VisualServer
Inherits: Object
Category: Core
Brief Description
Server for anything visible.
Methods
Signals
- frame_post_draw ( )
- frame_pre_draw ( )
Enumerations
enum CubeMapSide:
- CUBEMAP_LEFT = 0 — Marks the left side of a cubemap.
- CUBEMAP_RIGHT = 1 — Marks the right side of a cubemap.
- CUBEMAP_BOTTOM = 2 — Marks the bottom side of a cubemap.
- CUBEMAP_TOP = 3 — Marks the top side of a cubemap.
- CUBEMAP_FRONT = 4 — Marks the front side of a cubemap.
- CUBEMAP_BACK = 5 — Marks the back side of a cubemap.
enum TextureType:
- TEXTURE_TYPE_2D = 0
- TEXTURE_TYPE_CUBEMAP = 1
- TEXTURE_TYPE_2D_ARRAY = 2
- TEXTURE_TYPE_3D = 3
enum TextureFlags:
- TEXTURE_FLAG_MIPMAPS = 1 — Generate mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio.
- TEXTURE_FLAG_REPEAT = 2 — Repeat (instead of clamp to edge).
- TEXTURE_FLAG_FILTER = 4 — Turn on magnifying filter, to enable smooth zooming in of the texture.
- TEXTURE_FLAG_ANISOTROPIC_FILTER = 8 — Anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.
More effective on planes often shown going to the horrizon as those textures (Walls or Ground for example) get squashed in the viewport to different aspect ratios and regular mipmaps keep the aspect ratio so they don’t optimize storage that well in those cases.
- TEXTURE_FLAG_CONVERT_TO_LINEAR = 16 — Converts texture to SRGB color space.
- TEXTURE_FLAG_MIRRORED_REPEAT = 32 — Repeat texture with alternate sections mirrored.
- TEXTURE_FLAG_USED_FOR_STREAMING = 2048 — Texture is a video surface.
- TEXTURE_FLAGS_DEFAULT = 7 — Default flags. Generate mipmaps, repeat, and filter are enabled.
enum ShaderMode:
- SHADER_SPATIAL = 0 — Shader is a 3D shader.
- SHADER_CANVAS_ITEM = 1 — Shader is a 2D shader.
- SHADER_PARTICLES = 2 — Shader is a particle shader.
- SHADER_MAX = 3 — Represents the size of the ShaderMode enum.
enum ArrayType:
- ARRAY_VERTEX = 0 — Array is a vertex array.
- ARRAY_NORMAL = 1 — Array is a normal array.
- ARRAY_TANGENT = 2 — Array is a tangent array.
- ARRAY_COLOR = 3 — Array is a color array.
- ARRAY_TEX_UV = 4 — Array is a uv coordinates array.
- ARRAY_TEX_UV2 = 5 — Array is a uv coordinates array for the second uv coordinates.
- ARRAY_BONES = 6 — Array contains bone information.
- ARRAY_WEIGHTS = 7 — Array is weight information.
- ARRAY_INDEX = 8 — Array is index array.
- ARRAY_MAX = 9 — Represents the size of the ArrayType enum.
enum ArrayFormat:
- ARRAY_FORMAT_VERTEX = 1 — Flag used to mark a vertex array.
- ARRAY_FORMAT_NORMAL = 2 — Flag used to mark a normal array.
- ARRAY_FORMAT_TANGENT = 4 — Flag used to mark a tangent array.
- ARRAY_FORMAT_COLOR = 8 — Flag used to mark a color array.
- ARRAY_FORMAT_TEX_UV = 16 — Flag used to mark a uv coordinates array.
- ARRAY_FORMAT_TEX_UV2 = 32 — Flag used to mark a uv coordinates array for the second uv coordinates.
- ARRAY_FORMAT_BONES = 64 — Flag used to mark a bone information array.
- ARRAY_FORMAT_WEIGHTS = 128 — Flag used to mark a weights array.
- ARRAY_FORMAT_INDEX = 256 — Flag used to mark a index array.
- ARRAY_COMPRESS_VERTEX = 512 — Flag used to mark a compressed (half float) vertex array.
- ARRAY_COMPRESS_NORMAL = 1024 — Flag used to mark a compressed (half float) normal array.
- ARRAY_COMPRESS_TANGENT = 2048 — Flag used to mark a compressed (half float) tangent array.
- ARRAY_COMPRESS_COLOR = 4096 — Flag used to mark a compressed (half float) color array.
