VisualServer

Inherits: Object

Server for anything visible.

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.

The visual server can be used to bypass the scene system entirely.

Resources are created using the *_create functions.

All objects are drawn to a viewport. You can use the Viewport attached to the SceneTree or you can create one yourself with viewport_create. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using viewport_set_scenario or viewport_attach_canvas.

In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the visual server from a running game, the scenario can be accessed from the scene tree from any Spatial node with Spatial.get_world. Otherwise, a scenario can be created with scenario_create.

Similarly in 2D, a canvas is needed to draw all canvas items.

In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using instance_set_base. The instance must also be attached to the scenario using instance_set_scenario in order to be visible.

In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.

Methods

void black_bars_set_images ( RID left, RID top, RID right, RID bottom )
void black_bars_set_margins ( int left, int top, int right, int bottom )
RID camera_create ( )
void camera_set_cull_mask ( RID camera, int layers )
void camera_set_environment ( RID camera, RID env )
void camera_set_frustum ( RID camera, float size, Vector2 offset, float z_near, float z_far )
void camera_set_orthogonal ( RID camera, float size, float z_near, float z_far )
void camera_set_perspective ( RID camera, float fovy_degrees, float z_near, float z_far )
void camera_set_transform ( RID camera, Transform transform )
void camera_set_use_vertical_aspect ( RID camera, bool enable )
RID canvas_create ( )
void canvas_item_clear ( RID item )
void canvas_item_set_copy_to_backbuffer ( RID item, bool enabled, Rect2 rect )
void canvas_item_set_draw_index ( RID item, int index )
void canvas_item_set_material ( RID item, RID material )
void canvas_item_set_use_parent_material ( RID item, bool enabled )
void canvas_item_set_z_as_relative_to_parent ( RID item, bool enabled )
void canvas_item_set_z_index ( RID item, int z_index )
void canvas_light_attach_to_canvas ( RID light, RID canvas )
RID canvas_light_create ( )
void canvas_light_occluder_attach_to_canvas ( RID occluder, RID canvas )
RID canvas_light_occluder_create ( )
void canvas_light_occluder_set_enabled ( RID occluder, bool enabled )
void canvas_light_occluder_set_light_mask ( RID occluder, int mask )
void canvas_light_occluder_set_polygon ( RID occluder, RID polygon )
void canvas_light_occluder_set_transform ( RID occluder, Transform2D transform )
void canvas_light_set_color ( RID light, Color color )
void canvas_light_set_enabled ( RID light, bool enabled )
void canvas_light_set_energy ( RID light, float energy )
void canvas_light_set_height ( RID light, float height )
void canvas_light_set_item_cull_mask ( RID light, int mask )
void canvas_light_set_item_shadow_cull_mask ( RID light, int mask )
void canvas_light_set_layer_range ( RID light, int min_layer, int max_layer )
void canvas_light_set_mode ( RID light, CanvasLightMode mode )
void canvas_light_set_scale ( RID light, float scale )
void canvas_light_set_shadow_buffer_size ( RID light, int size )
void canvas_light_set_shadow_color ( RID light, Color color )
void canvas_light_set_shadow_enabled ( RID light, bool enabled )
void canvas_light_set_shadow_filter ( RID light, CanvasLightShadowFilter filter )
void canvas_light_set_shadow_smooth ( RID light, float smooth )
void canvas_light_set_texture ( RID light, RID texture )
void canvas_light_set_texture_offset ( RID light, Vector2 offset )
void canvas_light_set_transform ( RID light, Transform2D transform )
void canvas_light_set_z_range ( RID light, int min_z, int max_z )
RID canvas_occluder_polygon_create ( )
void canvas_occluder_polygon_set_cull_mode ( RID occluder_polygon, CanvasOccluderPolygonCullMode mode )
void canvas_occluder_polygon_set_shape ( RID occluder_polygon, PackedVector2Array shape, bool closed )
void canvas_occluder_polygon_set_shape_as_lines ( RID occluder_polygon, PackedVector2Array shape )
void canvas_set_item_mirroring ( RID canvas, RID item, Vector2 mirroring )
void canvas_set_modulate ( RID canvas, Color color )
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, EnvironmentAmbientSource ambient=0, float energy=1.0, float sky_contibution=0.0, EnvironmentReflectionSource reflection_source=0, Color ao_color=Color( 0, 0, 0, 1 ) )
void environment_set_background ( RID env, EnvironmentBG bg )
void environment_set_bg_color ( RID env, Color color )
void environment_set_bg_energy ( RID env, float energy )
void environment_set_canvas_max_layer ( RID env, int max_layer )
void environment_set_fog ( RID env, bool enable, Color color, Color sun_color, float sun_amount )
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 mix, float bloom_threshold, EnvironmentGlowBlendMode blend_mode, float hdr_bleed_threshold, float hdr_bleed_scale, float hdr_luminance_cap, bool bicubic_upscale )
void environment_set_sky ( RID env, RID sky )
void environment_set_sky_custom_fov ( RID env, float scale )
void environment_set_sky_orientation ( RID env, Basis orientation )
void environment_set_ssao ( RID env, bool enable, float radius, float intensity, float bias, float light_affect, float ao_channel_affect, 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 ( )
void force_draw ( bool swap_buffers=true, float frame_step=0.0 )
void force_sync ( )
void free_rid ( RID rid )
int get_render_info ( RenderInfo 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 ( )
bool has_changed ( ) const
bool has_feature ( Features feature ) const
bool has_os_feature ( String feature ) const
void immediate_begin ( RID immediate, PrimitiveType primitive, RID texture )
void immediate_clear ( RID immediate )
void immediate_color ( RID immediate, Color color )
RID immediate_create ( )
void immediate_end ( RID immediate )
RID immediate_get_material ( RID immediate ) const
void immediate_normal ( RID immediate, Vector3 normal )
void immediate_set_material ( RID immediate, RID material )
void immediate_tangent ( RID immediate, Plane tangent )
void immediate_uv ( RID immediate, Vector2 tex_uv )
void immediate_uv2 ( RID immediate, Vector2 tex_uv )
void immediate_vertex ( RID immediate, Vector3 vertex )
void immediate_vertex_2d ( RID immediate, Vector2 vertex )
void init ( )
void instance_attach_object_instance_id ( RID instance, int id )
void instance_attach_skeleton ( RID instance, RID skeleton )
RID instance_create ( )
RID instance_create2 ( RID base, RID scenario )
void instance_geometry_set_as_instance_lod ( RID instance, RID as_lod_of_instance )
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 )
void instance_geometry_set_material_override ( RID instance, RID material )
void instance_set_base ( RID instance, RID base )
void instance_set_blend_shape_weight ( RID instance, int shape, float weight )
void instance_set_custom_aabb ( RID instance, AABB aabb )
void instance_set_exterior ( RID instance, bool enabled )
void instance_set_extra_visibility_margin ( RID instance, float margin )
void instance_set_layer_mask ( RID instance, int mask )
void instance_set_scenario ( RID instance, RID scenario )
void instance_set_surface_material ( RID instance, int surface, RID material )
void instance_set_transform ( RID instance, Transform transform )
void instance_set_use_lightmap ( RID instance, RID lightmap_instance, RID lightmap )
void instance_set_visible ( RID instance, bool visible )
Array instances_cull_aabb ( AABB aabb, RID scenario ) const
Array instances_cull_convex ( Array convex, RID scenario ) const
Array instances_cull_ray ( Vector3 from, Vector3 to, RID scenario ) const
void light_directional_set_blend_splits ( RID light, bool enable )
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_mode ( RID light, LightOmniShadowMode mode )
void light_set_color ( RID light, Color color )
void light_set_cull_mask ( RID light, int mask )
void light_set_negative ( RID light, bool enable )
void light_set_param ( RID light, LightParam param, float value )
void light_set_projector ( RID light, RID texture )
void light_set_reverse_cull_face_mode ( RID light, bool enabled )
void light_set_shadow ( RID light, bool enabled )
void light_set_shadow_color ( RID light, Color color )
void light_set_use_gi ( RID light, bool enabled )
RID lightmap_capture_create ( )
AABB lightmap_capture_get_bounds ( RID capture ) const
float lightmap_capture_get_energy ( RID capture ) const
PackedByteArray lightmap_capture_get_octree ( RID capture ) const
int lightmap_capture_get_octree_cell_subdiv ( RID capture ) const
Transform lightmap_capture_get_octree_cell_transform ( RID capture ) const
