RenderingServer

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Published: Feb 9, 2025 License: MIT Imports: 31 Imported by: 0

Documentation

Overview

Package RenderingServer provides methods for working with RenderingServer object instances.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func Advanced

func Advanced() class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

func BakeRenderUv2

func BakeRenderUv2(base RID.Mesh, material_overrides [][]RID.Material, image_size Vector2i.XY) [][1]gdclass.Image

Bakes the material data of the Mesh passed in the [param base] parameter with optional [param material_overrides] to a set of [Image]s of size [param image_size]. Returns an array of [Image]s containing material properties as specified in [enum BakeChannels].

func CallOnRenderThread

func CallOnRenderThread(callable func())

As the RenderingServer actual logic may run on an separate thread, accessing its internals from the main (or any other) thread will result in errors. To make it easier to run code that can safely access the rendering internals (such as [RenderingDevice] and similar RD classes), push a callable via this function so it will be executed on the render thread.

func CameraAttributesCreate

func CameraAttributesCreate() RID.CameraAttributes

Creates a camera attributes object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]camera_attributes_[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [CameraAttributes].

func CameraAttributesSetAutoExposure

func CameraAttributesSetAutoExposure(camera_attributes RID.CameraAttributes, enable bool, min_sensitivity Float.X, max_sensitivity Float.X, speed Float.X, scale Float.X)

Sets the parameters to use with the auto-exposure effect. These parameters take on the same meaning as their counterparts in [CameraAttributes] and [CameraAttributesPractical].

func CameraAttributesSetDofBlur

func CameraAttributesSetDofBlur(camera_attributes RID.CameraAttributes, far_enable bool, far_distance Float.X, far_transition Float.X, near_enable bool, near_distance Float.X, near_transition Float.X, amount Float.X)

Sets the parameters to use with the DOF blur effect. These parameters take on the same meaning as their counterparts in [CameraAttributesPractical].

func CameraAttributesSetDofBlurBokehShape

func CameraAttributesSetDofBlurBokehShape(shape gdclass.RenderingServerDOFBokehShape)

Sets the shape of the DOF bokeh pattern. Different shapes may be used to achieve artistic effect, or to meet performance targets. For more detail on available options see [enum DOFBokehShape].

func CameraAttributesSetDofBlurQuality

func CameraAttributesSetDofBlurQuality(quality gdclass.RenderingServerDOFBlurQuality, use_jitter bool)

Sets the quality level of the DOF blur effect to one of the options in [enum DOFBlurQuality]. [param use_jitter] can be used to jitter samples taken during the blur pass to hide artifacts at the cost of looking more fuzzy.

func CameraAttributesSetExposure

func CameraAttributesSetExposure(camera_attributes RID.CameraAttributes, multiplier Float.X, normalization Float.X)

Sets the exposure values that will be used by the renderers. The normalization amount is used to bake a given Exposure Value (EV) into rendering calculations to reduce the dynamic range of the scene. The normalization factor can be calculated from exposure value (EV100) as follows: [codeblock] func get_exposure_normalization(ev100: float):

return 1.0 / (pow(2.0, ev100) * 1.2)

[/codeblock] The exposure value can be calculated from aperture (in f-stops), shutter speed (in seconds), and sensitivity (in ISO) as follows: [codeblock] func get_exposure(aperture: float, shutter_speed: float, sensitivity: float):

return log((aperture * aperture) / shutter_speed * (100.0 / sensitivity)) / log(2)

[/codeblock]

func CameraCreate

func CameraCreate() RID.Camera

Creates a 3D camera and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]camera_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent node is [Camera3D].

func CameraSetCameraAttributes

func CameraSetCameraAttributes(camera RID.Camera, effects RID.CameraAttributes)

Sets the camera_attributes created with [method camera_attributes_create] to the given camera.

func CameraSetCompositor

func CameraSetCompositor(camera RID.Camera, compositor RID.Compositor)

Sets the compositor used by this camera. Equivalent to [member Camera3D.compositor].

func CameraSetCullMask

func CameraSetCullMask(camera RID.Camera, layers int)

Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to [member Camera3D.cull_mask].

func CameraSetEnvironment

func CameraSetEnvironment(camera RID.Camera, env RID.Environment)

Sets the environment used by this camera. Equivalent to [member Camera3D.environment].

func CameraSetFrustum

func CameraSetFrustum(camera RID.Camera, size Float.X, offset Vector2.XY, z_near Float.X, z_far Float.X)

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

func CameraSetOrthogonal

func CameraSetOrthogonal(camera RID.Camera, size Float.X, z_near Float.X, z_far Float.X)

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.

func CameraSetPerspective

func CameraSetPerspective(camera RID.Camera, fovy_degrees Float.X, z_near Float.X, z_far Float.X)

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

func CameraSetTransform

func CameraSetTransform(camera RID.Camera, transform Transform3D.BasisOrigin)

Sets [Transform3D] of camera.

func CameraSetUseVerticalAspect

func CameraSetUseVerticalAspect(camera RID.Camera, enable bool)

If [code]true[/code], preserves the horizontal aspect ratio which is equivalent to [constant Camera3D.KEEP_WIDTH]. If [code]false[/code], preserves the vertical aspect ratio which is equivalent to [constant Camera3D.KEEP_HEIGHT].

func CanvasCreate

func CanvasCreate() RID.Canvas

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 [code]canvas_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. Canvas has no [Resource] or [Node] equivalent.

func CanvasItemAddAnimationSlice

func CanvasItemAddAnimationSlice(item RID.CanvasItem, animation_length Float.X, slice_begin Float.X, slice_end Float.X)

Subsequent drawing commands will be ignored unless they fall within the specified animation slice. This is a faster way to implement animations that loop on background rather than redrawing constantly.

func CanvasItemAddCircle

func CanvasItemAddCircle(item RID.CanvasItem, pos Vector2.XY, radius Float.X, color Color.RGBA)

Draws a circle on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_circle].

func CanvasItemAddClipIgnore

func CanvasItemAddClipIgnore(item RID.CanvasItem, ignore bool)

If [param ignore] is [code]true[/code], ignore clipping on items drawn with this canvas item until this is called again with [param ignore] set to false.

func CanvasItemAddLcdTextureRectRegion

func CanvasItemAddLcdTextureRectRegion(item RID.CanvasItem, rect Rect2.PositionSize, texture RID.CanvasTexture, src_rect Rect2.PositionSize, modulate Color.RGBA)

See also [method CanvasItem.draw_lcd_texture_rect_region].

func CanvasItemAddLine

func CanvasItemAddLine(item RID.CanvasItem, from Vector2.XY, to Vector2.XY, color Color.RGBA)

Draws a line on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_line].

func CanvasItemAddMesh

func CanvasItemAddMesh(item RID.CanvasItem, mesh RID.Mesh)

Draws a mesh created with [method mesh_create] with given [param transform], [param modulate] color, and [param texture]. This is used internally by [MeshInstance2D].

func CanvasItemAddMsdfTextureRectRegion

func CanvasItemAddMsdfTextureRectRegion(item RID.CanvasItem, rect Rect2.PositionSize, texture RID.CanvasTexture, src_rect Rect2.PositionSize)

See also [method CanvasItem.draw_msdf_texture_rect_region].