- ARRAY_COMPRESS_TEX_UV = 8192 — Flag used to mark a compressed (half float) uv coordinates array.
- ARRAY_COMPRESS_TEX_UV2 = 16384 — Flag used to mark a compressed (half float) uv coordinates array for the second uv coordinates.
- ARRAY_COMPRESS_BONES = 32768
- ARRAY_COMPRESS_WEIGHTS = 65536 — Flag used to mark a compressed (half float) weight array.
- ARRAY_COMPRESS_INDEX = 131072
- ARRAY_FLAG_USE_2D_VERTICES = 262144 — Flag used to mark that the array contains 2D vertices.
- ARRAY_FLAG_USE_16_BIT_BONES = 524288 — Flag used to mark that the array uses 16 bit bones instead of 8 bit.
- ARRAY_COMPRESS_DEFAULT = 97280 — Used to set flags ARRAY_COMPRESS_VERTEX, ARRAY_COMPRESS_NORMAL, ARRAY_COMPRESS_TANGENT, ARRAY_COMPRESS_COLOR, ARRAY_COMPRESS_TEX_UV, ARRAY_COMPRESS_TEX_UV2 and ARRAY_COMPRESS_WEIGHTS quickly.
enum PrimitiveType:
- PRIMITIVE_POINTS = 0 — Primitive to draw consists of points.
- PRIMITIVE_LINES = 1 — Primitive to draw consists of lines.
- PRIMITIVE_LINE_STRIP = 2 — Primitive to draw consists of a line strip from start to end.
- PRIMITIVE_LINE_LOOP = 3 — Primitive to draw consists of a line loop (a line strip with a line between the last and the first vertex).
- PRIMITIVE_TRIANGLES = 4 — Primitive to draw consists of triangles.
- PRIMITIVE_TRIANGLE_STRIP = 5 — Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).
- PRIMITIVE_TRIANGLE_FAN = 6 — Primitive to draw consists of a triangle strip (the last 2 vertices are always combined with the first to make a triangle).
- PRIMITIVE_MAX = 7 — Represents the size of the PrimitiveType enum.
enum BlendShapeMode:
- BLEND_SHAPE_MODE_NORMALIZED = 0
- BLEND_SHAPE_MODE_RELATIVE = 1
enum LightType:
- LIGHT_DIRECTIONAL = 0 — Is a directional (sun) light.
- LIGHT_OMNI = 1 — is an omni light.
- LIGHT_SPOT = 2 — is an spot light.
enum LightParam:
- LIGHT_PARAM_ENERGY = 0 — The light’s energy.
- LIGHT_PARAM_SPECULAR = 2 — The light’s influence on specularity.
- LIGHT_PARAM_RANGE = 3 — The light’s range.
- LIGHT_PARAM_ATTENUATION = 4 — The light’s attenuation.
- LIGHT_PARAM_SPOT_ANGLE = 5 — The spotlight’s angle.
- LIGHT_PARAM_SPOT_ATTENUATION = 6 — The spotlight’s attenuation.
- LIGHT_PARAM_CONTACT_SHADOW_SIZE = 7 — Scales the shadow color.
- 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 — Represents the size of the LightParam enum.
enum LightOmniShadowMode:
- LIGHT_OMNI_SHADOW_DUAL_PARABOLOID = 0
- LIGHT_OMNI_SHADOW_CUBE = 1
enum LightOmniShadowDetail:
- LIGHT_OMNI_SHADOW_DETAIL_VERTICAL = 0
- LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL = 1
enum LightDirectionalShadowMode:
- LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL = 0
- LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS = 1
- LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS = 2
enum LightDirectionalShadowDepthRangeMode:
- LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE = 0
- LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED = 1
enum ViewportUpdateMode:
- VIEWPORT_UPDATE_DISABLED = 0
- VIEWPORT_UPDATE_ONCE = 1
- VIEWPORT_UPDATE_WHEN_VISIBLE = 2
- VIEWPORT_UPDATE_ALWAYS = 3
enum ViewportClearMode:
- VIEWPORT_CLEAR_ALWAYS = 0 — The viewport is always cleared before drawing.
- VIEWPORT_CLEAR_NEVER = 1 — The viewport is never cleared before drawing.
- VIEWPORT_CLEAR_ONLY_NEXT_FRAME = 2 — The viewport is cleared once, then the clear mode is set to VIEWPORT_CLEAR_NEVER.
enum ViewportMSAA:
- VIEWPORT_MSAA_DISABLED = 0 — Multisample antialiasing is disabled.
