VisualServer

Inherits: Object

Servidor para cualquier cosa visible.

Descripción

Servidor para cualquier cosa visible. El servidor de renderizado es el backend de la API para todo lo visible. Todo el sistema de la escena se monta en él para mostrar.

El servidor de renderizado es completamente opaco, los internos son completamente específicos de la implementación y no se puede acceder a ellos.

El servidor de renderizado puede ser usado para evitar el sistema de escenas por completo.

Los recursos se crean usando las funciones *_create.

Todos los objetos se dibujan en una vista. Se puede utilizar la Viewport adjunta al SceneTree o se puede crear una por uno mismo con el viewport_create. Cuando se utiliza un escenario o lienzo personalizado, el escenario o lienzo debe adjuntarse a la ventana de visualización utilizando viewport_set_scenario o viewport_attach_canvas.

En 3D, todos los objetos visuales deben estar asociados a un escenario. El escenario es una representación visual del mundo. Si se accede al servidor de renderizado desde un juego en ejecución, se puede acceder al escenario desde el árbol de la escena desde cualquier nodo Spatial con Spatial.get_world. De lo contrario, se puede crear un escenario con scenario_create.

De manera similar, en 2D, se necesita un lienzo para dibujar todos los elementos del lienzo.

En 3D, todos los objetos visibles están compuestos por un recurso y una instancia. Un recurso puede ser una malla, un sistema de partículas, una luz o cualquier otro objeto en 3D. Para ser visibles, los recursos deben ser adjuntados a una instancia usando el instance_set_base. La instancia también debe ser adjuntada al escenario usando instance_set_scenario para ser visible.

En 2D, todos los objetos visibles son una especie de lienzo. Para ser visible, un elemento de lienzo debe ser el hijo de un lienzo unido a una ventana de visualización, o debe ser el hijo de otro elemento de lienzo que eventualmente se une al lienzo.

Tutoriales

Propiedades

bool

render_loop_enabled

Métodos

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_add_circle ( RID item, Vector2 pos, float radius, Color color )

void

canvas_item_add_clip_ignore ( RID item, bool ignore )

void

canvas_item_add_line ( RID item, Vector2 from, Vector2 to, Color color, float width=1.0, bool antialiased=false )

void

canvas_item_add_mesh ( RID item, RID mesh, Transform2D transform=Transform2D( 1, 0, 0, 1, 0, 0 ), Color modulate=Color( 1, 1, 1, 1 ), RID texture, RID normal_map )

void

canvas_item_add_multimesh ( RID item, RID mesh, RID texture, RID normal_map )

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 )

void

canvas_item_add_particles ( RID item, RID particles, RID texture, RID normal_map )

void

canvas_item_add_polygon ( RID item, PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs=PoolVector2Array( ), RID texture, RID normal_map, bool antialiased=false )

void

canvas_item_add_polyline ( RID item, PoolVector2Array points, PoolColorArray colors, float width=1.0, bool antialiased=false )

void

canvas_item_add_primitive ( RID item, PoolVector2Array points, PoolColorArray colors, PoolVector2Array uvs, RID texture, float width=1.0, RID normal_map )

void

canvas_item_add_rect ( RID item, Rect2 rect, Color color )

void

canvas_item_add_set_transform ( RID item, Transform2D transform )

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 )

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 )

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, bool antialiased=false, bool antialiasing_use_indices=false )

void

canvas_item_clear ( RID item )

RID

canvas_item_create ( )

void

canvas_item_set_clip ( RID item, bool clip )

void

canvas_item_set_copy_to_backbuffer ( RID item, bool enabled, Rect2 rect )

void

canvas_item_set_custom_rect ( RID item, bool use_custom_rect, Rect2 rect=Rect2( 0, 0, 0, 0 ) )

void

canvas_item_set_distance_field_mode ( RID item, bool enabled )

void

canvas_item_set_draw_behind_parent ( RID item, bool enabled )

void

canvas_item_set_draw_index ( RID item, int index )

void

canvas_item_set_light_mask ( RID item, int mask )

void

canvas_item_set_material ( RID item, RID material )

void

canvas_item_set_modulate ( RID item, Color color )

void

canvas_item_set_parent ( RID item, RID parent )

void

canvas_item_set_self_modulate ( RID item, Color color )

void

canvas_item_set_sort_children_by_y ( RID item, bool enabled )

void

canvas_item_set_transform ( RID item, Transform2D transform )

void

canvas_item_set_use_parent_material ( RID item, bool enabled )

void

canvas_item_set_visible ( RID item, bool visible )