func CanvasItemAddMultiline

func CanvasItemAddMultiline(item RID.CanvasItem, points []Vector2.XY, colors []Color.RGBA)

Draws a 2D multiline on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_multiline] and [method CanvasItem.draw_multiline_colors].

func CanvasItemAddMultimesh

func CanvasItemAddMultimesh(item RID.CanvasItem, mesh RID.MultiMesh)

Draws a 2D [MultiMesh] on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_multimesh].

func CanvasItemAddNinePatch

func CanvasItemAddNinePatch(item RID.CanvasItem, rect Rect2.PositionSize, source Rect2.PositionSize, texture RID.CanvasTexture, topleft Vector2.XY, bottomright Vector2.XY)

Draws a nine-patch rectangle on the [CanvasItem] pointed to by the [param item] [RID].

func CanvasItemAddParticles

func CanvasItemAddParticles(item RID.CanvasItem, particles RID.Particles, texture RID.Texture)

Draws particles on the [CanvasItem] pointed to by the [param item] [RID].

func CanvasItemAddPolygon

func CanvasItemAddPolygon(item RID.CanvasItem, points []Vector2.XY, colors []Color.RGBA)

Draws a 2D polygon on the [CanvasItem] pointed to by the [param item] [RID]. If you need more flexibility (such as being able to use bones), use [method canvas_item_add_triangle_array] instead. See also [method CanvasItem.draw_polygon].

func CanvasItemAddPolyline

func CanvasItemAddPolyline(item RID.CanvasItem, points []Vector2.XY, colors []Color.RGBA)

Draws a 2D polyline on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_polyline] and [method CanvasItem.draw_polyline_colors].

func CanvasItemAddPrimitive

func CanvasItemAddPrimitive(item RID.CanvasItem, points []Vector2.XY, colors []Color.RGBA, uvs []Vector2.XY, texture RID.CanvasTexture)

Draws a 2D primitive on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_primitive].

func CanvasItemAddRect

func CanvasItemAddRect(item RID.CanvasItem, rect Rect2.PositionSize, color Color.RGBA)

Draws a rectangle on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_rect].

func CanvasItemAddSetTransform

func CanvasItemAddSetTransform(item RID.CanvasItem, transform Transform2D.OriginXY)

Sets a [Transform2D] that will be used to transform subsequent canvas item commands.

func CanvasItemAddTextureRect

func CanvasItemAddTextureRect(item RID.CanvasItem, rect Rect2.PositionSize, texture RID.CanvasTexture)

Draws a 2D textured rectangle on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_texture_rect] and [method Texture2D.draw_rect].

func CanvasItemAddTextureRectRegion

func CanvasItemAddTextureRectRegion(item RID.CanvasItem, rect Rect2.PositionSize, texture RID.CanvasTexture, src_rect Rect2.PositionSize)

Draws the specified region of a 2D textured rectangle on the [CanvasItem] pointed to by the [param item] [RID]. See also [method CanvasItem.draw_texture_rect_region] and [method Texture2D.draw_rect_region].

func CanvasItemAddTriangleArray

func CanvasItemAddTriangleArray(item RID.CanvasItem, indices []int32, points []Vector2.XY, colors []Color.RGBA)

Draws a triangle array on the [CanvasItem] pointed to by the [param item] [RID]. This is internally used by [Line2D] and [StyleBoxFlat] for rendering. [method canvas_item_add_triangle_array] is highly flexible, but more complex to use than [method canvas_item_add_polygon]. [b]Note:[/b] [param count] is unused and can be left unspecified.

func CanvasItemClear

func CanvasItemClear(item RID.CanvasItem)

Clears the [CanvasItem] and removes all commands in it.

func CanvasItemCreate

func CanvasItemCreate() RID.CanvasItem

Creates a new CanvasItem instance and returns its [RID]. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_item_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent node is [CanvasItem].

func CanvasItemResetPhysicsInterpolation

func CanvasItemResetPhysicsInterpolation(item RID.CanvasItem)

Prevents physics interpolation for the current physics tick. This is useful when moving a canvas item to a new location, to give an instantaneous change rather than interpolation from the previous location.

func CanvasItemSetCanvasGroupMode

func CanvasItemSetCanvasGroupMode(item RID.CanvasItem, mode gdclass.RenderingServerCanvasGroupMode)

Sets the canvas group mode used during 2D rendering for the canvas item specified by the [param item] RID. For faster but more limited clipping, use [method canvas_item_set_clip] instead. [b]Note:[/b] The equivalent node functionality is found in [CanvasGroup] and [member CanvasItem.clip_children].

func CanvasItemSetClip

func CanvasItemSetClip(item RID.CanvasItem, clip bool)

If [param clip] is [code]true[/code], makes the canvas item specified by the [param item] RID not draw anything outside of its rect's coordinates. This clipping is fast, but works only with axis-aligned rectangles. This means that rotation is ignored by the clipping rectangle. For more advanced clipping shapes, use [method canvas_item_set_canvas_group_mode] instead. [b]Note:[/b] The equivalent node functionality is found in [member Label.clip_text], [RichTextLabel] (always enabled) and more.

func CanvasItemSetCopyToBackbuffer

func CanvasItemSetCopyToBackbuffer(item RID.CanvasItem, enabled bool, rect Rect2.PositionSize)

Sets the [CanvasItem] to copy a rect to the backbuffer.

func CanvasItemSetCustomRect

func CanvasItemSetCustomRect(item RID.CanvasItem, use_custom_rect bool)

If [param use_custom_rect] is [code]true[/code], sets the custom visibility rectangle (used for culling) to [param rect] for the canvas item specified by [param item]. Setting a custom visibility rect can reduce CPU load when drawing lots of 2D instances. If [param use_custom_rect] is [code]false[/code], automatically computes a visibility rectangle based on the canvas item's draw commands.

func CanvasItemSetDefaultTextureFilter

func CanvasItemSetDefaultTextureFilter(item RID.CanvasItem, filter gdclass.RenderingServerCanvasItemTextureFilter)

Sets the default texture filter mode for the canvas item specified by the [param item] RID. Equivalent to [member CanvasItem.texture_filter].

func CanvasItemSetDefaultTextureRepeat

func CanvasItemSetDefaultTextureRepeat(item RID.CanvasItem, repeat gdclass.RenderingServerCanvasItemTextureRepeat)

Sets the default texture repeat mode for the canvas item specified by the [param item] RID. Equivalent to [member CanvasItem.texture_repeat].

func CanvasItemSetDistanceFieldMode

func CanvasItemSetDistanceFieldMode(item RID.CanvasItem, enabled bool)

If [param enabled] is [code]true[/code], enables multichannel signed distance field rendering mode for the canvas item specified by the [param item] RID. This is meant to be used for font rendering, or with specially generated images using [url=https://github.com/Chlumsky/msdfgen]msdfgen[/url].

func CanvasItemSetDrawBehindParent

func CanvasItemSetDrawBehindParent(item RID.CanvasItem, enabled bool)

If [param enabled] is [code]true[/code], draws the canvas item specified by the [param item] RID behind its parent. Equivalent to [member CanvasItem.show_behind_parent].

func CanvasItemSetDrawIndex

func CanvasItemSetDrawIndex(item RID.CanvasItem, index int)

Sets the index for the [CanvasItem].

func CanvasItemSetInterpolated

func CanvasItemSetInterpolated(item RID.CanvasItem, interpolated bool)

