ITEM_Z_MAX = 4096; const static int CANVAS_ITEM_Z_MIN = -4096; const static int MATERIAL_RENDER_PRIORITY_MAX = 127; const static int MATERIAL_RENDER_PRIORITY_MIN = -128; const static int MAX_CURSORS = 8; const static int MAX_GLOW_LEVELS = 7; const static int NO_INDEX_ARRAY = -1; // methods void black_bars_set_images(const RID left, const RID top, const RID right, const RID bottom); void black_bars_set_margins(const int64_t left, const int64_t top, const int64_t right, const int64_t bottom); RID camera_create(); void camera_set_cull_mask(const RID camera, const int64_t layers); void camera_set_environment(const RID camera, const RID env); void camera_set_frustum(const RID camera, const real_t size, const Vector2 offset, const real_t z_near, const real_t z_far); void camera_set_orthogonal(const RID camera, const real_t size, const real_t z_near, const real_t z_far); void camera_set_perspective(const RID camera, const real_t fovy_degrees, const real_t z_near, const real_t z_far); void camera_set_transform(const RID camera, const Transform transform); void camera_set_use_vertical_aspect(const RID camera, const bool enable); RID canvas_create(); void canvas_item_add_circle(const RID item, const Vector2 pos, const real_t radius, const Color color); void canvas_item_add_clip_ignore(const RID item, const bool ignore); void canvas_item_add_line(const RID item, const Vector2 from, const Vector2 to, const Color color, const real_t width = 1, const bool antialiased = false); void canvas_item_add_mesh(const RID item, const RID mesh, const Transform2D transform = Transform2D(), const Color modulate = Color(1,1,1,1), const RID texture = RID(), const RID normal_map = RID()); void canvas_item_add_multimesh(const RID item, const RID mesh, const RID texture, const RID normal_map = RID()); void canvas_item_add_nine_patch(const RID item, const Rect2 rect, const Rect2 source, const RID texture, const Vector2 topleft, const Vector2 bottomright, const int64_t x_axis_mode = 0, const int64_t y_axis_mode = 0, const bool draw_center = true, const Color modulate = Color(1,1,1,1), const RID normal_map = RID()); void canvas_item_add_particles(const RID item, const RID particles, const RID texture, const RID normal_map); void canvas_item_add_polygon(const RID item, const PoolVector2Array points, const PoolColorArray colors, const PoolVector2Array uvs = PoolVector2Array(), const RID texture = RID(), const RID normal_map = RID(), const bool antialiased = false); void canvas_item_add_polyline(const RID item, const PoolVector2Array points, const PoolColorArray colors, const real_t width = 1, const bool antialiased = false); void canvas_item_add_primitive(const RID item, const PoolVector2Array points, const PoolColorArray colors, const PoolVector2Array uvs, const RID texture, const real_t width = 1, const RID normal_map = RID()); void canvas_item_add_rect(const RID item, const Rect2 rect, const Color color); void canvas_item_add_set_transform(const RID item, const Transform2D transform); void canvas_item_add_texture_rect(const RID item, const Rect2 rect, const RID texture, const bool tile = false, const Color modulate = Color(1,1,1,1), const bool transpose = false, const RID normal_map = RID()); void canvas_item_add_texture_rect_region(const RID item, const Rect2 rect, const RID texture, const Rect2 src_rect, const Color modulate = Color(1,1,1,1), const bool transpose = false, const RID normal_map = RID(), const bool clip_uv = true); void canvas_item_add_triangle_array(const RID item, const PoolIntArray indices, const PoolVector2Array points, const PoolColorArray colors, const PoolVector2Array uvs = PoolVector2Array(), const PoolIntArray bones = PoolIntArray(), const PoolRealArray weights = PoolRealArray(), const RID texture = RID(), const int64_t count = -1, const RID normal_map = RID(), const bool antialiased = false, const bool antialiasing_use_indices = false); void canvas_item_clear(const RID item); RID canvas_item_create(); void canvas_item_set_clip(const RID item, const bool clip); void canvas_item_set_copy_to_backbuffer(const RID item, const bool enabled, const Rect2 rect); void canvas_item_set_custom_rect(const RID item, const bool