void lightmap_capture_set_bounds ( RID capture, AABB bounds )
void lightmap_capture_set_energy ( RID capture, float energy )
void lightmap_capture_set_octree ( RID capture, PackedByteArray octree )
void lightmap_capture_set_octree_cell_subdiv ( RID capture, int subdiv )
void lightmap_capture_set_octree_cell_transform ( RID capture, Transform xform )
RID make_sphere_mesh ( int latitudes, int longitudes, float radius )
RID material_create ( )
Variant material_get_param ( RID material, StringName parameter ) const
void material_set_next_pass ( RID material, RID next_material )
void material_set_param ( RID material, StringName parameter, Variant value )
void material_set_render_priority ( RID material, int priority )
void material_set_shader ( RID shader_material, RID shader )
void mesh_add_surface_from_arrays ( RID mesh, PrimitiveType primitive, Array arrays, Array blend_shapes=[ ], Dictionary lods={ }, int compress_format=31744 )
void mesh_clear ( RID mesh )
RID mesh_create ( )
int mesh_get_blend_shape_count ( RID mesh ) const
BlendShapeMode mesh_get_blend_shape_mode ( RID mesh ) const
AABB mesh_get_custom_aabb ( RID mesh ) const
int mesh_get_surface_count ( RID mesh ) const
void mesh_set_blend_shape_mode ( RID mesh, BlendShapeMode mode )
void mesh_set_custom_aabb ( RID mesh, AABB aabb )
Array mesh_surface_get_arrays ( RID mesh, int surface ) const
Array mesh_surface_get_blend_shape_arrays ( RID mesh, int surface ) const
int mesh_surface_get_format_offset ( int format, int vertex_len, int index_len, int array_index ) const
int mesh_surface_get_format_stride ( int format, int vertex_len, int index_len ) const
RID mesh_surface_get_material ( RID mesh, int surface ) const
void mesh_surface_set_material ( RID mesh, int surface, RID material )
void mesh_surface_update_region ( RID mesh, int surface, int offset, PackedByteArray data )
void multimesh_allocate ( RID multimesh, int instances, MultimeshTransformFormat transform_format, bool color_format=false, bool custom_data_format=false )
RID multimesh_create ( )
AABB multimesh_get_aabb ( RID multimesh ) const
PackedFloat32Array multimesh_get_buffer ( RID multimesh ) const
int multimesh_get_instance_count ( RID multimesh ) const
RID multimesh_get_mesh ( RID multimesh ) const
int multimesh_get_visible_instances ( RID multimesh ) const
Color multimesh_instance_get_color ( RID multimesh, int index ) const
Color multimesh_instance_get_custom_data ( RID multimesh, int index ) const
Transform multimesh_instance_get_transform ( RID multimesh, int index ) const
Transform2D multimesh_instance_get_transform_2d ( RID multimesh, int index ) const
void multimesh_instance_set_color ( RID multimesh, int index, Color color )
void multimesh_instance_set_custom_data ( RID multimesh, int index, Color custom_data )
void multimesh_instance_set_transform ( RID multimesh, int index, Transform transform )
void multimesh_instance_set_transform_2d ( RID multimesh, int index, Transform2D transform )
void multimesh_set_buffer ( RID multimesh, PackedFloat32Array buffer )
void multimesh_set_mesh ( RID multimesh, RID mesh )
void multimesh_set_visible_instances ( RID multimesh, int visible )
RID omni_light_create ( )
RID particles_create ( )
AABB particles_get_current_aabb ( RID particles )
bool particles_get_emitting ( RID particles )
bool particles_is_inactive ( RID particles )
void particles_request_process ( RID particles )
void particles_restart ( RID particles )
void particles_set_amount ( RID particles, int amount )
void particles_set_custom_aabb ( RID particles, AABB aabb )
void particles_set_draw_order ( RID particles, ParticlesDrawOrder order )
void particles_set_draw_pass_mesh ( RID particles, int pass, RID mesh )
void particles_set_draw_passes ( RID particles, int count )
void particles_set_emission_transform ( RID particles, Transform transform )
void particles_set_emitting ( RID particles, bool emitting )
void particles_set_explosiveness_ratio ( RID particles, float ratio )
void particles_set_fixed_fps ( RID particles, int fps )
void particles_set_fractional_delta ( RID particles, bool enable )
void particles_set_lifetime ( RID particles, float lifetime )
void particles_set_one_shot ( RID particles, bool one_shot )
void particles_set_pre_process_time ( RID particles, float time )
void particles_set_process_material ( RID particles, RID material )
void particles_set_randomness_ratio ( RID particles, float ratio )
void particles_set_speed_scale ( RID particles, float scale )
void particles_set_use_local_coordinates ( RID particles, bool enable )
RID reflection_probe_create ( )
void reflection_probe_set_as_interior ( RID probe, bool enable )
void reflection_probe_set_cull_mask ( RID probe, int layers )
void reflection_probe_set_enable_box_projection ( RID probe, bool enable )
void reflection_probe_set_enable_shadows ( RID probe, bool enable )
void reflection_probe_set_extents ( RID probe, Vector3 extents )
void reflection_probe_set_intensity ( RID probe, float intensity )
void reflection_probe_set_interior_ambient ( RID probe, Color color )
void reflection_probe_set_interior_ambient_energy ( RID probe, float energy )
void reflection_probe_set_interior_ambient_probe_contribution ( RID probe, float contrib )
void reflection_probe_set_max_distance ( RID probe, float distance )
void reflection_probe_set_origin_offset ( RID probe, Vector3 offset )
void reflection_probe_set_update_mode ( RID probe, ReflectionProbeUpdateMode mode )
void request_frame_drawn_callback ( Object where, StringName method, Variant userdata )
RID scenario_create ( )
void scenario_set_debug ( RID scenario, ScenarioDebugMode debug_mode )
void scenario_set_environment ( RID scenario, RID environment )
void scenario_set_fallback_environment ( RID scenario, RID environment )
void set_boot_image ( Image image, Color color, bool scale, bool use_filter=true )
void set_debug_generate_wireframes ( bool generate )
void set_default_clear_color ( Color color )
RID shader_create ( )
String shader_get_code ( RID shader ) const
RID shader_get_default_texture_param ( RID shader, StringName name ) const
Variant shader_get_param_default ( RID material, StringName parameter ) const
Array shader_get_param_list ( RID shader ) const
void shader_set_code ( RID shader, String code )
void shader_set_default_texture_param ( RID shader, StringName name, RID texture )
void skeleton_allocate ( RID skeleton, int bones, bool is_2d_skeleton=false )
Transform skeleton_bone_get_transform ( RID skeleton, int bone ) const
Transform2D skeleton_bone_get_transform_2d ( RID skeleton, int bone ) const
void skeleton_bone_set_transform ( RID skeleton, int bone, Transform transform )
void skeleton_bone_set_transform_2d ( RID skeleton, int bone, Transform2D transform )
RID skeleton_create ( )
int skeleton_get_bone_count ( RID skeleton ) const
RID sky_create ( )
void sky_set_material ( RID sky, RID material )
RID spot_light_create ( )
RID texture_2d_create ( Image image )
Image texture_2d_get ( RID texture ) const
void viewport_attach_camera ( RID viewport, RID camera )
void viewport_attach_canvas ( RID viewport, RID canvas )
void viewport_attach_to_screen ( RID viewport, Rect2 rect=Rect2( 0, 0, 0, 0 ), int screen=0 )
RID viewport_create ( )
void viewport_detach ( RID viewport )
int viewport_get_render_info ( RID viewport, ViewportRenderInfo info )
RID viewport_get_texture ( RID viewport ) const
void viewport_remove_canvas ( RID viewport, RID canvas )
void viewport_set_active ( RID viewport, bool active )
void viewport_set_canvas_stacking ( RID viewport, RID canvas, int layer, int sublayer )
void viewport_set_canvas_transform ( RID viewport, RID canvas, Transform2D offset )
void viewport_set_clear_mode ( RID viewport, ViewportClearMode clear_mode )
void viewport_set_debug_draw ( RID viewport, ViewportDebugDraw draw )
void viewport_set_disable_environment ( RID viewport, bool disabled )
void viewport_set_global_canvas_transform ( RID viewport, Transform2D transform )
void viewport_set_hide_canvas ( RID viewport, bool hidden )
void viewport_set_hide_scenario ( RID viewport, bool hidden )
void viewport_set_msaa ( RID viewport, ViewportMSAA msaa )
void viewport_set_parent_viewport ( RID viewport, RID parent_viewport )
void viewport_set_render_direct_to_screen ( RID viewport, bool enabled )
void viewport_set_scenario ( RID viewport, RID scenario )
void viewport_set_shadow_atlas_quadrant_subdivision ( RID viewport, int quadrant, int subdivision )
void viewport_set_shadow_atlas_size ( RID viewport, int size )
void viewport_set_size ( RID viewport, int width, int height )
void viewport_set_transparent_background ( RID viewport, bool enabled )
void viewport_set_update_mode ( RID viewport, ViewportUpdateMode update_mode )
void viewport_set_use_arvr ( RID viewport, bool use_arvr )