If [param interpolated] is [code]true[/code], turns on physics interpolation for the canvas item.

func CanvasItemSetLightMask

func CanvasItemSetLightMask(item RID.CanvasItem, mask int)

Sets the light [param mask] for the canvas item specified by the [param item] RID. Equivalent to [member CanvasItem.light_mask].

func CanvasItemSetMaterial

func CanvasItemSetMaterial(item RID.CanvasItem, material RID.Material)

Sets a new [param material] to the canvas item specified by the [param item] RID. Equivalent to [member CanvasItem.material].

func CanvasItemSetModulate

func CanvasItemSetModulate(item RID.CanvasItem, color Color.RGBA)

Multiplies the color of the canvas item specified by the [param item] RID, while affecting its children. See also [method canvas_item_set_self_modulate]. Equivalent to [member CanvasItem.modulate].

func CanvasItemSetParent

func CanvasItemSetParent(item RID.CanvasItem, parent RID.CanvasItem)

Sets a parent [CanvasItem] to the [CanvasItem]. The item will inherit transform, modulation and visibility from its parent, like [CanvasItem] nodes in the scene tree.

func CanvasItemSetSelfModulate

func CanvasItemSetSelfModulate(item RID.CanvasItem, color Color.RGBA)

Multiplies the color of the canvas item specified by the [param item] RID, without affecting its children. See also [method canvas_item_set_modulate]. Equivalent to [member CanvasItem.self_modulate].

func CanvasItemSetSortChildrenByY

func CanvasItemSetSortChildrenByY(item RID.CanvasItem, enabled bool)

If [param enabled] is [code]true[/code], child nodes with the lowest Y position are drawn before those with a higher Y position. Y-sorting only affects children that inherit from the canvas item specified by the [param item] RID, not the canvas item itself. Equivalent to [member CanvasItem.y_sort_enabled].

func CanvasItemSetTransform

func CanvasItemSetTransform(item RID.CanvasItem, transform Transform2D.OriginXY)

Sets the [param transform] of the canvas item specified by the [param item] RID. This affects where and how the item will be drawn. Child canvas items' transforms are multiplied by their parent's transform. Equivalent to [member Node2D.transform].

func CanvasItemSetUseParentMaterial

func CanvasItemSetUseParentMaterial(item RID.CanvasItem, enabled bool)

Sets if the [CanvasItem] uses its parent's material.

func CanvasItemSetVisibilityLayer

func CanvasItemSetVisibilityLayer(item RID.CanvasItem, visibility_layer int)

Sets the rendering visibility layer associated with this [CanvasItem]. Only [Viewport] nodes with a matching rendering mask will render this [CanvasItem].

func CanvasItemSetVisibilityNotifier

func CanvasItemSetVisibilityNotifier(item RID.CanvasItem, enable bool, area Rect2.PositionSize, enter_callable func(), exit_callable func())

Sets the given [CanvasItem] as visibility notifier. [param area] defines the area of detecting visibility. [param enter_callable] is called when the [CanvasItem] enters the screen, [param exit_callable] is called when the [CanvasItem] exits the screen. If [param enable] is [code]false[/code], the item will no longer function as notifier. This method can be used to manually mimic [VisibleOnScreenNotifier2D].

func CanvasItemSetVisible

func CanvasItemSetVisible(item RID.CanvasItem, visible bool)

Sets the visibility of the [CanvasItem].

func CanvasItemSetZAsRelativeToParent

func CanvasItemSetZAsRelativeToParent(item RID.CanvasItem, enabled bool)

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

func CanvasItemSetZIndex

func CanvasItemSetZIndex(item RID.CanvasItem, z_index int)

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

func CanvasItemTransformPhysicsInterpolation

func CanvasItemTransformPhysicsInterpolation(item RID.CanvasItem, transform Transform2D.OriginXY)

Transforms both the current and previous stored transform for a canvas item. This allows transforming a canvas item without creating a "glitch" in the interpolation, which is particularly useful for large worlds utilizing a shifting origin.

func CanvasLightAttachToCanvas

func CanvasLightAttachToCanvas(light RID.CanvasLight, canvas RID.Canvas)

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

func CanvasLightCreate

func CanvasLightCreate() RID.CanvasLight

Creates a canvas light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_light_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent node is [Light2D].

func CanvasLightOccluderAttachToCanvas

func CanvasLightOccluderAttachToCanvas(occluder RID.CanvasLightOccluder, canvas RID.Canvas)

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

func CanvasLightOccluderCreate

func CanvasLightOccluderCreate() RID.CanvasLightOccluder

Creates a light occluder and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_light_occluder_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent node is [LightOccluder2D].

func CanvasLightOccluderResetPhysicsInterpolation

func CanvasLightOccluderResetPhysicsInterpolation(occluder RID.CanvasLightOccluder)

Prevents physics interpolation for the current physics tick. This is useful when moving an occluder to a new location, to give an instantaneous change rather than interpolation from the previous location.

func CanvasLightOccluderSetAsSdfCollision

func CanvasLightOccluderSetAsSdfCollision(occluder RID.CanvasLightOccluder, enable bool)

func CanvasLightOccluderSetEnabled

func CanvasLightOccluderSetEnabled(occluder RID.CanvasLightOccluder, enabled bool)

Enables or disables light occluder.

func CanvasLightOccluderSetInterpolated

func CanvasLightOccluderSetInterpolated(occluder RID.CanvasLightOccluder, interpolated bool)

If [param interpolated] is [code]true[/code], turns on physics interpolation for the light occluder.

func CanvasLightOccluderSetLightMask

func CanvasLightOccluderSetLightMask(occluder RID.CanvasLightOccluder, mask int)

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

func CanvasLightOccluderSetPolygon

func CanvasLightOccluderSetPolygon(occluder RID.CanvasLightOccluder, polygon RID.CanvasLightOccluderPolygon)

Sets a light occluder's polygon.

func CanvasLightOccluderSetTransform

func CanvasLightOccluderSetTransform(occluder RID.CanvasLightOccluder, transform Transform2D.OriginXY)

Sets a light occluder's [Transform2D].

func CanvasLightOccluderTransformPhysicsInterpolation

func CanvasLightOccluderTransformPhysicsInterpolation(occluder RID.CanvasLightOccluder, transform Transform2D.OriginXY)

Transforms both the current and previous stored transform for a light occluder. This allows transforming an occluder without creating a "glitch" in the interpolation, which is particularly useful for large worlds utilizing a shifting origin.

func CanvasLightResetPhysicsInterpolation

func CanvasLightResetPhysicsInterpolation(light RID.CanvasLight)

Prevents physics interpolation for the current physics tick. This is useful when moving a canvas item to a new location, to give an instantaneous change rather than interpolation from the previous location.

func CanvasLightSetBlendMode

func CanvasLightSetBlendMode(light RID.CanvasLight, mode gdclass.RenderingServerCanvasLightBlendMode)

Sets the blend mode for the given canvas light. See [enum CanvasLightBlendMode] for options. Equivalent to [member Light2D.blend_mode].

func CanvasLightSetColor

func CanvasLightSetColor(light RID.CanvasLight, color Color.RGBA)

Sets the color for a light.

func CanvasLightSetEnabled

func CanvasLightSetEnabled(light RID.CanvasLight, enabled bool)