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_gradient_length ( RID light, float length )

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, PoolVector2Array shape, bool closed )

void

canvas_occluder_polygon_set_shape_as_lines ( RID occluder_polygon, PoolVector2Array shape )

void

canvas_set_item_mirroring ( RID canvas, RID item, Vector2 mirroring )

void

canvas_set_modulate ( RID canvas, Color color )

RID

directional_light_create ( )

void

draw ( bool swap_buffers=true, float frame_step=0.0 )

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_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_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 ( 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 bloom_threshold, EnvironmentGlowBlendMode blend_mode, float hdr_bleed_threshold, float hdr_bleed_scale, float hdr_luminance_cap, bool bicubic_upscale, bool high_quality )

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 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 ( )

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 ( )

RID

gi_probe_create ( )

float

gi_probe_get_bias ( RID probe ) const

AABB

gi_probe_get_bounds ( RID probe ) const

float

gi_probe_get_cell_size ( RID probe ) const

PoolIntArray

gi_probe_get_dynamic_data ( RID probe ) const

int

gi_probe_get_dynamic_range ( RID probe ) const

float

gi_probe_get_energy ( RID probe ) const

float

gi_probe_get_normal_bias ( RID probe ) const

float

gi_probe_get_propagation ( RID probe ) const

Transform

gi_probe_get_to_cell_xform ( RID probe ) const

bool

gi_probe_is_compressed ( RID probe ) const

bool

gi_probe_is_interior ( RID probe ) const

void

gi_probe_set_bias ( RID probe, float bias )

void

gi_probe_set_bounds ( RID probe, AABB bounds )

void

gi_probe_set_cell_size ( RID probe, float range )

void

gi_probe_set_compress ( RID probe, bool enable )

void

gi_probe_set_dynamic_data ( RID probe, PoolIntArray data )

void

gi_probe_set_dynamic_range ( RID probe, int range )

void

gi_probe_set_energy ( RID probe, float energy )

void

gi_probe_set_interior ( RID probe, bool enable )

void

gi_probe_set_normal_bias ( RID probe, float bias )

void

gi_probe_set_propagation ( RID probe, float propagation )

void

gi_probe_set_to_cell_xform ( RID probe, Transform xform )

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_overlay ( RID instance, RID material )

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, int lightmap_slice=-1, Rect2 lightmap_uv_rect=Rect2( 0, 0, 1, 1 ) )

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_detail ( RID light, LightOmniShadowDetail detail )

void

light_omni_set_shadow_mode ( RID light, LightOmniShadowMode mode )

void

light_set_bake_mode ( RID light, LightBakeMode bake_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

PoolByteArray

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

bool

lightmap_capture_is_interior ( 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_interior ( RID capture, bool interior )

void

lightmap_capture_set_octree ( RID capture, PoolByteArray 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, String parameter ) const

Variant

material_get_param_default ( RID material, String parameter ) const

RID

material_get_shader ( RID shader_material ) const

void

material_set_line_width ( RID material, float width )

void

material_set_next_pass ( RID material, RID next_material )

void

material_set_param ( RID material, String 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=[ ], int compress_format=2194432 )

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_remove_surface ( RID mesh, int index )

void

mesh_set_blend_shape_count ( RID mesh, int amount )

void

mesh_set_blend_shape_mode ( RID mesh, BlendShapeMode mode )

void

mesh_set_custom_aabb ( RID mesh, AABB aabb )

AABB

mesh_surface_get_aabb ( RID mesh, int surface ) const

PoolByteArray

mesh_surface_get_array ( RID mesh, int surface ) const

int

mesh_surface_get_array_index_len ( RID mesh, int surface ) const

int

mesh_surface_get_array_len ( RID mesh, int surface ) const

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 ( 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, int array_index ) const