use_custom_rect, const Rect2 rect = Rect2(0, 0, 0, 0)); void canvas_item_set_distance_field_mode(const RID item, const bool enabled); void canvas_item_set_draw_behind_parent(const RID item, const bool enabled); void canvas_item_set_draw_index(const RID item, const int64_t index); void canvas_item_set_light_mask(const RID item, const int64_t mask); void canvas_item_set_material(const RID item, const RID material); void canvas_item_set_modulate(const RID item, const Color color); void canvas_item_set_parent(const RID item, const RID parent); void canvas_item_set_self_modulate(const RID item, const Color color); void canvas_item_set_sort_children_by_y(const RID item, const bool enabled); void canvas_item_set_transform(const RID item, const Transform2D transform); void canvas_item_set_use_parent_material(const RID item, const bool enabled); void canvas_item_set_visible(const RID item, const bool visible); void canvas_item_set_z_as_relative_to_parent(const RID item, const bool enabled); void canvas_item_set_z_index(const RID item, const int64_t z_index); void canvas_light_attach_to_canvas(const RID light, const RID canvas); RID canvas_light_create(); void canvas_light_occluder_attach_to_canvas(const RID occluder, const RID canvas); RID canvas_light_occluder_create(); void canvas_light_occluder_set_enabled(const RID occluder, const bool enabled); void canvas_light_occluder_set_light_mask(const RID occluder, const int64_t mask); void canvas_light_occluder_set_polygon(const RID occluder, const RID polygon); void canvas_light_occluder_set_transform(const RID occluder, const Transform2D transform); void canvas_light_set_color(const RID light, const Color color); void canvas_light_set_enabled(const RID light, const bool enabled); void canvas_light_set_energy(const RID light, const real_t energy); void canvas_light_set_height(const RID light, const real_t height); void canvas_light_set_item_cull_mask(const RID light, const int64_t mask); void canvas_light_set_item_shadow_cull_mask(const RID light, const int64_t mask); void canvas_light_set_layer_range(const RID light, const int64_t min_layer, const int64_t max_layer); void canvas_light_set_mode(const RID light, const int64_t mode); void canvas_light_set_scale(const RID light, const real_t scale); void canvas_light_set_shadow_buffer_size(const RID light, const int64_t size); void canvas_light_set_shadow_color(const RID light, const Color color); void canvas_light_set_shadow_enabled(const RID light, const bool enabled); void canvas_light_set_shadow_filter(const RID light, const int64_t filter); void canvas_light_set_shadow_gradient_length(const RID light, const real_t length); void canvas_light_set_shadow_smooth(const RID light, const real_t smooth); void canvas_light_set_texture(const RID light, const RID texture); void canvas_light_set_texture_offset(const RID light, const Vector2 offset); void canvas_light_set_transform(const RID light, const Transform2D transform); void canvas_light_set_z_range(const RID light, const int64_t min_z, const int64_t max_z); RID canvas_occluder_polygon_create(); void canvas_occluder_polygon_set_cull_mode(const RID occluder_polygon, const int64_t mode); void canvas_occluder_polygon_set_shape(const RID occluder_polygon, const PoolVector2Array shape, const bool closed); void canvas_occluder_polygon_set_shape_as_lines(const RID occluder_polygon, const PoolVector2Array shape); void canvas_set_item_mirroring(const RID canvas, const RID item, const Vector2 mirroring); void canvas_set_modulate(const RID canvas, const Color color); RID directional_light_create(); void draw(const bool swap_buffers = true, const real_t frame_step = 0); RID environment_create(); void environment_set_adjustment(const RID env, const bool enable, const real_t brightness, const real_t contrast, const real_t saturation, const RID ramp); void environment_set_ambient_light(const RID env, const Color color, const real_t energy = 1, const real_t sky_contibution = 0); void environment_set_background(const RID env, const int64_t bg); void environment_set_bg_color(const RID env, const Color color); void environment_set_bg_energy(const RID env, const real_t energy); void