Enables or disables a canvas light.

func CanvasLightSetEnergy

func CanvasLightSetEnergy(light RID.CanvasLight, energy Float.X)

Sets a canvas light's energy.

func CanvasLightSetHeight

func CanvasLightSetHeight(light RID.CanvasLight, height Float.X)

Sets a canvas light's height.

func CanvasLightSetInterpolated

func CanvasLightSetInterpolated(light RID.CanvasLight, interpolated bool)

If [param interpolated] is [code]true[/code], turns on physics interpolation for the canvas light.

func CanvasLightSetItemCullMask

func CanvasLightSetItemCullMask(light RID.CanvasLight, mask int)

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

func CanvasLightSetItemShadowCullMask

func CanvasLightSetItemShadowCullMask(light RID.CanvasLight, mask int)

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

func CanvasLightSetLayerRange

func CanvasLightSetLayerRange(light RID.CanvasLight, min_layer int, max_layer int)

The layer range that gets rendered with this light.

func CanvasLightSetMode

func CanvasLightSetMode(light RID.CanvasLight, mode gdclass.RenderingServerCanvasLightMode)

The mode of the light, see [enum CanvasLightMode] constants.

func CanvasLightSetShadowColor

func CanvasLightSetShadowColor(light RID.CanvasLight, color Color.RGBA)

Sets the color of the canvas light's shadow.

func CanvasLightSetShadowEnabled

func CanvasLightSetShadowEnabled(light RID.CanvasLight, enabled bool)

Enables or disables the canvas light's shadow.

func CanvasLightSetShadowFilter

func CanvasLightSetShadowFilter(light RID.CanvasLight, filter gdclass.RenderingServerCanvasLightShadowFilter)

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

func CanvasLightSetShadowSmooth

func CanvasLightSetShadowSmooth(light RID.CanvasLight, smooth Float.X)

Smoothens the shadow. The lower, the smoother.

func CanvasLightSetTexture

func CanvasLightSetTexture(light RID.CanvasLight, texture RID.CanvasTexture)

Sets the texture to be used by a [PointLight2D]. Equivalent to [member PointLight2D.texture].

func CanvasLightSetTextureOffset

func CanvasLightSetTextureOffset(light RID.CanvasLight, offset Vector2.XY)

Sets the offset of a [PointLight2D]'s texture. Equivalent to [member PointLight2D.offset].

func CanvasLightSetTextureScale

func CanvasLightSetTextureScale(light RID.CanvasLight, scale Float.X)

Sets the scale factor of a [PointLight2D]'s texture. Equivalent to [member PointLight2D.texture_scale].

func CanvasLightSetTransform

func CanvasLightSetTransform(light RID.CanvasLight, transform Transform2D.OriginXY)

Sets the canvas light's [Transform2D].

func CanvasLightSetZRange

func CanvasLightSetZRange(light RID.CanvasLight, min_z int, max_z int)

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

func CanvasLightTransformPhysicsInterpolation

func CanvasLightTransformPhysicsInterpolation(light RID.CanvasLight, transform Transform2D.OriginXY)

Transforms both the current and previous stored transform for a canvas light. This allows transforming a light without creating a "glitch" in the interpolation, which is is particularly useful for large worlds utilizing a shifting origin.

func CanvasOccluderPolygonCreate

func CanvasOccluderPolygonCreate() RID.CanvasLightOccluderPolygon

Creates a new light occluder polygon and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_occluder_polygon_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [OccluderPolygon2D].

func CanvasOccluderPolygonSetCullMode

func CanvasOccluderPolygonSetCullMode(occluder_polygon RID.CanvasLightOccluderPolygon, mode gdclass.RenderingServerCanvasOccluderPolygonCullMode)

Sets an occluder polygons cull mode. See [enum CanvasOccluderPolygonCullMode] constants.

func CanvasOccluderPolygonSetShape

func CanvasOccluderPolygonSetShape(occluder_polygon RID.CanvasLightOccluderPolygon, shape []Vector2.XY, closed bool)

Sets the shape of the occluder polygon.

func CanvasSetDisableScale

func CanvasSetDisableScale(disable bool)

func CanvasSetItemMirroring

func CanvasSetItemMirroring(canvas RID.Canvas, item RID.CanvasItem, mirroring Vector2.XY)

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

func CanvasSetItemRepeat

func CanvasSetItemRepeat(item RID.CanvasItem, repeat_size Vector2.XY, repeat_times int)

A copy of the canvas item will be drawn with a local offset of the [param repeat_size] by the number of times of the [param repeat_times]. As the [param repeat_times] increases, the copies will spread away from the origin texture.

func CanvasSetModulate

func CanvasSetModulate(canvas RID.Canvas, color Color.RGBA)

Modulates all colors in the given canvas.

func CanvasSetShadowTextureSize

func CanvasSetShadowTextureSize(size int)

Sets the [member ProjectSettings.rendering/2d/shadow_atlas/size] to use for [Light2D] shadow rendering (in pixels). The value is rounded up to the nearest power of 2.

func CanvasTextureCreate

func CanvasTextureCreate() RID.CanvasTexture

Creates a canvas texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_texture_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. See also [method texture_2d_create]. [b]Note:[/b] The equivalent resource is [CanvasTexture] and is only meant to be used in 2D rendering, not 3D.

func CanvasTextureSetChannel

func CanvasTextureSetChannel(canvas_texture RID.CanvasTexture, channel gdclass.RenderingServerCanvasTextureChannel, texture RID.CanvasTexture)

Sets the [param channel]'s [param texture] for the canvas texture specified by the [param canvas_texture] RID. Equivalent to [member CanvasTexture.diffuse_texture], [member CanvasTexture.normal_texture] and [member CanvasTexture.specular_texture].

func CanvasTextureSetShadingParameters

func CanvasTextureSetShadingParameters(canvas_texture RID.CanvasTexture, base_color Color.RGBA, shininess Float.X)

Sets the [param base_color] and [param shininess] to use for the canvas texture specified by the [param canvas_texture] RID. Equivalent to [member CanvasTexture.specular_color] and [member CanvasTexture.specular_shininess].

func CanvasTextureSetTextureFilter

func CanvasTextureSetTextureFilter(canvas_texture RID.CanvasTexture, filter gdclass.RenderingServerCanvasItemTextureFilter)

Sets the texture [param filter] mode to use for the canvas texture specified by the [param canvas_texture] RID.

func CanvasTextureSetTextureRepeat

func CanvasTextureSetTextureRepeat(canvas_texture RID.CanvasTexture, repeat gdclass.RenderingServerCanvasItemTextureRepeat)

Sets the texture [param repeat] mode to use for the canvas texture specified by the [param canvas_texture] RID.

func CompositorCreate

func CompositorCreate() RID.Compositor

Creates a new compositor and adds it to the RenderingServer. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.

func CompositorEffectCreate

func CompositorEffectCreate() RID.CompositorEffect

Creates a new rendering effect and adds it to the RenderingServer. It can be accessed with the RID that is returned. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.

func CompositorEffectSetCallback

func CompositorEffectSetCallback(effect RID.CompositorEffect, callback_type gdclass.RenderingServerCompositorEffectCallbackType, callback func())

Sets the callback type ([param callback_type]) and callback method([param callback]) for this rendering effect.