PoolByteArray

mesh_surface_get_index_array ( RID mesh, int surface ) const

RID

mesh_surface_get_material ( RID mesh, int surface ) const

PrimitiveType

mesh_surface_get_primitive_type ( RID mesh, int surface ) const

Array

mesh_surface_get_skeleton_aabb ( 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, PoolByteArray data )

void

multimesh_allocate ( RID multimesh, int instances, MultimeshTransformFormat transform_format, MultimeshColorFormat color_format, MultimeshCustomDataFormat custom_data_format=0 )

RID

multimesh_create ( )

AABB

multimesh_get_aabb ( 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_as_bulk_array ( RID multimesh, PoolRealArray array )

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, String 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

scenario_set_reflection_atlas_size ( RID scenario, int size, int subdiv )

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 )

void

set_shader_async_hidden_forbidden ( bool forbidden )

void

set_shader_time_scale ( float scale )

void

set_use_occlusion_culling ( bool enable )

RID

shader_create ( )

String

shader_get_code ( RID shader ) const

RID

shader_get_default_texture_param ( RID shader, String name ) 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, String 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_texture ( RID sky, RID cube_map, int radiance_size )

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 )

void

texture_bind ( RID texture, int number )

RID

texture_create ( )

RID

texture_create_from_image ( Image image, int flags=7 )

Array

texture_debug_usage ( )

Image

texture_get_data ( RID texture, int cube_side=0 ) const

int

texture_get_depth ( RID texture ) const

int

texture_get_flags ( RID texture ) const

Format

texture_get_format ( RID texture ) const

int

texture_get_height ( RID texture ) const

String

texture_get_path ( RID texture ) const

int

texture_get_texid ( RID texture ) const

TextureType

texture_get_type ( RID texture ) const

int

texture_get_width ( RID texture ) const

void

texture_set_data ( RID texture, Image image, int layer=0 )

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 )

void

texture_set_flags ( RID texture, int flags )

void

texture_set_path ( RID texture, String path )

void

texture_set_shrink_all_x2_on_set_data ( bool shrink )

void

texture_set_size_override ( RID texture, int width, int height, int depth )

void

textures_keep_original ( bool enable )

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_3d ( RID viewport, bool disabled )

void

viewport_set_disable_environment ( RID viewport, bool disabled )

void

viewport_set_global_canvas_transform ( RID viewport, Transform2D transform )

void

viewport_set_hdr ( RID viewport, bool enabled )

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_sharpen_intensity ( RID viewport, float intensity )

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_usage ( RID viewport, ViewportUsage usage )

void

viewport_set_use_arvr ( RID viewport, bool use_arvr )

void

viewport_set_use_debanding ( RID viewport, bool debanding )

void

viewport_set_use_fxaa ( RID viewport, bool fxaa )

void

viewport_set_vflip ( RID viewport, bool enabled )

Señales

  • 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.

Enumeraciones

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 --- Normal texture with 2 dimensions, width and height.

  • TEXTURE_TYPE_CUBEMAP = 2 --- Texture made up of six faces, can be looked up with a vec3 in shader.

  • TEXTURE_TYPE_2D_ARRAY = 3 --- An array of 2-dimensional textures.

  • TEXTURE_TYPE_3D = 4 --- A 3-dimensional texture with width, height, and depth.


enum TextureFlags:

  • TEXTURE_FLAG_MIPMAPS = 1 --- Generates mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio.

  • TEXTURE_FLAG_REPEAT = 2 --- Repeats the texture (instead of clamp to edge).

  • TEXTURE_FLAG_FILTER = 4 --- Uses a magnifying filter, to enable smooth zooming in of the texture.

  • TEXTURE_FLAG_ANISOTROPIC_FILTER = 8 --- Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.

This results in better-looking textures when viewed from oblique angles.

  • TEXTURE_FLAG_CONVERT_TO_LINEAR = 16 --- Converts the texture to the sRGB color space.

  • TEXTURE_FLAG_MIRRORED_REPEAT = 32 --- Repeats the texture with alternate sections mirrored.

  • TEXTURE_FLAG_USED_FOR_STREAMING = 2048 --- Texture is a video surface.