environment_set_canvas_max_layer(const RID env, const int64_t max_layer); void environment_set_dof_blur_far(const RID env, const bool enable, const real_t distance, const real_t transition, const real_t far_amount, const int64_t quality); void environment_set_dof_blur_near(const RID env, const bool enable, const real_t distance, const real_t transition, const real_t far_amount, const int64_t quality); void environment_set_fog(const RID env, const bool enable, const Color color, const Color sun_color, const real_t sun_amount); void environment_set_fog_depth(const RID env, const bool enable, const real_t depth_begin, const real_t depth_end, const real_t depth_curve, const bool transmit, const real_t transmit_curve); void environment_set_fog_height(const RID env, const bool enable, const real_t min_height, const real_t max_height, const real_t height_curve); void environment_set_glow(const RID env, const bool enable, const int64_t level_flags, const real_t intensity, const real_t strength, const real_t bloom_threshold, const int64_t blend_mode, const real_t hdr_bleed_threshold, const real_t hdr_bleed_scale, const real_t hdr_luminance_cap, const bool bicubic_upscale); void environment_set_sky(const RID env, const RID sky); void environment_set_sky_custom_fov(const RID env, const real_t scale); void environment_set_sky_orientation(const RID env, const Basis orientation); void environment_set_ssao(const RID env, const bool enable, const real_t radius, const real_t intensity, const real_t radius2, const real_t intensity2, const real_t bias, const real_t light_affect, const real_t ao_channel_affect, const Color color, const int64_t quality, const int64_t blur, const real_t bilateral_sharpness); void environment_set_ssr(const RID env, const bool enable, const int64_t max_steps, const real_t fade_in, const real_t fade_out, const real_t depth_tolerance, const bool roughness); void environment_set_tonemap(const RID env, const int64_t tone_mapper, const real_t exposure, const real_t white, const bool auto_exposure, const real_t min_luminance, const real_t max_luminance, const real_t auto_exp_speed, const real_t auto_exp_grey); void finish(); void force_draw(const bool swap_buffers = true, const real_t frame_step = 0); void force_sync(); void free_rid(const RID rid); int64_t get_render_info(const int64_t info); RID get_test_cube(); RID get_test_texture(); String get_video_adapter_name() const; String get_video_adapter_vendor() const; RID get_white_texture(); RID gi_probe_create(); real_t gi_probe_get_bias(const RID probe) const; AABB gi_probe_get_bounds(const RID probe) const; real_t gi_probe_get_cell_size(const RID probe) const; PoolIntArray gi_probe_get_dynamic_data(const RID probe) const; int64_t gi_probe_get_dynamic_range(const RID probe) const; real_t gi_probe_get_energy(const RID probe) const; real_t gi_probe_get_normal_bias(const RID probe) const; real_t gi_probe_get_propagation(const RID probe) const; Transform gi_probe_get_to_cell_xform(const RID probe) const; bool gi_probe_is_compressed(const RID probe) const; bool gi_probe_is_interior(const RID probe) const; void gi_probe_set_bias(const RID probe, const real_t bias); void gi_probe_set_bounds(const RID probe, const AABB bounds); void gi_probe_set_cell_size(const RID probe, const real_t range); void gi_probe_set_compress(const RID probe, const bool enable); void gi_probe_set_dynamic_data(const RID probe, const PoolIntArray data); void gi_probe_set_dynamic_range(const RID probe, const int64_t range); void gi_probe_set_energy(const RID probe, const real_t energy); void gi_probe_set_interior(const RID probe, const bool enable); void gi_probe_set_normal_bias(const RID probe, const real_t bias); void gi_probe_set_propagation(const RID probe, const real_t propagation); void gi_probe_set_to_cell_xform(const RID probe, const Transform xform); bool has_changed() const; bool has_feature(const int64_t feature) const; bool has_os_feature(const String feature) const; void immediate_begin(const RID immediate, const int64_t primitive, const RID texture = RID()); void immediate_clear(const RID immediate); void immediate_color(const RID immediate, const Color color); RID