func CompositorEffectSetEnabled

func CompositorEffectSetEnabled(effect RID.CompositorEffect, enabled bool)

Enables/disables this rendering effect.

func CompositorEffectSetFlag

func CompositorEffectSetFlag(effect RID.CompositorEffect, flag gdclass.RenderingServerCompositorEffectFlags, set bool)

Sets the flag ([param flag]) for this rendering effect to [code]true[/code] or [code]false[/code] ([param set]).

func CompositorSetCompositorEffects

func CompositorSetCompositorEffects(compositor RID.Compositor, effects [][]RID.CompositorEffect)

Sets the compositor effects for the specified compositor RID. [param effects] should be an array containing RIDs created with [method compositor_effect_create].

func CreateLocalRenderingDevice

func CreateLocalRenderingDevice() [1]gdclass.RenderingDevice

Creates a RenderingDevice that can be used to do draw and compute operations on a separate thread. Cannot draw to the screen nor share data with the global RenderingDevice. [b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code].

func DebugCanvasItemGetRect

func DebugCanvasItemGetRect(item RID.CanvasItem) Rect2.PositionSize

Returns the bounding rectangle for a canvas item in local space, as calculated by the renderer. This bound is used internally for culling. [b]Warning:[/b] This function is intended for debugging in the editor, and will pass through and return a zero [Rect2] in exported projects.

func DecalCreate

func DecalCreate() RID.Decal

Creates a decal and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]decal_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. To place in a scene, attach this decal to an instance using [method instance_set_base] using the returned RID. [b]Note:[/b] The equivalent node is [Decal].

func DecalSetAlbedoMix

func DecalSetAlbedoMix(decal RID.Decal, albedo_mix Float.X)

Sets the [param albedo_mix] in the decal specified by the [param decal] RID. Equivalent to [member Decal.albedo_mix].

func DecalSetCullMask

func DecalSetCullMask(decal RID.Decal, mask int)

Sets the cull [param mask] in the decal specified by the [param decal] RID. Equivalent to [member Decal.cull_mask].

func DecalSetDistanceFade

func DecalSetDistanceFade(decal RID.Decal, enabled bool, begin Float.X, length Float.X)

Sets the distance fade parameters in the decal specified by the [param decal] RID. Equivalent to [member Decal.distance_fade_enabled], [member Decal.distance_fade_begin] and [member Decal.distance_fade_length].

func DecalSetEmissionEnergy

func DecalSetEmissionEnergy(decal RID.Decal, energy Float.X)

Sets the emission [param energy] in the decal specified by the [param decal] RID. Equivalent to [member Decal.emission_energy].

func DecalSetFade

func DecalSetFade(decal RID.Decal, above Float.X, below Float.X)

Sets the upper fade ([param above]) and lower fade ([param below]) in the decal specified by the [param decal] RID. Equivalent to [member Decal.upper_fade] and [member Decal.lower_fade].

func DecalSetModulate

func DecalSetModulate(decal RID.Decal, color Color.RGBA)

Sets the color multiplier in the decal specified by the [param decal] RID to [param color]. Equivalent to [member Decal.modulate].

func DecalSetNormalFade

func DecalSetNormalFade(decal RID.Decal, fade Float.X)

Sets the normal [param fade] in the decal specified by the [param decal] RID. Equivalent to [member Decal.normal_fade].

func DecalSetSize

func DecalSetSize(decal RID.Decal, size Vector3.XYZ)

Sets the [param size] of the decal specified by the [param decal] RID. Equivalent to [member Decal.size].

func DecalSetTexture

func DecalSetTexture(decal RID.Decal, atype gdclass.RenderingServerDecalTexture, texture RID.Texture)

Sets the [param texture] in the given texture [param type] slot for the specified decal. Equivalent to [method Decal.set_texture].

func DecalsSetFilter

func DecalsSetFilter(filter gdclass.RenderingServerDecalFilter)

Sets the texture [param filter] mode to use when rendering decals. This parameter is global and cannot be set on a per-decal basis.

func DirectionalLightCreate

func DirectionalLightCreate() RID.Light

Creates a directional light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. To place in a scene, attach this directional light to an instance using [method instance_set_base] using the returned RID. [b]Note:[/b] The equivalent node is [DirectionalLight3D].

func DirectionalShadowAtlasSetSize

func DirectionalShadowAtlasSetSize(size int, is_16bits bool)

Sets the [param size] of the directional light shadows in 3D. See also [member ProjectSettings.rendering/lights_and_shadows/directional_shadow/size]. This parameter is global and cannot be set on a per-viewport basis.

func DirectionalSoftShadowFilterSetQuality

func DirectionalSoftShadowFilterSetQuality(quality gdclass.RenderingServerShadowQuality)

Sets the filter [param quality] for directional light shadows in 3D. See also [member ProjectSettings.rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality]. This parameter is global and cannot be set on a per-viewport basis.

func EnvironmentBakePanorama

func EnvironmentBakePanorama(environment RID.Environment, bake_irradiance bool, size Vector2i.XY) [1]gdclass.Image

Generates and returns an [Image] containing the radiance map for the specified [param environment] RID's sky. This supports built-in sky material and custom sky shaders. If [param bake_irradiance] is [code]true[/code], the irradiance map is saved instead of the radiance map. The radiance map is used to render reflected light, while the irradiance map is used to render ambient light. See also [method sky_bake_panorama]. [b]Note:[/b] The image is saved in linear color space without any tonemapping performed, which means it will look too dark if viewed directly in an image editor. [b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated panorama to have square pixels. For radiance maps, there is no point in using a height greater than [member Sky.radiance_size], as it won't increase detail. Irradiance maps only contain low-frequency data, so there is usually no point in going past a size of 128×64 pixels when saving an irradiance map.

func EnvironmentCreate

func EnvironmentCreate() RID.Environment

Creates an environment and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]environment_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [Environment].

func EnvironmentGlowSetUseBicubicUpscale

func EnvironmentGlowSetUseBicubicUpscale(enable bool)

If [param enable] is [code]true[/code], enables bicubic upscaling for glow which improves quality at the cost of performance. Equivalent to [member ProjectSettings.rendering/environment/glow/upscale_mode].

func EnvironmentSetAdjustment

func EnvironmentSetAdjustment(env RID.Environment, enable bool, brightness Float.X, contrast Float.X, saturation Float.X, use_1d_color_correction bool, color_correction RID.ColorCorrection)

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

func EnvironmentSetAmbientLight

func EnvironmentSetAmbientLight(env RID.Environment, color Color.RGBA)

Sets the values to be used for ambient light rendering. See [Environment] for more details.

func EnvironmentSetBackground

func EnvironmentSetBackground(env RID.Environment, bg gdclass.RenderingServerEnvironmentBG)

Sets the environment's background mode. Equivalent to [member Environment.background_mode].

func EnvironmentSetBgColor

func EnvironmentSetBgColor(env RID.Environment, color Color.RGBA)

Color displayed for clear areas of the scene. Only effective if using the [constant ENV_BG_COLOR] background mode.

func EnvironmentSetBgEnergy

func EnvironmentSetBgEnergy(env RID.Environment, multiplier Float.X, exposure_value Float.X)

Sets the intensity of the background color.

func EnvironmentSetCanvasMaxLayer

func EnvironmentSetCanvasMaxLayer(env RID.Environment, max_layer int)

