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doc: Sync classref with current source
Add missing enum bindings.
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22 changed files with 397 additions and 109 deletions
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@ -86,7 +86,6 @@ public:
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};
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enum CubeMapLayer {
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CUBEMAP_LAYER_LEFT,
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CUBEMAP_LAYER_RIGHT,
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CUBEMAP_LAYER_BOTTOM,
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@ -158,7 +157,6 @@ public:
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/* SHADER API */
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enum ShaderMode {
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SHADER_SPATIAL,
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SHADER_CANVAS_ITEM,
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SHADER_PARTICLES,
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@ -182,8 +180,8 @@ public:
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enum {
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MATERIAL_RENDER_PRIORITY_MIN = -128,
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MATERIAL_RENDER_PRIORITY_MAX = 127,
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};
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virtual RID material_create() = 0;
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virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
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@ -198,7 +196,6 @@ public:
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/* MESH API */
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enum ArrayType {
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ARRAY_VERTEX = 0,
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ARRAY_NORMAL = 1,
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ARRAY_TANGENT = 2,
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@ -230,12 +227,10 @@ public:
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ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE),
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ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2,
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ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
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ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
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ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2
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};
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enum PrimitiveType {
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@ -378,7 +373,6 @@ public:
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};
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enum LightParam {
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LIGHT_PARAM_ENERGY,
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LIGHT_PARAM_INDIRECT_ENERGY,
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LIGHT_PARAM_SPECULAR,
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@ -599,7 +593,8 @@ public:
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};
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virtual void particles_set_collision(RID p_particles,ParticlesCollisionMode p_mode,const Transform&, p_xform,const RID p_depth_tex,const RID p_normal_tex)=0;
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*/
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*/
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/* VIEWPORT TARGET API */
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virtual RID viewport_create() = 0;
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@ -623,7 +618,6 @@ public:
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virtual void viewport_set_update_mode(RID p_viewport, ViewportUpdateMode p_mode) = 0;
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enum ViewportClearMode {
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VIEWPORT_CLEAR_ALWAYS,
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VIEWPORT_CLEAR_NEVER,
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VIEWPORT_CLEAR_ONLY_NEXT_FRAME
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@ -664,18 +658,19 @@ public:
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enum ViewportScreenSpaceAA {
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VIEWPORT_SCREEN_SPACE_AA_DISABLED,
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VIEWPORT_SCREEN_SPACE_AA_FXAA,
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VIEWPORT_SCREEN_SPACE_AA_MAX,
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};
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virtual void viewport_set_screen_space_aa(RID p_viewport, ViewportScreenSpaceAA p_mode) = 0;
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enum ViewportRenderInfo {
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VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME,
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VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME,
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VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME,
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VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME,
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VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME,
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VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME,
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VIEWPORT_RENDER_INFO_MAX
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VIEWPORT_RENDER_INFO_MAX,
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};
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virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) = 0;
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@ -697,7 +692,6 @@ public:
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VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER,
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VIEWPORT_DEBUG_DRAW_PSSM_SPLITS,
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VIEWPORT_DEBUG_DRAW_DECAL_ATLAS,
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};
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virtual void viewport_set_debug_draw(RID p_viewport, ViewportDebugDraw p_draw) = 0;
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@ -725,7 +719,6 @@ public:
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virtual RID environment_create() = 0;
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enum EnvironmentBG {
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ENV_BG_CLEAR_COLOR,
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ENV_BG_COLOR,
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ENV_BG_SKY,
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@ -768,6 +761,7 @@ public:
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ENV_GLOW_BLEND_MODE_REPLACE,
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ENV_GLOW_BLEND_MODE_MIX,
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};
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virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
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virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
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@ -872,7 +866,6 @@ public:
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SCENARIO_DEBUG_WIREFRAME,
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SCENARIO_DEBUG_OVERDRAW,
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SCENARIO_DEBUG_SHADELESS,
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};
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virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0;
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@ -883,7 +876,6 @@ public:
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/* INSTANCING API */
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enum InstanceType {
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INSTANCE_NONE,
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INSTANCE_MESH,
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INSTANCE_MULTIMESH,
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@ -1094,6 +1086,7 @@ public:
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CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE,
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CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE,
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};
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virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, CanvasOccluderPolygonCullMode p_mode) = 0;
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/* GLOBAL VARIABLES */
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@ -1167,7 +1160,6 @@ public:
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/* STATUS INFORMATION */
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enum RenderInfo {
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INFO_OBJECTS_IN_FRAME,
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INFO_VERTICES_IN_FRAME,
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INFO_MATERIAL_CHANGES_IN_FRAME,
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@ -1250,6 +1242,7 @@ VARIANT_ENUM_CAST(RenderingServer::ParticlesDrawOrder);
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VARIANT_ENUM_CAST(RenderingServer::ViewportUpdateMode);
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VARIANT_ENUM_CAST(RenderingServer::ViewportClearMode);
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VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA);
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VARIANT_ENUM_CAST(RenderingServer::ViewportScreenSpaceAA);
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VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfo);
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VARIANT_ENUM_CAST(RenderingServer::ViewportDebugDraw);
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VARIANT_ENUM_CAST(RenderingServer::SkyMode);
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@ -1258,10 +1251,13 @@ VARIANT_ENUM_CAST(RenderingServer::EnvironmentAmbientSource);
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VARIANT_ENUM_CAST(RenderingServer::EnvironmentReflectionSource);
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VARIANT_ENUM_CAST(RenderingServer::EnvironmentGlowBlendMode);
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VARIANT_ENUM_CAST(RenderingServer::EnvironmentToneMapper);
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VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality);
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VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSRRoughnessQuality);
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VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOBlur);
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VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality);
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VARIANT_ENUM_CAST(RenderingServer::SubSurfaceScatteringQuality);
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VARIANT_ENUM_CAST(RenderingServer::DOFBlurQuality);
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VARIANT_ENUM_CAST(RenderingServer::DOFBokehShape);
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VARIANT_ENUM_CAST(RenderingServer::ShadowQuality);
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VARIANT_ENUM_CAST(RenderingServer::ScenarioDebugMode);
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VARIANT_ENUM_CAST(RenderingServer::InstanceType);
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VARIANT_ENUM_CAST(RenderingServer::InstanceFlags);
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@ -1276,7 +1272,7 @@ VARIANT_ENUM_CAST(RenderingServer::GlobalVariableType);
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VARIANT_ENUM_CAST(RenderingServer::RenderInfo);
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VARIANT_ENUM_CAST(RenderingServer::Features);
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//typedef RenderingServer VS; // makes it easier to use
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// Alias to make it easier to use.
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#define RS RenderingServer
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#endif
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#endif // RENDERING_SERVER_H
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