- VIEWPORT_MSAA_2X = 1 — Multisample antialiasing is set to 2X.
- VIEWPORT_MSAA_4X = 2 — Multisample antialiasing is set to 4X.
- VIEWPORT_MSAA_8X = 3 — Multisample antialiasing is set to 8X.
- VIEWPORT_MSAA_16X = 4 — Multisample antialiasing is set to 16X.
enum ViewportUsage:
- VIEWPORT_USAGE_2D = 0 — The Viewport does not render 3D but samples.
- VIEWPORT_USAGE_2D_NO_SAMPLING = 1 — The Viewport does not render 3D and does not sample.
- VIEWPORT_USAGE_3D = 2 — The Viewport renders 3D with effects.
- VIEWPORT_USAGE_3D_NO_EFFECTS = 3 — The Viewport renders 3D but without effects.
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 — Represents the size of the ViewportRenderInfo enum.
enum ViewportDebugDraw:
- VIEWPORT_DEBUG_DRAW_DISABLED = 0 — Debug draw is disabled. Default setting.
- VIEWPORT_DEBUG_DRAW_UNSHADED = 1 — Debug draw sets objects to unshaded.
- VIEWPORT_DEBUG_DRAW_OVERDRAW = 2 — Overwrites clear color to
(0,0,0,0)
. - VIEWPORT_DEBUG_DRAW_WIREFRAME = 3 — Debug draw draws objects in wireframe.
enum ScenarioDebugMode:
- SCENARIO_DEBUG_DISABLED = 0
- SCENARIO_DEBUG_WIREFRAME = 1
- SCENARIO_DEBUG_OVERDRAW = 2
- SCENARIO_DEBUG_SHADELESS = 3
enum InstanceType:
- INSTANCE_NONE = 0 — The instance does not have a type.
- INSTANCE_MESH = 1 — The instance is a mesh.
- INSTANCE_MULTIMESH = 2 — The instance is a multimesh.
- INSTANCE_IMMEDIATE = 3 — The instance is an immediate geometry.
- INSTANCE_PARTICLES = 4 — The instance is a particle emitter.
- INSTANCE_LIGHT = 5 — The instance is a light.
- INSTANCE_REFLECTION_PROBE = 6
- INSTANCE_GI_PROBE = 7
- INSTANCE_LIGHTMAP_CAPTURE = 8
- INSTANCE_MAX = 9 — Represents the size of the InstanceType enum.
- INSTANCE_GEOMETRY_MASK = 30 — A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).
enum InstanceFlags:
- INSTANCE_FLAG_USE_BAKED_LIGHT = 0
- INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = 1
- INSTANCE_FLAG_MAX = 2 — Represents the size of the InstanceFlags enum.
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 NinePatchAxisMode:
- NINE_PATCH_STRETCH = 0 — The nine patch gets stretched where needed.
- NINE_PATCH_TILE = 1 — The nine patch gets filled with tiles where needed.
- NINE_PATCH_TILE_FIT = 2 — The nine patch gets filled with tiles where needed and stretches them a bit if needed.
enum CanvasLightMode:
- CANVAS_LIGHT_MODE_ADD = 0 — Adds light color additive to the canvas.
- CANVAS_LIGHT_MODE_SUB = 1 — Adds light color subtractive to the canvas.
- CANVAS_LIGHT_MODE_MIX = 2 — The light adds color depending on transparency.
- CANVAS_LIGHT_MODE_MASK = 3 — The light adds color depending on mask.
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 CanvasOccluderPolygonCullMode:
- CANVAS_OCCLUDER_POLYGON_CULL_DISABLED = 0 — Culling of the canvas occluder is disabled.
- CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE = 1 — Culling of the canvas occluder is clockwise.
- CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE = 2 — Culling of the canvas occluder is counterclockwise.
enum RenderInfo:
- INFO_OBJECTS_IN_FRAME = 0 — The amount of objects in the frame.
- INFO_VERTICES_IN_FRAME = 1 — The amount of vertices in the frame.
- INFO_MATERIAL_CHANGES_IN_FRAME = 2 — The amount of modified materials in the frame.
- INFO_SHADER_CHANGES_IN_FRAME = 3 — The amount of shader rebinds in the frame.
- INFO_SURFACE_CHANGES_IN_FRAME = 4 — The amount of surface changes in the frame.