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

func EnvironmentSetFog

func EnvironmentSetFog(env RID.Environment, enable bool, light_color Color.RGBA, light_energy Float.X, sun_scatter Float.X, density Float.X, height Float.X, height_density Float.X, aerial_perspective Float.X, sky_affect Float.X)

Configures fog for the specified environment RID. See [code]fog_*[/code] properties in [Environment] for more information.

func EnvironmentSetGlow

func EnvironmentSetGlow(env RID.Environment, enable bool, levels []float32, intensity Float.X, strength Float.X, mix Float.X, bloom_threshold Float.X, blend_mode gdclass.RenderingServerEnvironmentGlowBlendMode, hdr_bleed_threshold Float.X, hdr_bleed_scale Float.X, hdr_luminance_cap Float.X, glow_map_strength Float.X, glow_map RID.Texture)

Configures glow for the specified environment RID. See [code]glow_*[/code] properties in [Environment] for more information.

func EnvironmentSetSdfgi

func EnvironmentSetSdfgi(env RID.Environment, enable bool, cascades int, min_cell_size Float.X, y_scale gdclass.RenderingServerEnvironmentSDFGIYScale, use_occlusion bool, bounce_feedback Float.X, read_sky bool, energy Float.X, normal_bias Float.X, probe_bias Float.X)

Configures signed distance field global illumination for the specified environment RID. See [code]sdfgi_*[/code] properties in [Environment] for more information.

func EnvironmentSetSdfgiFramesToConverge

func EnvironmentSetSdfgiFramesToConverge(frames gdclass.RenderingServerEnvironmentSDFGIFramesToConverge)

Sets the number of frames to use for converging signed distance field global illumination. Equivalent to [member ProjectSettings.rendering/global_illumination/sdfgi/frames_to_converge].

func EnvironmentSetSdfgiFramesToUpdateLight

func EnvironmentSetSdfgiFramesToUpdateLight(frames gdclass.RenderingServerEnvironmentSDFGIFramesToUpdateLight)

Sets the update speed for dynamic lights' indirect lighting when computing signed distance field global illumination. Equivalent to [member ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights].

func EnvironmentSetSdfgiRayCount

func EnvironmentSetSdfgiRayCount(ray_count gdclass.RenderingServerEnvironmentSDFGIRayCount)

Sets the number of rays to throw per frame when computing signed distance field global illumination. Equivalent to [member ProjectSettings.rendering/global_illumination/sdfgi/probe_ray_count].

func EnvironmentSetSky

func EnvironmentSetSky(env RID.Environment, sky RID.Sky)

Sets the [Sky] to be used as the environment's background when using [i]BGMode[/i] sky. Equivalent to [member Environment.sky].

func EnvironmentSetSkyCustomFov

func EnvironmentSetSkyCustomFov(env RID.Environment, scale Float.X)

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

func EnvironmentSetSkyOrientation

func EnvironmentSetSkyOrientation(env RID.Environment, orientation Basis.XYZ)

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

func EnvironmentSetSsao

func EnvironmentSetSsao(env RID.Environment, enable bool, radius Float.X, intensity Float.X, power Float.X, detail Float.X, horizon Float.X, sharpness Float.X, light_affect Float.X, ao_channel_affect Float.X)

Sets the variables to be used with the screen-space ambient occlusion (SSAO) post-process effect. See [Environment] for more details.

func EnvironmentSetSsaoQuality

func EnvironmentSetSsaoQuality(quality gdclass.RenderingServerEnvironmentSSAOQuality, half_size bool, adaptive_target Float.X, blur_passes int, fadeout_from Float.X, fadeout_to Float.X)

Sets the quality level of the screen-space ambient occlusion (SSAO) post-process effect. See [Environment] for more details.

func EnvironmentSetSsilQuality

func EnvironmentSetSsilQuality(quality gdclass.RenderingServerEnvironmentSSILQuality, half_size bool, adaptive_target Float.X, blur_passes int, fadeout_from Float.X, fadeout_to Float.X)

Sets the quality level of the screen-space indirect lighting (SSIL) post-process effect. See [Environment] for more details.

func EnvironmentSetSsr

func EnvironmentSetSsr(env RID.Environment, enable bool, max_steps int, fade_in Float.X, fade_out Float.X, depth_tolerance Float.X)

Sets the variables to be used with the screen-space reflections (SSR) post-process effect. See [Environment] for more details.

func EnvironmentSetSsrRoughnessQuality

func EnvironmentSetSsrRoughnessQuality(quality gdclass.RenderingServerEnvironmentSSRRoughnessQuality)

func EnvironmentSetTonemap

func EnvironmentSetTonemap(env RID.Environment, tone_mapper gdclass.RenderingServerEnvironmentToneMapper, exposure Float.X, white Float.X)

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

func EnvironmentSetVolumetricFog

func EnvironmentSetVolumetricFog(env RID.Environment, enable bool, density Float.X, albedo Color.RGBA, emission Color.RGBA, emission_energy Float.X, anisotropy Float.X, length Float.X, p_detail_spread Float.X, gi_inject Float.X, temporal_reprojection bool, temporal_reprojection_amount Float.X, ambient_inject Float.X, sky_affect Float.X)

Sets the variables to be used with the volumetric fog post-process effect. See [Environment] for more details.

func EnvironmentSetVolumetricFogFilterActive

func EnvironmentSetVolumetricFogFilterActive(active bool)

Enables filtering of the volumetric fog scattering buffer. This results in much smoother volumes with very few under-sampling artifacts.

func EnvironmentSetVolumetricFogVolumeSize

func EnvironmentSetVolumetricFogVolumeSize(size int, depth int)

Sets the resolution of the volumetric fog's froxel buffer. [param size] is modified by the screen's aspect ratio and then used to set the width and height of the buffer. While [param depth] is directly used to set the depth of the buffer.

func FogVolumeCreate

func FogVolumeCreate() RID.FogVolume

Creates a new fog volume and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]fog_volume_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent node is [FogVolume].

func FogVolumeSetMaterial

func FogVolumeSetMaterial(fog_volume RID.FogVolume, material RID.Material)

Sets the [Material] of the fog volume. Can be either a [FogMaterial] or a custom [ShaderMaterial].

func FogVolumeSetShape

func FogVolumeSetShape(fog_volume RID.FogVolume, shape gdclass.RenderingServerFogVolumeShape)

Sets the shape of the fog volume to either [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER], [constant RenderingServer.FOG_VOLUME_SHAPE_BOX] or [constant RenderingServer.FOG_VOLUME_SHAPE_WORLD].

func FogVolumeSetSize

func FogVolumeSetSize(fog_volume RID.FogVolume, size Vector3.XYZ)

Sets the size of the fog volume when shape is [constant RenderingServer.FOG_VOLUME_SHAPE_ELLIPSOID], [constant RenderingServer.FOG_VOLUME_SHAPE_CONE], [constant RenderingServer.FOG_VOLUME_SHAPE_CYLINDER] or [constant RenderingServer.FOG_VOLUME_SHAPE_BOX].

func ForceDraw

func ForceDraw()

Forces redrawing of all viewports at once. Must be called from the main thread.

func ForceSync

func ForceSync()

Forces a synchronization between the CPU and GPU, which may be required in certain cases. Only call this when needed, as CPU-GPU synchronization has a performance cost.