immediate_create(); void immediate_end(const RID immediate); RID immediate_get_material(const RID immediate) const; void immediate_normal(const RID immediate, const Vector3 normal); void immediate_set_material(const RID immediate, const RID material); void immediate_tangent(const RID immediate, const Plane tangent); void immediate_uv(const RID immediate, const Vector2 tex_uv); void immediate_uv2(const RID immediate, const Vector2 tex_uv); void immediate_vertex(const RID immediate, const Vector3 vertex); void immediate_vertex_2d(const RID immediate, const Vector2 vertex); void init(); void instance_attach_object_instance_id(const RID instance, const int64_t id); void instance_attach_skeleton(const RID instance, const RID skeleton); RID instance_create(); RID instance_create2(const RID base, const RID scenario); void instance_geometry_set_as_instance_lod(const RID instance, const RID as_lod_of_instance); void instance_geometry_set_cast_shadows_setting(const RID instance, const int64_t shadow_casting_setting); void instance_geometry_set_draw_range(const RID instance, const real_t min, const real_t max, const real_t min_margin, const real_t max_margin); void instance_geometry_set_flag(const RID instance, const int64_t flag, const bool enabled); void instance_geometry_set_material_override(const RID instance, const RID material); void instance_set_base(const RID instance, const RID base); void instance_set_blend_shape_weight(const RID instance, const int64_t shape, const real_t weight); void instance_set_custom_aabb(const RID instance, const AABB aabb); void instance_set_exterior(const RID instance, const bool enabled); void instance_set_extra_visibility_margin(const RID instance, const real_t margin); void instance_set_layer_mask(const RID instance, const int64_t mask); void instance_set_scenario(const RID instance, const RID scenario); void instance_set_surface_material(const RID instance, const int64_t surface, const RID material); void instance_set_transform(const RID instance, const Transform transform); void instance_set_use_lightmap(const RID instance, const RID lightmap_instance, const RID lightmap); void instance_set_visible(const RID instance, const bool visible); Array instances_cull_aabb(const AABB aabb, const RID scenario = RID()) const; Array instances_cull_convex(const Array convex, const RID scenario = RID()) const; Array instances_cull_ray(const Vector3 from, const Vector3 to, const RID scenario = RID()) const; void light_directional_set_blend_splits(const RID light, const bool enable); void light_directional_set_shadow_depth_range_mode(const RID light, const int64_t range_mode); void light_directional_set_shadow_mode(const RID light, const int64_t mode); void light_omni_set_shadow_detail(const RID light, const int64_t detail); void light_omni_set_shadow_mode(const RID light, const int64_t mode); void light_set_color(const RID light, const Color color); void light_set_cull_mask(const RID light, const int64_t mask); void light_set_negative(const RID light, const bool enable); void light_set_param(const RID light, const int64_t param, const real_t value); void light_set_projector(const RID light, const RID texture); void light_set_reverse_cull_face_mode(const RID light, const bool enabled); void light_set_shadow(const RID light, const bool enabled); void light_set_shadow_color(const RID light, const Color color); void light_set_use_gi(const RID light, const bool enabled); RID lightmap_capture_create(); AABB lightmap_capture_get_bounds(const RID capture) const; real_t lightmap_capture_get_energy(const RID capture) const; PoolByteArray lightmap_capture_get_octree(const RID capture) const; int64_t lightmap_capture_get_octree_cell_subdiv(const RID capture) const; Transform lightmap_capture_get_octree_cell_transform(const RID capture) const; void lightmap_capture_set_bounds(const RID capture, const AABB bounds); void lightmap_capture_set_energy(const RID capture, const real_t energy); void lightmap_capture_set_octree(const RID capture, const PoolByteArray octree); void lightmap_capture_set_octree_cell_subdiv(const RID capture, const int64_t subdiv); void lightmap_capture_set_octree_cell_transform(const RID