Signals

  • frame_post_draw ( )

Emitted at the end of the frame, after the VisualServer has finished updating all the Viewports.


  • frame_pre_draw ( )

Emitted at the beginning of the frame, before the VisualServer updates all the Viewports.

Enumerations

enum TextureLayeredType:

  • TEXTURE_LAYERED_2D_ARRAY = 0
  • TEXTURE_LAYERED_CUBEMAP = 1
  • TEXTURE_LAYERED_CUBEMAP_ARRAY = 2

enum CubeMapLayer:

  • CUBEMAP_LAYER_LEFT = 0
  • CUBEMAP_LAYER_RIGHT = 1
  • CUBEMAP_LAYER_BOTTOM = 2
  • CUBEMAP_LAYER_TOP = 3
  • CUBEMAP_LAYER_FRONT = 4
  • CUBEMAP_LAYER_BACK = 5

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_SKY = 3 --- Shader is a sky shader.
  • SHADER_MAX = 4 --- 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 an UV coordinates array.
  • ARRAY_TEX_UV2 = 5 --- Array is an 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 an UV coordinates array.
  • ARRAY_FORMAT_TEX_UV2 = 32 --- Flag used to mark an 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 an index 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_INDEX = 131072 --- Flag used to mark a compressed index array.
  • ARRAY_FLAG_USE_2D_VERTICES = 262144 --- Flag used to mark that the array contains 2D vertices.
  • ARRAY_FLAG_USE_DYNAMIC_UPDATE = 1048576
  • ARRAY_COMPRESS_DEFAULT = 31744 --- Used to set flags ARRAY_COMPRESS_NORMAL, ARRAY_COMPRESS_TANGENT, ARRAY_COMPRESS_COLOR, ARRAY_COMPRESS_TEX_UV and ARRAY_COMPRESS_TEX_UV2 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_TRIANGLES = 3 --- Primitive to draw consists of triangles.
  • PRIMITIVE_TRIANGLE_STRIP = 4 --- Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).
  • PRIMITIVE_MAX = 5 --- Represents the size of the PrimitiveType enum.