func FreeRid

func FreeRid(rid RID.Any)

Tries to free an object in the RenderingServer. To avoid memory leaks, this should be called after using an object as memory management does not occur automatically when using RenderingServer directly.

func GetDefaultClearColor

func GetDefaultClearColor() Color.RGBA

Returns the default clear color which is used when a specific clear color has not been selected. See also [method set_default_clear_color].

func GetFrameSetupTimeCpu

func GetFrameSetupTimeCpu() Float.X

Returns the time taken to setup rendering on the CPU in milliseconds. This value is shared across all viewports and does [i]not[/i] require [method viewport_set_measure_render_time] to be enabled on a viewport to be queried. See also [method viewport_get_measured_render_time_cpu].

func GetRenderingDevice

func GetRenderingDevice() [1]gdclass.RenderingDevice

Returns the global RenderingDevice. [b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [code]null[/code].

func GetRenderingInfo

func GetRenderingInfo(info gdclass.RenderingServerRenderingInfo) int

Returns a statistic about the rendering engine which can be used for performance profiling. See [enum RenderingServer.RenderingInfo] for a list of values that can be queried. See also [method viewport_get_render_info], which returns information specific to a viewport. [b]Note:[/b] Only 3D rendering is currently taken into account by some of these values, such as the number of draw calls. [b]Note:[/b] Rendering information is not available until at least 2 frames have been rendered by the engine. If rendering information is not available, [method get_rendering_info] returns [code]0[/code]. To print rendering information in [code]_ready()[/code] successfully, use the following: [codeblock] func _ready():

for _i in 2:
    await get_tree().process_frame

print(RenderingServer.get_rendering_info(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME))

[/codeblock]

func GetShaderParameterList

func GetShaderParameterList(shader RID.Shader) []map[string]interface{}

Returns the parameters of a shader.

func GetTestCube

func GetTestCube() RID.Mesh

Returns the RID of the test cube. This mesh will be created and returned on the first call to [method get_test_cube], then it will be cached for subsequent calls. See also [method make_sphere_mesh].

func GetTestTexture

func GetTestTexture() RID.Texture

Returns the RID of a 256×256 texture with a testing pattern on it (in [constant Image.FORMAT_RGB8] format). This texture will be created and returned on the first call to [method get_test_texture], then it will be cached for subsequent calls. See also [method get_white_texture]. Example of getting the test texture and applying it to a [Sprite2D] node: [codeblock] var texture_rid = RenderingServer.get_test_texture() var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid)) $Sprite2D.texture = texture [/codeblock]

func GetVideoAdapterApiVersion

func GetVideoAdapterApiVersion() string

Returns the version of the graphics video adapter [i]currently in use[/i] (e.g. "1.2.189" for Vulkan, "3.3.0 NVIDIA 510.60.02" for OpenGL). This version may be different from the actual latest version supported by the hardware, as Godot may not always request the latest version. See also [method OS.get_video_adapter_driver_info]. [b]Note:[/b] When running a headless or server binary, this function returns an empty string.

func GetVideoAdapterName

func GetVideoAdapterName() string

Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2"). [b]Note:[/b] When running a headless or server binary, this function returns an empty string. [b]Note:[/b] On the web platform, some browsers such as Firefox may report a different, fixed GPU name such as "GeForce GTX 980" (regardless of the user's actual GPU model). This is done to make fingerprinting more difficult.

func GetVideoAdapterType

func GetVideoAdapterType() gdclass.RenderingDeviceDeviceType

Returns the type of the video adapter. Since dedicated graphics cards from a given generation will [i]usually[/i] be significantly faster than integrated graphics made in the same generation, the device type can be used as a basis for automatic graphics settings adjustment. However, this is not always true, so make sure to provide users with a way to manually override graphics settings. [b]Note:[/b] When using the OpenGL backend or when running in headless mode, this function always returns [constant RenderingDevice.DEVICE_TYPE_OTHER].

func GetVideoAdapterVendor

func GetVideoAdapterVendor() string

Returns the vendor of the video adapter (e.g. "NVIDIA Corporation"). [b]Note:[/b] When running a headless or server binary, this function returns an empty string.

func GetWhiteTexture

func GetWhiteTexture() RID.Texture

Returns the ID of a 4×4 white texture (in [constant Image.FORMAT_RGB8] format). This texture will be created and returned on the first call to [method get_white_texture], then it will be cached for subsequent calls. See also [method get_test_texture]. Example of getting the white texture and applying it to a [Sprite2D] node: [codeblock] var texture_rid = RenderingServer.get_white_texture() var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid)) $Sprite2D.texture = texture [/codeblock]

func GiSetUseHalfResolution

func GiSetUseHalfResolution(half_resolution bool)

If [param half_resolution] is [code]true[/code], renders [VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) buffers at halved resolution on each axis (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. [LightmapGI] rendering is not affected by this setting. Equivalent to [member ProjectSettings.rendering/global_illumination/gi/use_half_resolution].

func GlobalShaderParameterAdd

func GlobalShaderParameterAdd(name string, atype gdclass.RenderingServerGlobalShaderParameterType, default_value any)

Creates a new global shader uniform. [b]Note:[/b] Global shader parameter names are case-sensitive.

func GlobalShaderParameterGet

func GlobalShaderParameterGet(name string) any

Returns the value of the global shader uniform specified by [param name]. [b]Note:[/b] [method global_shader_parameter_get] has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.

func GlobalShaderParameterGetList

func GlobalShaderParameterGetList() []string

Returns the list of global shader uniform names. [b]Note:[/b] [method global_shader_parameter_get] has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.

func GlobalShaderParameterGetType

func GlobalShaderParameterGetType(name string) gdclass.RenderingServerGlobalShaderParameterType

Returns the type associated to the global shader uniform specified by [param name]. [b]Note:[/b] [method global_shader_parameter_get] has a large performance penalty as the rendering thread needs to synchronize with the calling thread, which is slow. Do not use this method during gameplay to avoid stuttering. If you need to read values in a script after setting them, consider creating an autoload where you store the values you need to query at the same time you're setting them as global parameters.

func GlobalShaderParameterRemove

func GlobalShaderParameterRemove(name string)

Removes the global shader uniform specified by [param name].

func GlobalShaderParameterSet

func GlobalShaderParameterSet(name string, value any)

Sets the global shader uniform [param name] to [param value].

func GlobalShaderParameterSetOverride

func GlobalShaderParameterSetOverride(name string, value any)

Overrides the global shader uniform [param name] with [param value]. Equivalent to the [ShaderGlobalsOverride] node.

func HasChanged

func HasChanged() bool

Returns [code]true[/code] if changes have been made to the RenderingServer's data. [method force_draw] is usually called if this happens.

func HasFeature

func HasFeature(feature gdclass.RenderingServerFeatures) bool

This method does nothing and always returns [code]false[/code].

func HasOsFeature

func HasOsFeature(feature string) bool

Returns [code]true[/code] if the OS supports a certain [param feature]. Features might be [code]s3tc[/code], [code]etc[/code], and [code]etc2[/code].

func InstanceAttachObjectInstanceId

func InstanceAttachObjectInstanceId(instance RID.VisualInstance, id int)

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

func InstanceAttachSkeleton

func InstanceAttachSkeleton(instance RID.VisualInstance, skeleton RID.Skeleton)