- INFO_DRAW_CALLS_IN_FRAME = 5 — The amount of draw calls in frame.
- INFO_USAGE_VIDEO_MEM_TOTAL = 6 — Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
- INFO_VIDEO_MEM_USED = 7 — The amount of video memory used, i.e. texture and vertex memory combined.
- INFO_TEXTURE_MEM_USED = 8 — The amount of texture memory used.
- INFO_VERTEX_MEM_USED = 9 — The amount of vertex memory used.
enum Features:
- FEATURE_SHADERS = 0
- FEATURE_MULTITHREADED = 1
enum MultimeshTransformFormat:
- MULTIMESH_TRANSFORM_2D = 0
- MULTIMESH_TRANSFORM_3D = 1
enum MultimeshColorFormat:
- MULTIMESH_COLOR_NONE = 0
- MULTIMESH_COLOR_8BIT = 1
- MULTIMESH_COLOR_FLOAT = 2
enum MultimeshCustomDataFormat:
- MULTIMESH_CUSTOM_DATA_NONE = 0
- MULTIMESH_CUSTOM_DATA_8BIT = 1
- MULTIMESH_CUSTOM_DATA_FLOAT = 2
enum ReflectionProbeUpdateMode:
- REFLECTION_PROBE_UPDATE_ONCE = 0
- REFLECTION_PROBE_UPDATE_ALWAYS = 1
enum ParticlesDrawOrder:
- PARTICLES_DRAW_ORDER_INDEX = 0
- PARTICLES_DRAW_ORDER_LIFETIME = 1
- PARTICLES_DRAW_ORDER_VIEW_DEPTH = 2
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 = 6 — Represents the size of the EnvironmentBG enum.
enum EnvironmentDOFBlurQuality:
- ENV_DOF_BLUR_QUALITY_LOW = 0
- ENV_DOF_BLUR_QUALITY_MEDIUM = 1
- ENV_DOF_BLUR_QUALITY_HIGH = 2
enum EnvironmentGlowBlendMode:
- GLOW_BLEND_MODE_ADDITIVE = 0
- GLOW_BLEND_MODE_SCREEN = 1
- GLOW_BLEND_MODE_SOFTLIGHT = 2
- GLOW_BLEND_MODE_REPLACE = 3
enum EnvironmentToneMapper:
- ENV_TONE_MAPPER_LINEAR = 0
- ENV_TONE_MAPPER_REINHARD = 1
- ENV_TONE_MAPPER_FILMIC = 2
- ENV_TONE_MAPPER_ACES = 3
enum EnvironmentSSAOQuality:
- ENV_SSAO_QUALITY_LOW = 0
- ENV_SSAO_QUALITY_MEDIUM = 1
- ENV_SSAO_QUALITY_HIGH = 2
enum EnvironmentSSAOBlur:
- ENV_SSAO_BLUR_DISABLED = 0
- ENV_SSAO_BLUR_1x1 = 1
- ENV_SSAO_BLUR_2x2 = 2
- ENV_SSAO_BLUR_3x3 = 3
Constants
- NO_INDEX_ARRAY = -1 — Marks an error that shows that the index array is empty.
- ARRAY_WEIGHTS_SIZE = 4
- CANVAS_ITEM_Z_MIN = -4096 — The minimum Z-layer for canvas items.
- CANVAS_ITEM_Z_MAX = 4096 — The maximum Z-layer for canvas items.
- MAX_GLOW_LEVELS = 7
- MAX_CURSORS = 8
- MATERIAL_RENDER_PRIORITY_MIN = -128 — The minimum renderpriority of all materials.
- MATERIAL_RENDER_PRIORITY_MAX = 127 — The maximum renderpriority of all materials.
Description
Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display.
The visual server is completely opaque, the internals are entirely implementation specific and cannot be accessed.
Method Descriptions
Sets images to be rendered in the window margin.
Sets margin size, where black bars (or images, if black_bars_set_images was used) are rendered.
- RID camera_create ( )
- RID canvas_create ( )
Creates a canvas and returns the assigned RID.
Adds a circle command to the CanvasItem’s draw commands.
If ignore is true
, the VisualServer does not perform clipping.
- void canvas_item_add_line ( RID item, Vector2 from, Vector2 to, Color color, float width=1.0, bool antialiased=false )
Adds a line command to the CanvasItem’s draw commands.
Adds a Mesh to the CanvasItem’s draw commands. Only affects its aabb at the moment.
Adds a MultiMesh to the CanvasItem’s draw commands. Only affects its aabb at the moment.