capture, const Transform xform); RID make_sphere_mesh(const int64_t latitudes, const int64_t longitudes, const real_t radius); RID material_create(); Variant material_get_param(const RID material, const String parameter) const; Variant material_get_param_default(const RID material, const String parameter) const; RID material_get_shader(const RID shader_material) const; void material_set_line_width(const RID material, const real_t width); void material_set_next_pass(const RID material, const RID next_material); void material_set_param(const RID material, const String parameter, const Variant value); void material_set_render_priority(const RID material, const int64_t priority); void material_set_shader(const RID shader_material, const RID shader); void mesh_add_surface_from_arrays(const RID mesh, const int64_t primitive, const Array arrays, const Array blend_shapes = Array(), const int64_t compress_format = 97280); void mesh_clear(const RID mesh); RID mesh_create(); int64_t mesh_get_blend_shape_count(const RID mesh) const; VisualServer::BlendShapeMode mesh_get_blend_shape_mode(const RID mesh) const; AABB mesh_get_custom_aabb(const RID mesh) const; int64_t mesh_get_surface_count(const RID mesh) const; void mesh_remove_surface(const RID mesh, const int64_t index); void mesh_set_blend_shape_count(const RID mesh, const int64_t amount); void mesh_set_blend_shape_mode(const RID mesh, const int64_t mode); void mesh_set_custom_aabb(const RID mesh, const AABB aabb); AABB mesh_surface_get_aabb(const RID mesh, const int64_t surface) const; PoolByteArray mesh_surface_get_array(const RID mesh, const int64_t surface) const; int64_t mesh_surface_get_array_index_len(const RID mesh, const int64_t surface) const; int64_t mesh_surface_get_array_len(const RID mesh, const int64_t surface) const; Array mesh_surface_get_arrays(const RID mesh, const int64_t surface) const; Array mesh_surface_get_blend_shape_arrays(const RID mesh, const int64_t surface) const; int64_t mesh_surface_get_format(const RID mesh, const int64_t surface) const; int64_t mesh_surface_get_format_offset(const int64_t format, const int64_t vertex_len, const int64_t index_len, const int64_t array_index) const; int64_t mesh_surface_get_format_stride(const int64_t format, const int64_t vertex_len, const int64_t index_len) const; PoolByteArray mesh_surface_get_index_array(const RID mesh, const int64_t surface) const; RID mesh_surface_get_material(const RID mesh, const int64_t surface) const; VisualServer::PrimitiveType mesh_surface_get_primitive_type(const RID mesh, const int64_t surface) const; Array mesh_surface_get_skeleton_aabb(const RID mesh, const int64_t surface) const; void mesh_surface_set_material(const RID mesh, const int64_t surface, const RID material); void mesh_surface_update_region(const RID mesh, const int64_t surface, const int64_t offset, const PoolByteArray data); void multimesh_allocate(const RID multimesh, const int64_t instances, const int64_t transform_format, const int64_t color_format, const int64_t custom_data_format = 0); RID multimesh_create(); AABB multimesh_get_aabb(const RID multimesh) const; int64_t multimesh_get_instance_count(const RID multimesh) const; RID multimesh_get_mesh(const RID multimesh) const; int64_t multimesh_get_visible_instances(const RID multimesh) const; Color multimesh_instance_get_color(const RID multimesh, const int64_t index) const; Color multimesh_instance_get_custom_data(const RID multimesh, const int64_t index) const; Transform multimesh_instance_get_transform(const RID multimesh, const int64_t index) const; Transform2D multimesh_instance_get_transform_2d(const RID multimesh, const int64_t index) const; void multimesh_instance_set_color(const RID multimesh, const int64_t index, const Color color); void multimesh_instance_set_custom_data(const RID multimesh, const int64_t index, const Color custom_data); void multimesh_instance_set_transform(const RID multimesh, const int64_t index, const Transform transform); void multimesh_instance_set_transform_2d(const RID multimesh, const int64_t index, const Transform2D transform); void multimesh_set_as_bulk_array(const RID multimesh, const PoolRealArray array); void