  • TEXTURE_FLAGS_DEFAULT = 7 --- Default flags. TEXTURE_FLAG_MIPMAPS, TEXTURE_FLAG_REPEAT and TEXTURE_FLAG_FILTER are enabled.


enum ShaderMode:

  • SHADER_SPATIAL = 0 --- Shader es un shader 3D.

  • SHADER_CANVAS_ITEM = 1 --- Shader es un shader 2D.

  • SHADER_PARTICLES = 2 --- Shader es un shader de partículas.

  • SHADER_MAX = 3 --- Representa el tamaño del enum ShaderMode.


enum ArrayType:

  • ARRAY_VERTEX = 0 --- El array es un array de vértices.

  • ARRAY_NORMAL = 1 --- El array es un array normales.

  • ARRAY_TANGENT = 2 --- El Array es una array de tangentes.

  • ARRAY_COLOR = 3 --- El Array es un array de colores.

  • ARRAY_TEX_UV = 4 --- El Array es un array de coordenadas UV.

  • ARRAY_TEX_UV2 = 5 --- El Array es un array de coordenadas UV para las segundas coordenadas UV.

  • ARRAY_BONES = 6 --- El Array contiene información sobre los huesos.

  • ARRAY_WEIGHTS = 7 --- El Array contiene la información de pesos.

  • ARRAY_INDEX = 8 --- El Array es un array de índices.

  • ARRAY_MAX = 9 --- Representa el tamaño del enum ArrayType.


enum ArrayFormat:

  • ARRAY_FORMAT_VERTEX = 1 --- Bandera usada para marcar un array de vértices.

  • ARRAY_FORMAT_NORMAL = 2 --- Bandera usada para marcar una array de normales.

  • ARRAY_FORMAT_TANGENT = 4 --- Bandera usada para marcar un array de tangentes.

  • ARRAY_FORMAT_COLOR = 8 --- Bandera usada para marcar un array de colores.

  • ARRAY_FORMAT_TEX_UV = 16 --- Bandera usada para marcar un conjunto de coordenadas UV.

  • ARRAY_FORMAT_TEX_UV2 = 32 --- Bandera usada para marcar un array de coordenadas UV para las segundas coordenadas UV.

  • ARRAY_FORMAT_BONES = 64 --- Bandera usada para marcar un array con información de huesos.

  • ARRAY_FORMAT_WEIGHTS = 128 --- Bandera usada para marcar un array de pesos.

  • ARRAY_FORMAT_INDEX = 256 --- Bandera usada para marcar un array de índices.

  • ARRAY_COMPRESS_VERTEX = 512 --- Flag used to mark a compressed (half float) vertex array.

  • ARRAY_COMPRESS_NORMAL = 1024 --- Flag utilizada para marcar un array normal comprimido (real).

  • ARRAY_COMPRESS_TANGENT = 2048 --- Flag utilizada para marcar un array tangencial comprimido (real).

  • ARRAY_COMPRESS_COLOR = 4096 --- Flag usada para marcar una array de colores comprimida (real).

  • ARRAY_COMPRESS_TEX_UV = 8192 --- Flag usada para marcar un array de coordenadas UV comprimidas (real).

  • ARRAY_COMPRESS_TEX_UV2 = 16384 --- Flag usada para marcar un array de coordenadas UV comprimidas (real) para las segundas coordenadas UV.

  • ARRAY_COMPRESS_BONES = 32768 --- Flag used to mark a compressed bone array.

  • ARRAY_COMPRESS_WEIGHTS = 65536 --- Flag used to mark a compressed (half float) weight array.

  • ARRAY_COMPRESS_INDEX = 131072 --- Flag usada para marcar un array de índices comprimida.

  • ARRAY_FLAG_USE_2D_VERTICES = 262144 --- Flag usada para marcar que el array contiene vértices 2D.

  • ARRAY_FLAG_USE_16_BIT_BONES = 524288 --- Flag used to mark that the array uses 16-bit bones instead of 8-bit.

  • ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION = 2097152 --- Flag used to mark that the array uses an octahedral representation of normal and tangent vectors rather than cartesian.