- void canvas_item_add_nine_patch ( RID item, Rect2 rect, Rect2 source, RID texture, Vector2 topleft, Vector2 bottomright, NinePatchAxisMode x_axis_mode=0, NinePatchAxisMode y_axis_mode=0, bool draw_center=true, Color modulate=Color( 1, 1, 1, 1 ), RID normal_map )
Adds a nine patch image to the CanvasItem’s draw commands.
See NinePatchRect for more explanation.
Adds a particles system to the CanvasItem’s draw commands.
- void canvas_item_add_polygon ( RID item, PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs=PoolVector2Array( ), RID texture, RID normal_map, bool antialiased=false )
Adds a polygon to the CanvasItem’s draw commands.
- void canvas_item_add_polyline ( RID item, PoolVector2Array points, PoolColorArray colors, float width=1.0, bool antialiased=false )
Adds a polyline, which is a line from multiple points with a width, to the CanvasItem’s draw commands.
- void canvas_item_add_primitive ( RID item, PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs, RID texture, float width=1.0, RID normal_map )
Adds a primitive to the CanvasItem’s draw commands.
Adds a rectangle to the CanvasItem’s draw commands.
- void canvas_item_add_set_transform ( RID item, Transform2D transform )
Adds a Transform2D command to the CanvasItem’s draw commands.
This sets the extra_matrix uniform when executed. This affects the later commands of the canvas item.
- void canvas_item_add_texture_rect ( RID item, Rect2 rect, RID texture, bool tile=false, Color modulate=Color( 1, 1, 1, 1 ), bool transpose=false, RID normal_map )
Adds a textured rect to the CanvasItem’s draw commands.
- void canvas_item_add_texture_rect_region ( RID item, Rect2 rect, RID texture, Rect2 src_rect, Color modulate=Color( 1, 1, 1, 1 ), bool transpose=false, RID normal_map, bool clip_uv=true )
Adds a texture rect with region setting to the CanvasItem’s draw commands.
- void canvas_item_add_triangle_array ( RID item, PoolIntArray indices, PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs=PoolVector2Array( ), PoolIntArray bones=PoolIntArray( ), PoolRealArray weights=PoolRealArray( ), RID texture, int count=-1, RID normal_map )
- void canvas_item_clear ( RID item )
Clears the CanvasItem and removes all commands in it.
- RID canvas_item_create ( )
Creates a new CanvasItem and returns its RID.
Sets clipping for the CanvasItem.
Sets the CanvasItem to copy a rect to the backbuffer.
Defines a custom drawing rectangle for the CanvasItem.
Sets CanvasItem to be drawn behind its parent.
Sets the index for the CanvasItem.
The light mask. See LightOccluder2D for more information on light masks.
Sets a new material to the CanvasItem.
Sets the color that modulates the CanvasItem and its children.
Sets the parent for the CanvasItem.
Sets the color that modulates the CanvasItem without children.
Sets if CanvasItem’s children should be sorted by y-position.
- void canvas_item_set_transform ( RID item, Transform2D transform )
Sets the CanvasItem’s Transform2D.
Sets if the CanvasItem uses its parent’s material.
Sets if the canvas item (including its children) is visible.
If this is enabled, the z-index of the parent will be added to the children’s z-index.
Sets the CanvasItem’s z-index, i.e. its draw order (lower indexes are drawn first).
Attaches the canvas light to the canvas. Removes it from its previous canvas.
- RID canvas_light_create ( )
Creates a canvas light.
Attaches a light occluder to the canvas. Removes it from its previous canvas.
- RID canvas_light_occluder_create ( )
Creates a light occluder.
Enables or disables light occluder.
The light mask. See LightOccluder2D for more information on light masks
Sets a light occluder’s polygon.
- void canvas_light_occluder_set_transform ( RID occluder, Transform2D transform )
Sets a light occluder’s Transform2D.
Sets the color for a light.
Enables or disables a canvas light.
Sets a canvas light’s energy.
Sets a canvas light’s height.
The light mask. See LightOccluder2D for more information on light masks
The shadow mask. binary about which layers this canvas light affects which canvas item’s shadows. See LightOccluder2D for more information on light masks.
The layer range that gets rendered with this light.
- void canvas_light_set_mode ( RID light, CanvasLightMode mode )
The mode of the light, see CANVAS_LIGHT_MODE_* constants.
Sets the width of the shadow buffer, size gets scaled to the next power of two for this.