multimesh_set_mesh(const RID multimesh, const RID mesh); void multimesh_set_visible_instances(const RID multimesh, const int64_t visible); RID omni_light_create(); RID particles_create(); AABB particles_get_current_aabb(const RID particles); bool particles_get_emitting(const RID particles); bool particles_is_inactive(const RID particles); void particles_request_process(const RID particles); void particles_restart(const RID particles); void particles_set_amount(const RID particles, const int64_t amount); void particles_set_custom_aabb(const RID particles, const AABB aabb); void particles_set_draw_order(const RID particles, const int64_t order); void particles_set_draw_pass_mesh(const RID particles, const int64_t pass, const RID mesh); void particles_set_draw_passes(const RID particles, const int64_t count); void particles_set_emission_transform(const RID particles, const Transform transform); void particles_set_emitting(const RID particles, const bool emitting); void particles_set_explosiveness_ratio(const RID particles, const real_t ratio); void particles_set_fixed_fps(const RID particles, const int64_t fps); void particles_set_fractional_delta(const RID particles, const bool enable); void particles_set_lifetime(const RID particles, const real_t lifetime); void particles_set_one_shot(const RID particles, const bool one_shot); void particles_set_pre_process_time(const RID particles, const real_t time); void particles_set_process_material(const RID particles, const RID material); void particles_set_randomness_ratio(const RID particles, const real_t ratio); void particles_set_speed_scale(const RID particles, const real_t scale); void particles_set_use_local_coordinates(const RID particles, const bool enable); RID reflection_probe_create(); void reflection_probe_set_as_interior(const RID probe, const bool enable); void reflection_probe_set_cull_mask(const RID probe, const int64_t layers); void reflection_probe_set_enable_box_projection(const RID probe, const bool enable); void reflection_probe_set_enable_shadows(const RID probe, const bool enable); void reflection_probe_set_extents(const RID probe, const Vector3 extents); void reflection_probe_set_intensity(const RID probe, const real_t intensity); void reflection_probe_set_interior_ambient(const RID probe, const Color color); void reflection_probe_set_interior_ambient_energy(const RID probe, const real_t energy); void reflection_probe_set_interior_ambient_probe_contribution(const RID probe, const real_t contrib); void reflection_probe_set_max_distance(const RID probe, const real_t distance); void reflection_probe_set_origin_offset(const RID probe, const Vector3 offset); void reflection_probe_set_update_mode(const RID probe, const int64_t mode); void request_frame_drawn_callback(const Object *where, const String method, const Variant userdata); RID scenario_create(); void scenario_set_debug(const RID scenario, const int64_t debug_mode); void scenario_set_environment(const RID scenario, const RID environment); void scenario_set_fallback_environment(const RID scenario, const RID environment); void scenario_set_reflection_atlas_size(const RID scenario, const int64_t size, const int64_t subdiv); void set_boot_image(const Ref image, const Color color, const bool scale, const bool use_filter = true); void set_debug_generate_wireframes(const bool generate); void set_default_clear_color(const Color color); RID shader_create(); String shader_get_code(const RID shader) const; RID shader_get_default_texture_param(const RID shader, const String name) const; Array shader_get_param_list(const RID shader) const; void shader_set_code(const RID shader, const String code); void shader_set_default_texture_param(const RID shader, const String name, const RID texture); void skeleton_allocate(const RID skeleton, const int64_t bones, const bool is_2d_skeleton = false); Transform skeleton_bone_get_transform(const RID skeleton, const int64_t bone) const; Transform2D skeleton_bone_get_transform_2d(const RID skeleton, const int64_t bone) const; void skeleton_bone_set_transform(const RID skeleton, const int64_t bone, const Transform transform); void skeleton_bone_set_transform_2d(const