  • ARRAY_COMPRESS_DEFAULT = 2194432 --- Used to set flags ARRAY_COMPRESS_NORMAL, ARRAY_COMPRESS_TANGENT, ARRAY_COMPRESS_COLOR, ARRAY_COMPRESS_TEX_UV, ARRAY_COMPRESS_TEX_UV2, ARRAY_COMPRESS_WEIGHTS, and ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION quickly.


enum PrimitiveType:

  • PRIMITIVE_POINTS = 0 --- Primitiva para dibujar vagones de puntos.

  • PRIMITIVE_LINES = 1 --- Primitiva para dibujar vagones de líneas.

  • PRIMITIVE_LINE_STRIP = 2 --- Primitiva para dibujar consiste en una franja de líneas de principio a fin.

  • 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 --- Primitiva para dibujar vagones de triángulos.

  • PRIMITIVE_TRIANGLE_STRIP = 5 --- Primitiva para dibujar consiste en una tira de triángulo (los últimos 3 vértices siempre se combinan para formar un triángulo).

  • 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 --- Representa el tamaño del enum PrimitiveType.


enum BlendShapeMode:

  • BLEND_SHAPE_MODE_NORMALIZED = 0 --- Las formas de la mezcla se normalizan.

  • BLEND_SHAPE_MODE_RELATIVE = 1 --- Las formas de la mezcla son relativas al peso base.


enum LightType:

  • LIGHT_DIRECTIONAL = 0 --- Es una luz direccional (sol).

  • LIGHT_OMNI = 1 --- Es una luz omnipresente.

  • LIGHT_SPOT = 2 --- Es un foco de luz.


enum LightParam:

  • LIGHT_PARAM_ENERGY = 0 --- La energía de la luz.

  • LIGHT_PARAM_INDIRECT_ENERGY = 1 --- Secondary multiplier used with indirect light (light bounces).

  • LIGHT_PARAM_SIZE = 2 --- The light's size, currently only used for soft shadows in baked lightmaps.

  • LIGHT_PARAM_SPECULAR = 3 --- La influencia de la luz en la especularidad.

  • LIGHT_PARAM_RANGE = 4 --- El rango de la luz.

  • LIGHT_PARAM_ATTENUATION = 5 --- La atenuación de la luz.

  • LIGHT_PARAM_SPOT_ANGLE = 6 --- El ángulo del foco.

  • LIGHT_PARAM_SPOT_ATTENUATION = 7 --- La atenuación del foco.

  • LIGHT_PARAM_CONTACT_SHADOW_SIZE = 8 --- Scales the shadow color.

  • LIGHT_PARAM_SHADOW_MAX_DISTANCE = 9 --- La distancia máxima a la que las sombras se renderizarán.

  • LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET = 10 --- Proporción de atlas de sombras ocupados por la primera división.

  • LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET = 11 --- Proporción del atlas de las sombras ocupado por la segunda división.

  • LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET = 12 --- Proporción del atlas de las sombras ocupado por la tercera división. La cuarta división ocupa el resto.

  • LIGHT_PARAM_SHADOW_NORMAL_BIAS = 13 --- Sesgo normal usado para compensar la búsqueda de sombras por el objeto normal. Puede ser usado para arreglar artefactos de auto-sombra.

  • LIGHT_PARAM_SHADOW_BIAS = 14 --- Predisponer la búsqueda de sombras para arreglar los artefactos que se ensombrecen a sí mismos.

  • 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 --- Representa el tamaño del enum LightParam.


enum LightBakeMode:

  • LIGHT_BAKE_DISABLED = 0

  • LIGHT_BAKE_INDIRECT = 1

  • LIGHT_BAKE_ALL = 2


enum LightOmniShadowMode:

  • LIGHT_OMNI_SHADOW_DUAL_PARABOLOID = 0 --- Usar un mapa de sombras paraboloide doble para las luces omnidireccionales.

  • LIGHT_OMNI_SHADOW_CUBE = 1 --- Usa un mapa de cubo de sombras para las luces omnidireccionales. Más lento pero de mejor calidad que el paraboloide dual.


enum LightOmniShadowDetail:

  • LIGHT_OMNI_SHADOW_DETAIL_VERTICAL = 0 --- Use more detail vertically when computing shadow map.

  • LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL = 1 --- Use more detail horizontally when computing shadow map.


enum LightDirectionalShadowMode:

  • LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL = 0 --- Usar proyección de sombra ortogonal para la luz direccional.

  • LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS = 1 --- Use 2 divisiones para la proyección de sombras cuando use luz direccional.

  • LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS = 2 --- Use 4 divisiones para la proyección de sombras cuando use luz direccional.


enum LightDirectionalShadowDepthRangeMode:

  • LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE = 0 --- Mantiene las sombras estables a medida que la cámara se mueve, pero tiene una resolución efectiva más baja.

  • LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED = 1 --- Optimizar el uso de los mapas de sombra, aumentando la resolución efectiva. Pero puede dar lugar a que las sombras se muevan o parpadeen ligeramente.


enum ViewportUpdateMode:

  • VIEWPORT_UPDATE_DISABLED = 0 --- No actualice el viewport.

  • VIEWPORT_UPDATE_ONCE = 1 --- Actualiza el viewport una vez y luego ponlo en desactivado.

  • VIEWPORT_UPDATE_WHEN_VISIBLE = 2 --- Actualice el viewport siempre que sea visible.

  • VIEWPORT_UPDATE_ALWAYS = 3 --- Siempre actualiza el viewport.


enum ViewportClearMode:

  • VIEWPORT_CLEAR_ALWAYS = 0 --- El viewport siempre se limpia antes de dibujar.

  • VIEWPORT_CLEAR_NEVER = 1 --- El viewport nunca se limpia antes de dibujar.

  • VIEWPORT_CLEAR_ONLY_NEXT_FRAME = 2 --- El viewport se borra una vez, luego el modo de borrado se establece en VIEWPORT_CLEAR_NEVER.


enum ViewportMSAA:

  • VIEWPORT_MSAA_DISABLED = 0 --- El antialiasing multimuestra está desactivado.

  • 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 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 --- Número de objetos dibujados en un solo fotograma.

  • VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME = 1 --- Número de vértices dibujados en un solo fotograma.

  • VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME = 2 --- Número de cambios materiales durante este fotograma.

  • VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME = 3 --- El número de cambios de shader durante este fotograma.

  • VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME = 4 --- El número de cambios en la superficie durante este fotograma.

  • VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME = 5 --- Número de llamadas de dibujo durante este fotograma.

  • VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME = 6 --- Number of 2d items drawn this frame.

  • VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME = 7 --- Number of 2d draw calls during this frame.

  • VIEWPORT_RENDER_INFO_MAX = 8 --- Representa el tamaño del enum ViewportRenderInfo.


enum ViewportDebugDraw:

  • VIEWPORT_DEBUG_DRAW_DISABLED = 0 --- El dibujado de depuración está desactivado. Configuración predeterminada.

  • 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 --- El dibujado de depuración dibuja objetos en un marco de alambre.


enum ScenarioDebugMode:

  • SCENARIO_DEBUG_DISABLED = 0 --- No utilice el modo de depuración.

  • SCENARIO_DEBUG_WIREFRAME = 1 --- Dibujar todos los objetos como modelos de malla de alambre.

  • SCENARIO_DEBUG_OVERDRAW = 2 --- Dibuja todos los objetos de manera que se vea cuánto se está sobregirando. El sobregirado se produce cuando se dibuja y sombrea una sección de píxeles y luego otro objeto la cubre. Para optimizar una escena, debes reducir el sobregirado.

  • SCENARIO_DEBUG_SHADELESS = 3 --- Dibuja todos los objetos sin sombrear. Equivale a poner todos los objetos shaders en unshaded.


enum InstanceType:

  • INSTANCE_NONE = 0 --- La instancia no tiene un tipo.

  • INSTANCE_MESH = 1 --- La instancia es una malla.

  • INSTANCE_MULTIMESH = 2 --- La instancia es una multimalla.

  • INSTANCE_IMMEDIATE = 3 --- La instancia es una geometría inmediata.

  • INSTANCE_PARTICLES = 4 --- El caso es un emisor de partículas.

  • INSTANCE_LIGHT = 5 --- La instancia es una luz.