enum BlendShapeMode:

  • BLEND_SHAPE_MODE_NORMALIZED = 0 --- Blend shapes are normalized.
  • BLEND_SHAPE_MODE_RELATIVE = 1 --- Blend shapes are relative to base weight.

enum MultimeshTransformFormat:

  • MULTIMESH_TRANSFORM_2D = 0 --- Use Transform2D to store MultiMesh transform.
  • MULTIMESH_TRANSFORM_3D = 1 --- Use Transform to store MultiMesh transform.

enum LightType:

  • LIGHT_DIRECTIONAL = 0 --- Is a directional (sun) light.
  • LIGHT_OMNI = 1 --- Is an omni light.
  • LIGHT_SPOT = 2 --- Is a spot light.

enum LightParam:

  • LIGHT_PARAM_ENERGY = 0 --- The light's energy.
  • LIGHT_PARAM_INDIRECT_ENERGY = 1
  • 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 --- Max distance that shadows will be rendered.
  • LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET = 9 --- Proportion of shadow atlas occupied by the first split.
  • LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET = 10 --- Proportion of shadow atlas occupied by the second split.
  • LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET = 11 --- Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.
  • LIGHT_PARAM_SHADOW_FADE_START = 12
  • LIGHT_PARAM_SHADOW_NORMAL_BIAS = 13 --- Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.
  • LIGHT_PARAM_SHADOW_BIAS = 14 --- Bias the shadow lookup to fix self-shadowing artifacts.
  • LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE = 15 --- Increases bias on further splits to fix self-shadowing that only occurs far away from the camera.
  • LIGHT_PARAM_MAX = 16 --- Represents the size of the LightParam enum.

enum LightOmniShadowMode:

  • LIGHT_OMNI_SHADOW_DUAL_PARABOLOID = 0 --- Use a dual paraboloid shadow map for omni lights.
  • LIGHT_OMNI_SHADOW_CUBE = 1 --- Use a cubemap shadow map for omni lights. Slower but better quality than dual paraboloid.

enum LightDirectionalShadowMode:

  • LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL = 0 --- Use orthogonal shadow projection for directional light.
  • LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS = 1 --- Use 2 splits for shadow projection when using directional light.
  • LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS = 2 --- Use 4 splits for shadow projection when using directional light.

enum LightDirectionalShadowDepthRangeMode:

  • LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE = 0 --- Keeps shadows stable as camera moves but has lower effective resolution.
  • LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED = 1 --- Optimize use of shadow maps, increasing the effective resolution. But may result in shadows moving or flickering slightly.

enum ReflectionProbeUpdateMode:

  • REFLECTION_PROBE_UPDATE_ONCE = 0 --- Reflection probe will update reflections once and then stop.
  • REFLECTION_PROBE_UPDATE_ALWAYS = 1 --- Reflection probe will update each frame. This mode is necessary to capture moving objects.

enum ParticlesDrawOrder:

  • PARTICLES_DRAW_ORDER_INDEX = 0 --- Draw particles in the order that they appear in the particles array.
  • PARTICLES_DRAW_ORDER_LIFETIME = 1 --- Sort particles based on their lifetime.
  • PARTICLES_DRAW_ORDER_VIEW_DEPTH = 2 --- Sort particles based on their distance to the camera.

enum ViewportUpdateMode:

  • VIEWPORT_UPDATE_DISABLED = 0 --- Do not update the viewport.
  • VIEWPORT_UPDATE_ONCE = 1 --- Update the viewport once then set to disabled.
  • VIEWPORT_UPDATE_WHEN_VISIBLE = 2 --- Update the viewport whenever it is visible.
  • VIEWPORT_UPDATE_ALWAYS = 3 --- Always update the viewport.

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 2×.
  • VIEWPORT_MSAA_4X = 2 --- Multisample antialiasing is set to 4×.
  • VIEWPORT_MSAA_8X = 3 --- Multisample antialiasing is set to 8×.
  • VIEWPORT_MSAA_16X = 4 --- Multisample antialiasing is set to 16×.
  • VIEWPORT_MSAA_EXT_2X = 5 --- Multisample antialiasing is set to 2× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).
  • VIEWPORT_MSAA_EXT_4X = 6 --- Multisample antialiasing is set to 4× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).

enum ViewportRenderInfo:

  • VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME = 0 --- Number of objects drawn in a single frame.
  • VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME = 1 --- Number of vertices drawn in a single frame.
  • VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME = 2 --- Number of material changes during this frame.
  • VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME = 3 --- Number of shader changes during this frame.
  • VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME = 4 --- Number of surface changes during this frame.
  • VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME = 5 --- Number of draw calls during this frame.
  • 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_LIGHTING = 2
  • VIEWPORT_DEBUG_DRAW_OVERDRAW = 3 --- Overwrites clear color to (0,0,0,0).
  • VIEWPORT_DEBUG_DRAW_WIREFRAME = 4 --- Debug draw draws objects in wireframe.
  • VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER = 5
  • VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO = 6
  • VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING = 7
  • VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION = 8
  • VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS = 9
  • VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS = 10
  • VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE = 11
  • VIEWPORT_DEBUG_DRAW_SSAO = 12
  • VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER = 13

enum SkyMode:

  • SKY_MODE_QUALITY = 0
  • SKY_MODE_REALTIME = 1

enum EnvironmentBG:

  • ENV_BG_CLEAR_COLOR = 0 --- Use the clear color as background.
  • ENV_BG_COLOR = 1 --- Use a specified color as the background.
  • ENV_BG_SKY = 2 --- Use a sky resource for the background.
  • ENV_BG_CANVAS = 3 --- Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world.
  • ENV_BG_KEEP = 4 --- Do not clear the background, use whatever was rendered last frame as the background.
  • ENV_BG_CAMERA_FEED = 5 --- Displays a camera feed in the background.
  • ENV_BG_MAX = 6 --- Represents the size of the EnvironmentBG enum.

enum EnvironmentAmbientSource:

  • ENV_AMBIENT_SOURCE_BG = 0
  • ENV_AMBIENT_SOURCE_DISABLED = 1
  • ENV_AMBIENT_SOURCE_COLOR = 2
  • ENV_AMBIENT_SOURCE_SKY = 3

enum EnvironmentReflectionSource:

  • ENV_REFLECTION_SOURCE_BG = 0
  • ENV_REFLECTION_SOURCE_DISABLED = 1
  • ENV_REFLECTION_SOURCE_SKY = 2

enum EnvironmentGlowBlendMode:

  • ENV_GLOW_BLEND_MODE_ADDITIVE = 0
  • ENV_GLOW_BLEND_MODE_SCREEN = 1
  • ENV_GLOW_BLEND_MODE_SOFTLIGHT = 2
  • ENV_GLOW_BLEND_MODE_REPLACE = 3
  • ENV_GLOW_BLEND_MODE_MIX = 4

enum EnvironmentToneMapper:

  • ENV_TONE_MAPPER_LINEAR = 0 --- Output color as they came in.
  • ENV_TONE_MAPPER_REINHARD = 1 --- Use the Reinhard tonemapper.
  • ENV_TONE_MAPPER_FILMIC = 2 --- Use the filmic tonemapper.
  • ENV_TONE_MAPPER_ACES = 3 --- Use the ACES tonemapper.

enum EnvironmentSSAOBlur:

  • ENV_SSAO_BLUR_DISABLED = 0 --- Disables the blur set for SSAO. Will make SSAO look noisier.
  • ENV_SSAO_BLUR_1x1 = 1 --- Perform a 1x1 blur on the SSAO output.
  • ENV_SSAO_BLUR_2x2 = 2 --- Performs a 2x2 blur on the SSAO output.
  • ENV_SSAO_BLUR_3x3 = 3 --- Performs a 3x3 blur on the SSAO output. Use this for smoothest SSAO.

enum EnvironmentSSAOQuality:

  • ENV_SSAO_QUALITY_LOW = 0 --- Lowest quality of screen space ambient occlusion.
  • ENV_SSAO_QUALITY_MEDIUM = 1 --- Medium quality screen space ambient occlusion.
  • ENV_SSAO_QUALITY_HIGH = 2 --- Highest quality screen space ambient occlusion.
  • ENV_SSAO_QUALITY_ULTRA = 3

enum DOFBlurQuality:

  • DOF_BLUR_QUALITY_VERY_LOW = 0
  • DOF_BLUR_QUALITY_LOW = 1
  • DOF_BLUR_QUALITY_MEDIUM = 2
  • DOF_BLUR_QUALITY_HIGH = 3

enum DOFBokehShape:

  • DOF_BOKEH_BOX = 0
  • DOF_BOKEH_HEXAGON = 1
  • DOF_BOKEH_CIRCLE = 2

enum ScenarioDebugMode:

  • SCENARIO_DEBUG_DISABLED = 0 --- Do not use a debug mode.
  • SCENARIO_DEBUG_WIREFRAME = 1 --- Draw all objects as wireframe models.
  • SCENARIO_DEBUG_OVERDRAW = 2 --- Draw all objects in a way that displays how much overdraw is occurring. Overdraw occurs when a section of pixels is drawn and shaded and then another object covers it up. To optimize a scene, you should reduce overdraw.
  • SCENARIO_DEBUG_SHADELESS = 3 --- Draw all objects without shading. Equivalent to setting all objects shaders to unshaded.

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 --- The instance is a reflection probe.
  • INSTANCE_GI_PROBE = 7 --- The instance is a GI probe.
  • INSTANCE_LIGHTMAP_CAPTURE = 8 --- The instance is a lightmap capture.
  • 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 --- Allows the instance to be used in baked lighting.
  • INSTANCE_FLAG_USE_DYNAMIC_GI = 1
  • INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = 2 --- When set, manually requests to draw geometry on next frame.
  • INSTANCE_FLAG_MAX = 3 --- Represents the size of the InstanceFlags enum.

enum ShadowCastingSetting:

  • SHADOW_CASTING_SETTING_OFF = 0 --- Disable shadows from this instance.
  • SHADOW_CASTING_SETTING_ON = 1 --- Cast shadows from this instance.
  • SHADOW_CASTING_SETTING_DOUBLE_SIDED = 2 --- Disable backface culling when rendering the shadow of the object. This is slightly slower but may result in more correct shadows.
  • SHADOW_CASTING_SETTING_SHADOWS_ONLY = 3 --- Only render the shadows from the object. The object itself will not be drawn.

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 CanvasItemTextureFilter:

  • CANVAS_ITEM_TEXTURE_FILTER_DEFAULT = 0
  • CANVAS_ITEM_TEXTURE_FILTER_NEAREST = 1
  • CANVAS_ITEM_TEXTURE_FILTER_LINEAR = 2
  • CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS = 3
  • CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS = 4
  • CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC = 5
  • CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC = 6
  • CANVAS_ITEM_TEXTURE_FILTER_MAX = 7

enum CanvasItemTextureRepeat:

  • CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT = 0
  • CANVAS_ITEM_TEXTURE_REPEAT_DISABLED = 1
  • CANVAS_ITEM_TEXTURE_REPEAT_ENABLED = 2
  • CANVAS_ITEM_TEXTURE_REPEAT_MIRROR = 3
  • CANVAS_ITEM_TEXTURE_REPEAT_MAX = 4

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 --- Do not apply a filter to canvas light shadows.
  • CANVAS_LIGHT_FILTER_PCF5 = 1 --- Use PCF5 filtering to filter canvas light shadows.
  • CANVAS_LIGHT_FILTER_PCF13 = 2 --- Use PCF13 filtering to filter canvas light shadows.
  • CANVAS_LIGHT_FILTER_MAX = 3

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 rendering backend, 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 --- Hardware supports shaders. This enum is currently unused in Godot 3.x.
  • FEATURE_MULTITHREADED = 1 --- Hardware supports multithreading. This enum is currently unused in Godot 3.x.

Constants

  • NO_INDEX_ARRAY = -1 --- Marks an error that shows that the index array is empty.
  • ARRAY_WEIGHTS_SIZE = 4 --- Number of weights/bones per vertex.
  • 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 number of glow levels that can be used with glow post-process effect.
  • MAX_CURSORS = 8 --- Unused enum in Godot 3.x.
  • MATERIAL_RENDER_PRIORITY_MIN = -128 --- The minimum renderpriority of all materials.
  • MATERIAL_RENDER_PRIORITY_MAX = 127 --- The maximum renderpriority of all materials.

Method Descriptions

  • void black_bars_set_images ( RID left, RID top, RID right, RID bottom )

Sets images to be rendered in the window margin.


  • void black_bars_set_margins ( int left, int top, int right, int bottom )

Sets margin size, where black bars (or images, if black_bars_set_images was used) are rendered.