RID skeleton, const int64_t bone, const Transform2D transform); RID skeleton_create(); int64_t skeleton_get_bone_count(const RID skeleton) const; RID sky_create(); void sky_set_texture(const RID sky, const RID cube_map, const int64_t radiance_size); RID spot_light_create(); void sync(); void texture_allocate(const RID texture, const int64_t width, const int64_t height, const int64_t depth_3d, const int64_t format, const int64_t type, const int64_t flags = 7); void texture_bind(const RID texture, const int64_t number); RID texture_create(); RID texture_create_from_image(const Ref image, const int64_t flags = 7); Array texture_debug_usage(); Ref texture_get_data(const RID texture, const int64_t cube_side = 0) const; int64_t texture_get_depth(const RID texture) const; int64_t texture_get_flags(const RID texture) const; Image::Format texture_get_format(const RID texture) const; int64_t texture_get_height(const RID texture) const; String texture_get_path(const RID texture) const; int64_t texture_get_texid(const RID texture) const; VisualServer::TextureType texture_get_type(const RID texture) const; int64_t texture_get_width(const RID texture) const; void texture_set_data(const RID texture, const Ref image, const int64_t layer = 0); void texture_set_data_partial(const RID texture, const Ref image, const int64_t src_x, const int64_t src_y, const int64_t src_w, const int64_t src_h, const int64_t dst_x, const int64_t dst_y, const int64_t dst_mip, const int64_t layer = 0); void texture_set_flags(const RID texture, const int64_t flags); void texture_set_path(const RID texture, const String path); void texture_set_shrink_all_x2_on_set_data(const bool shrink); void texture_set_size_override(const RID texture, const int64_t width, const int64_t height, const int64_t depth); void textures_keep_original(const bool enable); void viewport_attach_camera(const RID viewport, const RID camera); void viewport_attach_canvas(const RID viewport, const RID canvas); void viewport_attach_to_screen(const RID viewport, const Rect2 rect = Rect2(0, 0, 0, 0), const int64_t screen = 0); RID viewport_create(); void viewport_detach(const RID viewport); int64_t viewport_get_render_info(const RID viewport, const int64_t info); RID viewport_get_texture(const RID viewport) const; void viewport_remove_canvas(const RID viewport, const RID canvas); void viewport_set_active(const RID viewport, const bool active); void viewport_set_canvas_stacking(const RID viewport, const RID canvas, const int64_t layer, const int64_t sublayer); void viewport_set_canvas_transform(const RID viewport, const RID canvas, const Transform2D offset); void viewport_set_clear_mode(const RID viewport, const int64_t clear_mode); void viewport_set_debug_draw(const RID viewport, const int64_t draw); void viewport_set_disable_3d(const RID viewport, const bool disabled); void viewport_set_disable_environment(const RID viewport, const bool disabled); void viewport_set_global_canvas_transform(const RID viewport, const Transform2D transform); void viewport_set_hdr(const RID viewport, const bool enabled); void viewport_set_hide_canvas(const RID viewport, const bool hidden); void viewport_set_hide_scenario(const RID viewport, const bool hidden); void viewport_set_msaa(const RID viewport, const int64_t msaa); void viewport_set_parent_viewport(const RID viewport, const RID parent_viewport); void viewport_set_render_direct_to_screen(const RID viewport, const bool enabled); void viewport_set_scenario(const RID viewport, const RID scenario); void viewport_set_shadow_atlas_quadrant_subdivision(const RID viewport, const int64_t quadrant, const int64_t subdivision); void viewport_set_shadow_atlas_size(const RID viewport, const int64_t size); void viewport_set_size(const RID viewport, const int64_t width, const int64_t height); void viewport_set_transparent_background(const RID viewport, const bool enabled); void viewport_set_update_mode(const RID viewport, const int64_t update_mode); void viewport_set_usage(const RID viewport, const int64_t usage); void viewport_set_use_arvr(const RID viewport, const bool use_arvr); void viewport_set_vflip(const RID viewport, const bool enabled); }; } #endif