Sets the color of the canvas light’s shadow.
Enables or disables the canvas light’s shadow.
- void canvas_light_set_shadow_filter ( RID light, CanvasLightShadowFilter filter )
Sets the canvas light’s shadow’s filter, see CANVAS_LIGHT_SHADOW_FILTER_* constants.
Sets the length of the shadow’s gradient.
Smoothens the shadow. The lower, the more smooth.
- void canvas_light_set_transform ( RID light, Transform2D transform )
Sets the canvas light’s Transform2D.
- RID canvas_occluder_polygon_create ( )
Creates a new light occluder polygon.
- void canvas_occluder_polygon_set_cull_mode ( RID occluder_polygon, CanvasOccluderPolygonCullMode mode )
Sets an occluder polygons cull mode. See CANVAS_OCCLUDER_POLYGON_CULL_MODE_* constants.
- void canvas_occluder_polygon_set_shape ( RID occluder_polygon, PoolVector2Array shape, bool closed )
Sets the shape of the occluder polygon.
- void canvas_occluder_polygon_set_shape_as_lines ( RID occluder_polygon, PoolVector2Array shape )
Sets the shape of the occluder polygon as lines.
A copy of the canvas item will be drawn with a local offset of the mirroring Vector2.
Modulates all colors in the given canvas.
- RID directional_light_create ( )
- RID environment_create ( )
- void environment_set_adjustment ( RID env, bool enable, float brightness, float contrast, float saturation, RID ramp )
- void environment_set_ambient_light ( RID env, Color color, float energy=1.0, float sky_contibution=0.0 )
- void environment_set_background ( RID env, EnvironmentBG bg )
- void environment_set_dof_blur_far ( RID env, bool enable, float distance, float transition, float far_amount, EnvironmentDOFBlurQuality quality )
- void environment_set_dof_blur_near ( RID env, bool enable, float distance, float transition, float far_amount, EnvironmentDOFBlurQuality quality )
- void environment_set_fog_depth ( RID env, bool enable, float depth_begin, float depth_end, float depth_curve, bool transmit, float transmit_curve )
- void environment_set_fog_height ( RID env, bool enable, float min_height, float max_height, float height_curve )
- void environment_set_glow ( RID env, bool enable, int level_flags, float intensity, float strength, float bloom_threshold, EnvironmentGlowBlendMode blend_mode, float hdr_bleed_threshold, float hdr_bleed_scale, float hdr_luminance_cap, bool bicubic_upscale )
- void environment_set_ssao ( RID env, bool enable, float radius, float intensity, float radius2, float intensity2, float bias, float light_affect, float ao_channel_affect, Color color, EnvironmentSSAOQuality quality, EnvironmentSSAOBlur blur, float bilateral_sharpness )
- void environment_set_ssr ( RID env, bool enable, int max_steps, float fade_in, float fade_out, float depth_tolerance, bool roughness )
- void environment_set_tonemap ( RID env, EnvironmentToneMapper tone_mapper, float exposure, float white, bool auto_exposure, float min_luminance, float max_luminance, float auto_exp_speed, float auto_exp_grey )
- void finish ( )
Removes buffers and clears testcubes.
- void force_sync ( )
Synchronizes threads.
- void free_rid ( RID rid )
Tries to free an object in the VisualServer.
- int get_render_info ( RenderInfo info )
Returns a certain information, see RENDER_INFO_* for options.
- RID get_test_cube ( )
Returns the id of the test cube. Creates one if none exists.
- RID get_test_texture ( )
Returns the id of the test texture. Creates one if none exists.
- RID get_white_texture ( )
Returns the id of a white texture. Creates one if none exists.
- RID gi_probe_create ( )
- PoolIntArray gi_probe_get_dynamic_data ( RID probe ) const
- void gi_probe_set_dynamic_data ( RID probe, PoolIntArray data )
- bool has_changed ( ) const
Returns true
if changes have been made to the VisualServer’s data. draw is usually called if this happens.
Returns true
if the OS supports a certain feature. Features might be s3tc, etc, etc2 and pvrtc,
- void immediate_begin ( RID immediate, PrimitiveType primitive, RID texture )
- void immediate_clear ( RID immediate )
- RID immediate_create ( )
- void immediate_end ( RID immediate )
- void init ( )
Initializes the visual server.