  • INSTANCE_REFLECTION_PROBE = 6 --- La instancia es una sonda de reflexión.

  • INSTANCE_GI_PROBE = 7 --- El caso es una sonda GI.

  • INSTANCE_LIGHTMAP_CAPTURE = 8 --- The instance is a lightmap capture.

  • INSTANCE_MAX = 9 --- Representa el tamaño del enumInstanceType.

  • INSTANCE_GEOMETRY_MASK = 30 --- Una combinación de las banderas de las instancias de la geometría (malla, multimesh, inmediata y partículas).


enum InstanceFlags:

  • INSTANCE_FLAG_USE_BAKED_LIGHT = 0 --- Permite que la instancia se utilice en la iluminación del cocinado.

  • INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE = 1 --- Cuando se establece, pide manualmente dibujar la geometría en el siguiente fotograma.

  • INSTANCE_FLAG_MAX = 2 --- Representa el tamaño del enum InstanceFlags.


enum ShadowCastingSetting:

  • SHADOW_CASTING_SETTING_OFF = 0 --- Deshabilita sombras de esta instancia.

  • SHADOW_CASTING_SETTING_ON = 1 --- Proyecta sombras de esta instancia.

  • SHADOW_CASTING_SETTING_DOUBLE_SIDED = 2 --- Deshabilitar la selección de la cara posterior cuando se renderice la sombra del objeto. Esto es un poco más lento pero puede resultar en sombras más correctas.

  • SHADOW_CASTING_SETTING_SHADOWS_ONLY = 3 --- Sólo se muestran las sombras del objeto. El objeto en sí no será dibujado.


enum NinePatchAxisMode:

  • NINE_PATCH_STRETCH = 0 --- El nine patch se estira donde es necesario.

  • NINE_PATCH_TILE = 1 --- El nine patch se llena de tiles donde sea necesario.

  • NINE_PATCH_TILE_FIT = 2 --- El nine patch se llena de tiles donde sea necesario y se estira un poco si es necesario.


enum CanvasLightMode:

  • CANVAS_LIGHT_MODE_ADD = 0 --- Añade un aditivo de color claro al canvas.

  • CANVAS_LIGHT_MODE_SUB = 1 --- Añade el color de la luz que se sustrae al canvas.

  • CANVAS_LIGHT_MODE_MIX = 2 --- La luz añade color dependiendo de la transparencia.

  • CANVAS_LIGHT_MODE_MASK = 3 --- La luz añade color dependiendo de la máscara.


enum CanvasLightShadowFilter:

  • CANVAS_LIGHT_FILTER_NONE = 0 --- No aplique un filtro a las sombras de luz del canvas.

  • CANVAS_LIGHT_FILTER_PCF3 = 1 --- Use PCF3 filtering to filter canvas light shadows.

  • CANVAS_LIGHT_FILTER_PCF5 = 2 --- Utiliza el filtro PCF5 para filtrar las sombras de luz del canvas.

  • CANVAS_LIGHT_FILTER_PCF7 = 3 --- Use PCF7 filtering to filter canvas light shadows.

  • CANVAS_LIGHT_FILTER_PCF9 = 4 --- Use PCF9 filtering to filter canvas light shadows.

  • CANVAS_LIGHT_FILTER_PCF13 = 5 --- Utiliza el filtro PCF13 para filtrar las sombras de luz del canvas.


enum CanvasOccluderPolygonCullMode:

  • CANVAS_OCCLUDER_POLYGON_CULL_DISABLED = 0 --- Selección del oclusor del canvas está desactivado.

  • CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE = 1 --- La selección del oclusor del canvas se hace en el sentido de las agujas del reloj.

  • CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE = 2 --- La selección del oclusor del canvas es en sentido contrario a las agujas del reloj.


enum RenderInfo:

  • INFO_OBJECTS_IN_FRAME = 0 --- La cantidad de objetos en el fotograma.

  • INFO_VERTICES_IN_FRAME = 1 --- La cantidad de vértices en el fotograma.

  • INFO_MATERIAL_CHANGES_IN_FRAME = 2 --- La cantidad de materiales modificados en el fotograma.