  • RID camera_create ( )

Creates a camera and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all camera_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.


  • void camera_set_cull_mask ( RID camera, int layers )

Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to Camera.cull_mask.


  • void camera_set_environment ( RID camera, RID env )

Sets the environment used by this camera. Equivalent to Camera.environment.


Sets camera to use frustum projection. This mode allows adjusting the offset argument to create "tilted frustum" effects.


Sets camera to use orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.


  • void camera_set_perspective ( RID camera, float fovy_degrees, float z_near, float z_far )

Sets camera to use perspective projection. Objects on the screen becomes smaller when they are far away.


  • void camera_set_transform ( RID camera, Transform transform )

Sets Transform of camera.


  • void camera_set_use_vertical_aspect ( RID camera, bool enable )

If true, preserves the horizontal aspect ratio which is equivalent to Camera.KEEP_WIDTH. If false, preserves the vertical aspect ratio which is equivalent to Camera.KEEP_HEIGHT.


  • RID canvas_create ( )

Creates a canvas and returns the assigned RID. It can be accessed with the RID that is returned. This RID will be used in all canvas_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.


  • void canvas_item_clear ( RID item )

Clears the CanvasItem and removes all commands in it.


  • void canvas_item_set_copy_to_backbuffer ( RID item, bool enabled, Rect2 rect )

Sets the CanvasItem to copy a rect to the backbuffer.


  • void canvas_item_set_draw_index ( RID item, int index )

Sets the index for the CanvasItem.


  • void canvas_item_set_material ( RID item, RID material )

Sets a new material to the CanvasItem.


  • void canvas_item_set_use_parent_material ( RID item, bool enabled )

Sets if the CanvasItem uses its parent's material.


  • void canvas_item_set_z_as_relative_to_parent ( RID item, bool enabled )

If this is enabled, the Z index of the parent will be added to the children's Z index.


  • void canvas_item_set_z_index ( RID item, int z_index )

Sets the CanvasItem's Z index, i.e. its draw order (lower indexes are drawn first).


  • void canvas_light_attach_to_canvas ( RID light, RID canvas )

Attaches the canvas light to the canvas. Removes it from its previous canvas.


  • RID canvas_light_create ( )

Creates a canvas light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_light_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.


  • void canvas_light_occluder_attach_to_canvas ( RID occluder, RID canvas )

Attaches a light occluder to the canvas. Removes it from its previous canvas.


  • RID canvas_light_occluder_create ( )

Creates a light occluder and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_light_ocluder_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.


  • void canvas_light_occluder_set_enabled ( RID occluder, bool enabled )

Enables or disables light occluder.


  • void canvas_light_occluder_set_light_mask ( RID occluder, int mask )

The light mask. See LightOccluder2D for more information on light masks.


  • void canvas_light_occluder_set_polygon ( RID occluder, RID polygon )

Sets a light occluder's polygon.


  • void canvas_light_occluder_set_transform ( RID occluder, Transform2D transform )

Sets a light occluder's Transform2D.


  • void canvas_light_set_color ( RID light, Color color )

Sets the color for a light.


  • void canvas_light_set_enabled ( RID light, bool enabled )

Enables or disables a canvas light.


  • void canvas_light_set_energy ( RID light, float energy )

Sets a canvas light's energy.


  • void canvas_light_set_height ( RID light, float height )

Sets a canvas light's height.


  • void canvas_light_set_item_cull_mask ( RID light, int mask )

The light mask. See LightOccluder2D for more information on light masks.


  • void canvas_light_set_item_shadow_cull_mask ( RID light, int mask )

The binary mask used to determine which layers this canvas light's shadows affects. See LightOccluder2D for more information on light masks.


  • void canvas_light_set_layer_range ( RID light, int min_layer, int max_layer )

The layer range that gets rendered with this light.


The mode of the light, see CanvasLightMode constants.


  • void canvas_light_set_scale ( RID light, float scale )

Sets the texture's scale factor of the light. Equivalent to Light2D.texture_scale.


  • void canvas_light_set_shadow_buffer_size ( RID light, int size )

Sets the width of the shadow buffer, size gets scaled to the next power of two for this.


  • void canvas_light_set_shadow_color ( RID light, Color color )

Sets the color of the canvas light's shadow.


  • void canvas_light_set_shadow_enabled ( RID light, bool enabled )

Enables or disables the canvas light's shadow.


Sets the canvas light's shadow's filter, see CanvasLightShadowFilter constants.


  • void canvas_light_set_shadow_smooth ( RID light, float smooth )

Smoothens the shadow. The lower, the smoother.


  • void canvas_light_set_texture ( RID light, RID texture )

Sets texture to be used by light. Equivalent to Light2D.texture.


  • void canvas_light_set_texture_offset ( RID light, Vector2 offset )

Sets the offset of the light's texture. Equivalent to Light2D.offset.


  • void canvas_light_set_transform ( RID light, Transform2D transform )

Sets the canvas light's Transform2D.


  • void canvas_light_set_z_range ( RID light, int min_z, int max_z )

Sets the Z range of objects that will be affected by this light. Equivalent to Light2D.range_z_min and Light2D.range_z_max.


  • RID canvas_occluder_polygon_create ( )

Creates a new light occluder polygon and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_occluder_polygon_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.


Sets an occluder polygons cull mode. See CanvasOccluderPolygonCullMode constants.


Sets the shape of the occluder polygon.


Sets the shape of the occluder polygon as lines.


  • void canvas_set_item_mirroring ( RID canvas, RID item, Vector2 mirroring )

A copy of the canvas item will be drawn with a local offset of the mirroring Vector2.


  • void canvas_set_modulate ( RID canvas, Color color )

Modulates all colors in the given canvas.


  • RID directional_light_create ( )

Creates a directional light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most light_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.

To place in a scene, attach this directional light to an instance using instance_set_base using the returned RID.


  • RID environment_create ( )

Creates an environment and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all environment_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.


Sets the values to be used with the "Adjustment" post-process effect. See Environment for more details.



Sets the BGMode of the environment. Equivalent to Environment.background_mode.


  • void environment_set_bg_color ( RID env, Color color )

Color displayed for clear areas of the scene (if using Custom color or Color+Sky background modes).


  • void environment_set_bg_energy ( RID env, float energy )

Sets the intensity of the background color.


  • void environment_set_canvas_max_layer ( RID env, int max_layer )

Sets the maximum layer to use if using Canvas background mode.