- RID instance_create ( )
- void instance_geometry_set_cast_shadows_setting ( RID instance, ShadowCastingSetting shadow_casting_setting )
- void instance_geometry_set_draw_range ( RID instance, float min, float max, float min_margin, float max_margin )
- void instance_geometry_set_flag ( RID instance, InstanceFlags flag, bool enabled )
Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as MeshInstance or DirectionalLight. Use @GDScript.instance_from_id to obtain the actual nodes. A scenario RID must be provided, which is available in the World you want to query.
Warning: this function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
- void light_directional_set_shadow_depth_range_mode ( RID light, LightDirectionalShadowDepthRangeMode range_mode )
- void light_directional_set_shadow_mode ( RID light, LightDirectionalShadowMode mode )
- void light_omni_set_shadow_detail ( RID light, LightOmniShadowDetail detail )
- void light_omni_set_shadow_mode ( RID light, LightOmniShadowMode mode )
- void light_set_param ( RID light, LightParam param, float value )
- RID lightmap_capture_create ( )
- PoolByteArray lightmap_capture_get_octree ( RID capture ) const
- void lightmap_capture_set_octree ( RID capture, PoolByteArray octree )
Returns a mesh of a sphere with the given amount of horizontal and vertical subdivisions.
- RID material_create ( )
Returns an empty material.
Returns the value of a certain material’s parameter.
Returns the shader of a certain material’s shader. Returns an empty RID if the material doesn’t have a shader.
Sets a materials line width.
Sets an objects next material.
Sets a materials parameter.
Sets a material’s render priority.
Sets a shader material’s shader.
- void mesh_add_surface_from_arrays ( RID mesh, PrimitiveType primtive, Array arrays, Array blend_shapes=[ ], int compress_format=97280 )
Adds a surface generated from the Arrays to a mesh. See PRIMITIVE_TYPE_* constants for types.
- void mesh_clear ( RID mesh )
Removes all surfaces from a mesh.
- RID mesh_create ( )
Creates a new mesh.
Returns a mesh’s blend shape count.
- BlendShapeMode mesh_get_blend_shape_mode ( RID mesh ) const
Returns a mesh’s blend shape mode.
Returns a mesh’s custom aabb.
Returns a mesh’s number of surfaces.
Removes a mesh’s surface.
Sets a mesh’s blend shape count.
- void mesh_set_blend_shape_mode ( RID mesh, BlendShapeMode mode )
Sets a mesh’s blend shape mode.
Sets a mesh’s custom aabb.
Returns a mesh’s surface’s aabb.
- PoolByteArray mesh_surface_get_array ( RID mesh, int surface ) const
Returns a mesh’s surface’s vertex buffer.
Returns a mesh’s surface’s amount of indices.
Returns a mesh’s surface’s amount of vertices.
Returns a mesh’s surface’s buffer arrays.
Returns a mesh’s surface’s arrays for blend shapes
Returns the format of a mesh’s surface.
- int mesh_surface_get_format_offset ( int format, int vertex_len, int index_len, int array_index ) const
- PoolByteArray mesh_surface_get_index_array ( RID mesh, int surface ) const
Returns a mesh’s surface’s index buffer.
Returns a mesh’s surface’s material.
- PrimitiveType mesh_surface_get_primitive_type ( RID mesh, int surface ) const
Returns the primitive type of a mesh’s surface.
Returns the aabb of a mesh’s surface’s skeleton.
Sets a mesh’s surface’s material.
- void mesh_surface_update_region ( RID mesh, int surface, int offset, PoolByteArray data )
- void multimesh_allocate ( RID multimesh, int instances, MultimeshTransformFormat transform_format, MultimeshColorFormat color_format, MultimeshCustomDataFormat custom_data_format=0 )
- Transform2D multimesh_instance_get_transform_2d ( RID multimesh, int index ) const
- void multimesh_instance_set_transform_2d ( RID multimesh, int index, Transform2D transform )
- void multimesh_set_as_bulk_array ( RID multimesh, PoolRealArray array )
- RID omni_light_create ( )
- RID particles_create ( )
- void particles_restart ( RID particles )
- void particles_set_draw_order ( RID particles, ParticlesDrawOrder order )
- RID reflection_probe_create ( )
- void reflection_probe_set_update_mode ( RID probe, ReflectionProbeUpdateMode mode )
Schedules a callback to the corresponding named ‘method’ on ‘where’ after a frame has been drawn.
The callback method must use only 1 argument which will be called with ‘userdata’.