  • INFO_SHADER_CHANGES_IN_FRAME = 3 --- La cantidad del shader se repite en el fotograma.

  • INFO_SURFACE_CHANGES_IN_FRAME = 4 --- La cantidad de superficie cambia en el fotograma.

  • INFO_DRAW_CALLS_IN_FRAME = 5 --- La cantidad de llamadas de dibujo en el fotograma.

  • INFO_2D_ITEMS_IN_FRAME = 6 --- The amount of 2d items in the frame.

  • INFO_2D_DRAW_CALLS_IN_FRAME = 7 --- The amount of 2d draw calls in frame.

  • INFO_USAGE_VIDEO_MEM_TOTAL = 8 --- Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.

  • INFO_VIDEO_MEM_USED = 9 --- La cantidad de memoria de vídeo utilizada, es decir, la memoria de texturas y vértices combinados.

  • INFO_TEXTURE_MEM_USED = 10 --- La cantidad de memoria de textura utilizada.

  • INFO_VERTEX_MEM_USED = 11 --- La cantidad de memoria de vértices utilizada.


enum Features:

  • FEATURE_SHADERS = 0 --- El hardware soporta los shaders. Esta enum no se usa actualmente en Godot 3.x.

  • FEATURE_MULTITHREADED = 1 --- El hardware soporta el multihilo. Este enum no se usa actualmente en Godot 3.x.


enum MultimeshTransformFormat:

  • MULTIMESH_TRANSFORM_2D = 0 --- Use Transform2D para almacenar la transformada de MultiMalla.

  • MULTIMESH_TRANSFORM_3D = 1 --- Use Transform para almacenar la transformada de MultiMesh.


enum MultimeshColorFormat:

  • MULTIMESH_COLOR_NONE = 0 --- MultiMesh does not use per-instance color.

  • MULTIMESH_COLOR_8BIT = 1 --- MultiMesh color uses 8 bits per component. This packs the color into a single float.

  • MULTIMESH_COLOR_FLOAT = 2 --- MultiMesh color uses a float per channel.


enum MultimeshCustomDataFormat:

  • MULTIMESH_CUSTOM_DATA_NONE = 0 --- MultiMesh does not use custom data.

  • MULTIMESH_CUSTOM_DATA_8BIT = 1 --- MultiMesh custom data uses 8 bits per component. This packs the 4-component custom data into a single float.

  • MULTIMESH_CUSTOM_DATA_FLOAT = 2 --- MultiMesh custom data uses a float per component.


enum ReflectionProbeUpdateMode:

  • REFLECTION_PROBE_UPDATE_ONCE = 0 --- La sonda de reflexión actualizará las reflexiones una vez y luego se detendrá.

  • REFLECTION_PROBE_UPDATE_ALWAYS = 1 --- La sonda de reflexión actualizará cada cuadro. Este modo es necesario para capturar objetos en movimiento.


enum ParticlesDrawOrder:

  • PARTICLES_DRAW_ORDER_INDEX = 0 --- Dibuja las partículas en el orden en que aparecen en el array de partículas.

  • PARTICLES_DRAW_ORDER_LIFETIME = 1 --- Clasificar las partículas en función de su vida útil.

  • PARTICLES_DRAW_ORDER_VIEW_DEPTH = 2 --- Clasifica las partículas según su distancia a la cámara.


enum EnvironmentBG:

  • ENV_BG_CLEAR_COLOR = 0 --- Usa el color limpio como fondo.

  • ENV_BG_COLOR = 1 --- Utilice un color específico como fondo.

  • ENV_BG_SKY = 2 --- Usar un recurso del cielo para el fondo.

  • ENV_BG_COLOR_SKY = 3 --- Use a custom color for background, but use a sky for shading and reflections.

  • ENV_BG_CANVAS = 4 --- Usar una capa de canvas especifica como fondo. Esto puede ser útil para instanciar una escena 2D en un mundo 3D.

  • ENV_BG_KEEP = 5 --- No despeje el fondo, use el último fotograma como fondo.

  • ENV_BG_MAX = 7 --- Representa el tamaño del enum EnvironmentBG.


enum EnvironmentDOFBlurQuality:

  • ENV_DOF_BLUR_QUALITY_LOW =