Sets the variables to be used with the scene fog. See Environment for more details.


Sets the variables to be used with the fog depth effect. See Environment for more details.


  • void environment_set_fog_height ( RID env, bool enable, float min_height, float max_height, float height_curve )

Sets the variables to be used with the fog height effect. See Environment for more details.



  • void environment_set_sky ( RID env, RID sky )

Sets the Sky to be used as the environment's background when using BGMode sky. Equivalent to Environment.sky.


  • void environment_set_sky_custom_fov ( RID env, float scale )

Sets a custom field of view for the background Sky. Equivalent to Environment.sky_custom_fov.


  • void environment_set_sky_orientation ( RID env, Basis orientation )

Sets the rotation of the background Sky expressed as a Basis. Equivalent to Environment.sky_rotation, where the rotation vector is used to construct the Basis.



Sets the variables to be used with the "screen space reflections" post-process effect. See Environment for more details.


Sets the variables to be used with the "tonemap" post-process effect. See Environment for more details.


  • void finish ( )

Removes buffers and clears testcubes.


  • void force_draw ( bool swap_buffers=true, float frame_step=0.0 )

Forces a frame to be drawn when the function is called. Drawing a frame updates all Viewports that are set to update. Use with extreme caution.


  • void force_sync ( )

Synchronizes threads.


  • void free_rid ( RID rid )

Tries to free an object in the VisualServer.


Returns a certain information, see RenderInfo 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.


  • String get_video_adapter_name ( ) const

Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2").

Note: When running a headless or server binary, this function returns an empty string.


  • String get_video_adapter_vendor ( ) const

Returns the vendor of the video adapter (e.g. "NVIDIA Corporation").

Note: When running a headless or server binary, this function returns an empty string.


  • RID get_white_texture ( )

Returns the id of a white texture. Creates one if none exists.


  • bool has_changed ( ) const

Returns true if changes have been made to the VisualServer's data. force_draw is usually called if this happens.


Not yet implemented. Always returns false.


Returns true if the OS supports a certain feature. Features might be s3tc, etc, etc2 and pvrtc.


Sets up ImmediateGeometry internals to prepare for drawing. Equivalent to ImmediateGeometry.begin.


  • void immediate_clear ( RID immediate )

Clears everything that was set up between immediate_begin and immediate_end. Equivalent to ImmediateGeometry.clear.


  • void immediate_color ( RID immediate, Color color )

Sets the color to be used with next vertex. Equivalent to ImmediateGeometry.set_color.


  • RID immediate_create ( )

Creates an immediate geometry and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all immediate_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.

To place in a scene, attach this immediate geometry to an instance using instance_set_base using the returned RID.


  • void immediate_end ( RID immediate )

Ends drawing the ImmediateGeometry and displays it. Equivalent to ImmediateGeometry.end.


  • RID immediate_get_material ( RID immediate ) const

Returns the material assigned to the ImmediateGeometry.


  • void immediate_normal ( RID immediate, Vector3 normal )

Sets the normal to be used with next vertex. Equivalent to ImmediateGeometry.set_normal.


  • void immediate_set_material ( RID immediate, RID material )

Sets the material to be used to draw the ImmediateGeometry.


  • void immediate_tangent ( RID immediate, Plane tangent )

Sets the tangent to be used with next vertex. Equivalent to ImmediateGeometry.set_tangent.


  • void immediate_uv ( RID immediate, Vector2 tex_uv )

Sets the UV to be used with next vertex. Equivalent to ImmediateGeometry.set_uv.


  • void immediate_uv2 ( RID immediate, Vector2 tex_uv )

Sets the UV2 to be used with next vertex. Equivalent to ImmediateGeometry.set_uv2.


  • void immediate_vertex ( RID immediate, Vector3 vertex )

Adds the next vertex using the information provided in advance. Equivalent to ImmediateGeometry.add_vertex.


  • void immediate_vertex_2d ( RID immediate, Vector2 vertex )

Adds the next vertex using the information provided in advance. This is a helper class that calls immediate_vertex under the hood. Equivalent to ImmediateGeometry.add_vertex.


  • void init ( )

Initializes the visual server. This function is called internally by platform-dependent code during engine initialization. If called from a running game, it will not do anything.


  • void instance_attach_object_instance_id ( RID instance, int id )

Attaches a unique Object ID to instance. Object ID must be attached to instance for proper culling with instances_cull_aabb, instances_cull_convex, and instances_cull_ray.


  • void instance_attach_skeleton ( RID instance, RID skeleton )

Attaches a skeleton to an instance. Removes the previous skeleton from the instance.


  • RID instance_create ( )

Creates a visual instance and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all instance_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.

An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, and reflection probes need to be associated with an instance to be visible in the scenario using instance_set_base.


  • RID instance_create2 ( RID base, RID scenario )

Creates a visual instance, adds it to the VisualServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all instance_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.


  • void instance_geometry_set_as_instance_lod ( RID instance, RID as_lod_of_instance )

Not implemented in Godot 3.x.


Sets the shadow casting setting to one of ShadowCastingSetting. Equivalent to GeometryInstance.cast_shadow.


Not implemented in Godot 3.x.


Sets the flag for a given InstanceFlags. See InstanceFlags for more details.


  • void instance_geometry_set_material_override ( RID instance, RID material )

Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to GeometryInstance.material_override.


  • void instance_set_base ( RID instance, RID base )

Sets the base of the instance. A base can be any of the 3D objects that are created in the VisualServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario.


  • void instance_set_blend_shape_weight ( RID instance, int shape, float weight )

Sets the weight for a given blend shape associated with this instance.


  • void instance_set_custom_aabb ( RID instance, AABB aabb )

Sets a custom AABB to use when culling objects from the view frustum. Equivalent to GeometryInstance.set_custom_aabb.


  • void instance_set_exterior ( RID instance, bool enabled )

Function not implemented in Godot 3.x.


  • void instance_set_extra_visibility_margin ( RID instance, float margin )

Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you avoid culling objects that fall outside the view frustum. Equivalent to GeometryInstance.extra_cull_margin.


  • void instance_set_layer_mask ( RID instance, int mask )

Sets the render layers that this instance will be drawn to. Equivalent to VisualInstance.layers.


  • void instance_set_scenario ( RID instance, RID scenario )

Sets the scenario that the instance is in. The scenario is the 3D world that the objects will be displayed in.


  • void instance_set_surface_material ( RID instance, int surface, RID material )

Sets the material of a specific surface. Equivalent to MeshInstance.set_surface_material.