- RID scenario_create ( )
- void scenario_set_debug ( RID scenario, ScenarioDebugMode debug_mode )
Sets a boot image. The color defines the background color and if scale is true
the image will be scaled to fit the screen size.
- void set_debug_generate_wireframes ( bool generate )
- void set_default_clear_color ( Color color )
- RID shader_create ( )
Creates an empty shader.
Returns a shader’s code.
Returns a default texture from a shader searched by name.
Returns the parameters of a shader.
Sets a shader’s code.
Sets a shader’s default texture. Overwrites the texture given by name.
- Transform2D skeleton_bone_get_transform_2d ( RID skeleton, int bone ) const
- void skeleton_bone_set_transform_2d ( RID skeleton, int bone, Transform2D transform )
- RID skeleton_create ( )
- RID sky_create ( )
Creates an empty sky.
Sets a sky’s texture.
- RID spot_light_create ( )
- void sync ( )
- void texture_allocate ( RID texture, int width, int height, int depth_3d, Format format, TextureType type, int flags=7 )
- RID texture_create ( )
Creates an empty texture.
Creates a texture, allocates the space for an image, and fills in the image.
- Array texture_debug_usage ( )
Returns a list of all the textures and their information.
Returns a copy of a texture’s image unless it’s a CubeMap, in which case it returns the RID of the image at one of the cubes sides.
Returns the flags of a texture.
Returns the format of the texture’s image.
Returns the texture’s height.
Returns the texture’s path.
Returns the opengl id of the texture’s image.
- TextureType texture_get_type ( RID texture ) const
Returns the texture’s width.
Sets the texture’s image data. If it’s a CubeMap, it sets the image data at a cube side.
- void texture_set_data_partial ( RID texture, Image image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int dst_mip, int layer=0 )
Sets the texture’s flags. See TextureFlags for options
Sets the texture’s path.
- void texture_set_shrink_all_x2_on_set_data ( bool shrink )
If true
, sets internal processes to shrink all image data to half the size.
- void textures_keep_original ( bool enable )
If true
, the image will be stored in the texture’s images array if overwritten.
Sets a viewport’s camera.
Sets a viewport’s canvas.
Attaches a viewport to a screen.
- RID viewport_create ( )
Creates an empty viewport.
- void viewport_detach ( RID viewport )
Detaches the viewport from the screen.
- int viewport_get_render_info ( RID viewport, ViewportRenderInfo info )
Returns a viewport’s render info. for options see VIEWPORT_RENDER_INFO* constants.
Returns the viewport’s last rendered frame.
Detaches a viewport from a canvas and vice versa.
If true
, sets the viewport active, else sets it inactive.
Sets the stacking order for a viewport’s canvas.
layer
is the actual canvas layer, while sublayer
specifies the stacking order of the canvas among those in the same layer.
- void viewport_set_canvas_transform ( RID viewport, RID canvas, Transform2D offset )
Sets the transformation of a viewport’s canvas.
- void viewport_set_clear_mode ( RID viewport, ViewportClearMode clear_mode )
Sets the clear mode of a viewport. See ViewportClearMode for options.
- void viewport_set_debug_draw ( RID viewport, ViewportDebugDraw draw )
Sets the debug draw mode of a viewport. See ViewportDebugDraw for options.
If true
, a viewport’s 3D rendering is disabled.
If true
, rendering of a viewport’s environment is disabled.
- void viewport_set_global_canvas_transform ( RID viewport, Transform2D transform )
Sets the viewport’s global transformation matrix.
If true
, the viewport renders to hdr.
If true
, the viewport’s canvas is not rendered.
- void viewport_set_msaa ( RID viewport, ViewportMSAA msaa )
Sets the anti-aliasing mode. see ViewportMSAA for options.
Sets the viewport’s parent to another viewport.
Sets a viewport’s scenario.
The scenario contains information about the ScenarioDebugMode, environment information, reflection atlas etc.
Sets the shadow atlas quadrant’s subdivision.
Sets the size of the shadow atlas’s images.
Sets the viewport’s width and height.
If true
, the viewport renders its background as transparent.
- void viewport_set_update_mode ( RID viewport, ViewportUpdateMode update_mode )
Sets when the viewport should be updated. See ViewportUpdateMode constants for options.
- void viewport_set_usage ( RID viewport, ViewportUsage usage )
Sets the viewport’s 2D/3D mode. See ViewportUsage constants for options.
If true
, the viewport uses augmented or virtual reality technologies. See ARVRInterface.
If true
, the viewport’s rendering is flipped vertically.