  • void instance_set_transform ( RID instance, Transform transform )

Sets the world space transform of the instance. Equivalent to Spatial.transform.


  • void instance_set_use_lightmap ( RID instance, RID lightmap_instance, RID lightmap )

Sets the lightmap to use with this instance.


  • void instance_set_visible ( RID instance, bool visible )

Sets whether an instance is drawn or not. Equivalent to Spatial.visible.


  • Array instances_cull_aabb ( AABB aabb, RID scenario ) const

Returns an array of object IDs intersecting with the provided AABB. 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. This forces an update for all resources queued to update.

Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.


  • Array instances_cull_convex ( Array convex, RID scenario ) const

Returns an array of object IDs intersecting with the provided convex shape. 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. This forces an update for all resources queued to update.

Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.


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. This forces an update for all resources queued to update.

Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.


  • void light_directional_set_blend_splits ( RID light, bool enable )

If true, this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to DirectionalLight.directional_shadow_blend_splits.


Sets the shadow depth range mode for this directional light. Equivalent to DirectionalLight.directional_shadow_depth_range. See LightDirectionalShadowDepthRangeMode for options.


Sets the shadow mode for this directional light. Equivalent to DirectionalLight.directional_shadow_mode. See LightDirectionalShadowMode for options.


Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to OmniLight.omni_shadow_mode.


  • void light_set_color ( RID light, Color color )

Sets the color of the light. Equivalent to Light.light_color.


  • void light_set_cull_mask ( RID light, int mask )

Sets the cull mask for this Light. Lights only affect objects in the selected layers. Equivalent to Light.light_cull_mask.


  • void light_set_negative ( RID light, bool enable )

If true, light will subtract light instead of adding light. Equivalent to Light.light_negative.


Sets the specified light parameter. See LightParam for options. Equivalent to Light.set_param.


  • void light_set_projector ( RID light, RID texture )

Not implemented in Godot 3.x.


  • void light_set_reverse_cull_face_mode ( RID light, bool enabled )

If true, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double sided shadows with instance_geometry_set_cast_shadows_setting. Equivalent to Light.shadow_reverse_cull_face.


  • void light_set_shadow ( RID light, bool enabled )

If true, light will cast shadows. Equivalent to Light.shadow_enabled.


  • void light_set_shadow_color ( RID light, Color color )

Sets the color of the shadow cast by the light. Equivalent to Light.shadow_color.


  • void light_set_use_gi ( RID light, bool enabled )

Sets whether GI probes capture light information from this light.


  • RID lightmap_capture_create ( )

Creates a lightmap capture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all lightmap_capture_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.

To place in a scene, attach this lightmap capture to an instance using instance_set_base using the returned RID.


  • AABB lightmap_capture_get_bounds ( RID capture ) const

Returns the size of the lightmap capture area.


  • float lightmap_capture_get_energy ( RID capture ) const

Returns the energy multiplier used by the lightmap capture.


Returns the octree used by the lightmap capture.


  • int lightmap_capture_get_octree_cell_subdiv ( RID capture ) const

Returns the cell subdivision amount used by this lightmap capture's octree.


  • Transform lightmap_capture_get_octree_cell_transform ( RID capture ) const

Returns the cell transform for this lightmap capture's octree.


  • void lightmap_capture_set_bounds ( RID capture, AABB bounds )

Sets the size of the area covered by the lightmap capture.


  • void lightmap_capture_set_energy ( RID capture, float energy )

Sets the energy multiplier for this lightmap capture.


Sets the octree to be used by this lightmap capture.


  • void lightmap_capture_set_octree_cell_subdiv ( RID capture, int subdiv )

Sets the subdivision level of this lightmap capture's octree.


  • void lightmap_capture_set_octree_cell_transform ( RID capture, Transform xform )

Sets the octree cell transform for this lightmap capture's octree.


  • RID make_sphere_mesh ( int latitudes, int longitudes, float radius )

Returns a mesh of a sphere with the given amount of horizontal and vertical subdivisions.


  • RID material_create ( )

Creates an empty material and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all material_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.


Returns the value of a certain material's parameter.


  • void material_set_next_pass ( RID material, RID next_material )

Sets an object's next material.


Sets a material's parameter.


  • void material_set_render_priority ( RID material, int priority )

Sets a material's render priority.


  • void material_set_shader ( RID shader_material, RID shader )

Sets a shader material's shader.



  • void mesh_clear ( RID mesh )

Removes all surfaces from a mesh.


  • RID mesh_create ( )

Creates a new mesh and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all mesh_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.

To place in a scene, attach this mesh to an instance using instance_set_base using the returned RID.


  • int mesh_get_blend_shape_count ( RID mesh ) const

Returns a mesh's blend shape count.


Returns a mesh's blend shape mode.


  • AABB mesh_get_custom_aabb ( RID mesh ) const

Returns a mesh's custom aabb.


  • int mesh_get_surface_count ( RID mesh ) const

Returns a mesh's number of surfaces.


Sets a mesh's blend shape mode.


  • void mesh_set_custom_aabb ( RID mesh, AABB aabb )

Sets a mesh's custom aabb.


  • Array mesh_surface_get_arrays ( RID mesh, int surface ) const

Returns a mesh's surface's buffer arrays.


  • Array mesh_surface_get_blend_shape_arrays ( RID mesh, int surface ) const

Returns a mesh's surface's arrays for blend shapes.


  • int mesh_surface_get_format_offset ( int format, int vertex_len, int index_len, int array_index ) const

Function is unused in Godot 3.x.


  • int mesh_surface_get_format_stride ( int format, int vertex_len, int index_len ) const

Function is unused in Godot 3.x.


  • RID mesh_surface_get_material ( RID mesh, int surface ) const

Returns a mesh's surface's material.


  • void mesh_surface_set_material ( RID mesh, int surface, RID material )

Sets a mesh's surface's material.


Updates a specific region of a vertex buffer for the specified surface. Warning: this function alters the vertex buffer directly with no safety mechanisms, you can easily corrupt your mesh.



  • RID multimesh_create ( )

Creates a new multimesh on the VisualServer and returns an RID handle. This RID will be used in all multimesh_* VisualServer functions.

Once finished with your RID, you will want to free the RID using the VisualServer's free_rid static method.

To place in a scene, attach this multimesh to an instance using instance_set_base using the returned RID.


  • AABB multimesh_get_aabb ( RID multimesh ) const

Calculates and returns the axis-aligned bounding box that encloses all instances within the multimesh.



  • int multimesh_get_instance_count ( RID multimesh ) const

Ret