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

func InstanceCreate

func InstanceCreate() RID.VisualInstance

Creates a visual instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]instance_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, reflection probes and decals need to be associated with an instance to be visible in the scenario using [method instance_set_base]. [b]Note:[/b] The equivalent node is [VisualInstance3D].

func InstanceCreate2

func InstanceCreate2(base RID.VisualInstance, scenario RID.Scenario) RID.VisualInstance

Creates a visual instance, adds it to the RenderingServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all [code]instance_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. This is a shorthand for using [method instance_create] and setting the base and scenario manually.

func InstanceGeometryGetShaderParameter

func InstanceGeometryGetShaderParameter(instance RID.VisualInstance, parameter string) any

Returns the value of the per-instance shader uniform from the specified 3D geometry instance. Equivalent to [method GeometryInstance3D.get_instance_shader_parameter]. [b]Note:[/b] Per-instance shader parameter names are case-sensitive.

func InstanceGeometryGetShaderParameterDefaultValue

func InstanceGeometryGetShaderParameterDefaultValue(instance RID.VisualInstance, parameter string) any

Returns the default value of the per-instance shader uniform from the specified 3D geometry instance. Equivalent to [method GeometryInstance3D.get_instance_shader_parameter].

func InstanceGeometryGetShaderParameterList

func InstanceGeometryGetShaderParameterList(instance RID.VisualInstance) []map[string]interface{}

Returns a dictionary of per-instance shader uniform names of the per-instance shader uniform from the specified 3D geometry instance. The returned dictionary is in PropertyInfo format, with the keys [code]name[/code], [code]class_name[/code], [code]type[/code], [code]hint[/code], [code]hint_string[/code] and [code]usage[/code]. Equivalent to [method GeometryInstance3D.get_instance_shader_parameter].

func InstanceGeometrySetCastShadowsSetting

func InstanceGeometrySetCastShadowsSetting(instance RID.VisualInstance, shadow_casting_setting gdclass.RenderingServerShadowCastingSetting)

Sets the shadow casting setting to one of [enum ShadowCastingSetting]. Equivalent to [member GeometryInstance3D.cast_shadow].

func InstanceGeometrySetFlag

func InstanceGeometrySetFlag(instance RID.VisualInstance, flag gdclass.RenderingServerInstanceFlags, enabled bool)

Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for more details.

func InstanceGeometrySetLightmap

func InstanceGeometrySetLightmap(instance RID.VisualInstance, lightmap RID.Lightmap, lightmap_uv_scale Rect2.PositionSize, lightmap_slice int)

Sets the lightmap GI instance to use for the specified 3D geometry instance. The lightmap UV scale for the specified instance (equivalent to [member GeometryInstance3D.gi_lightmap_scale]) and lightmap atlas slice must also be specified.

func InstanceGeometrySetLodBias

func InstanceGeometrySetLodBias(instance RID.VisualInstance, lod_bias Float.X)

Sets the level of detail bias to use when rendering the specified 3D geometry instance. Higher values result in higher detail from further away. Equivalent to [member GeometryInstance3D.lod_bias].

func InstanceGeometrySetMaterialOverlay

func InstanceGeometrySetMaterialOverlay(instance RID.VisualInstance, material RID.Material)

Sets a material that will be rendered for all surfaces on top of active materials for the mesh associated with this instance. Equivalent to [member GeometryInstance3D.material_overlay].

func InstanceGeometrySetMaterialOverride

func InstanceGeometrySetMaterialOverride(instance RID.VisualInstance, material RID.Material)

Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to [member GeometryInstance3D.material_override].

func InstanceGeometrySetShaderParameter

func InstanceGeometrySetShaderParameter(instance RID.VisualInstance, parameter string, value any)

Sets the per-instance shader uniform on the specified 3D geometry instance. Equivalent to [method GeometryInstance3D.set_instance_shader_parameter].

func InstanceGeometrySetTransparency

func InstanceGeometrySetTransparency(instance RID.VisualInstance, transparency Float.X)

Sets the transparency for the given geometry instance. Equivalent to [member GeometryInstance3D.transparency]. A transparency of [code]0.0[/code] is fully opaque, while [code]1.0[/code] is fully transparent. Values greater than [code]0.0[/code] (exclusive) will force the geometry's materials to go through the transparent pipeline, which is slower to render and can exhibit rendering issues due to incorrect transparency sorting. However, unlike using a transparent material, setting [param transparency] to a value greater than [code]0.0[/code] (exclusive) will [i]not[/i] disable shadow rendering. In spatial shaders, [code]1.0 - transparency[/code] is set as the default value of the [code]ALPHA[/code] built-in. [b]Note:[/b] [param transparency] is clamped between [code]0.0[/code] and [code]1.0[/code], so this property cannot be used to make transparent materials more opaque than they originally are.

func InstanceGeometrySetVisibilityRange

func InstanceGeometrySetVisibilityRange(instance RID.VisualInstance, min Float.X, max Float.X, min_margin Float.X, max_margin Float.X, fade_mode gdclass.RenderingServerVisibilityRangeFadeMode)

Sets the visibility range values for the given geometry instance. Equivalent to [member GeometryInstance3D.visibility_range_begin] and related properties.

func InstanceSetBase

func InstanceSetBase(instance RID.VisualInstance, base RID.VisualInstance)

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

func InstanceSetBlendShapeWeight

func InstanceSetBlendShapeWeight(instance RID.VisualInstance, shape int, weight Float.X)

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

func InstanceSetCustomAabb

func InstanceSetCustomAabb(instance RID.VisualInstance, aabb AABB.PositionSize)

Sets a custom AABB to use when culling objects from the view frustum. Equivalent to setting [member GeometryInstance3D.custom_aabb].

func InstanceSetExtraVisibilityMargin

func InstanceSetExtraVisibilityMargin(instance RID.VisualInstance, margin Float.X)

Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you to avoid culling objects that fall outside the view frustum. Equivalent to [member GeometryInstance3D.extra_cull_margin].

func InstanceSetIgnoreCulling

func InstanceSetIgnoreCulling(instance RID.VisualInstance, enabled bool)

If [code]true[/code], ignores both frustum and occlusion culling on the specified 3D geometry instance. This is not the same as [member GeometryInstance3D.ignore_occlusion_culling], which only ignores occlusion culling and leaves frustum culling intact.

func InstanceSetLayerMask

func InstanceSetLayerMask(instance RID.VisualInstance, mask int)

Sets the render layers that this instance will be drawn to. Equivalent to [member VisualInstance3D.layers].

func InstanceSetPivotData

func InstanceSetPivotData(instance RID.VisualInstance, sorting_offset Float.X, use_aabb_center bool)

Sets the sorting offset and switches between using the bounding box or instance origin for depth sorting.

func InstanceSetScenario

func InstanceSetScenario(instance RID.VisualInstance, scenario RID.Scenario)

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

func InstanceSetSurfaceOverrideMaterial

func InstanceSetSurfaceOverrideMaterial(instance RID.VisualInstance, surface int, material RID.Material)

Sets the override material of a specific surface. Equivalent to [method MeshInstance3D.set_surface_override_material].

func InstanceSetTransform

func InstanceSetTransform(instance RID.VisualInstance, transform Transform3D.BasisOrigin)

Sets the world space transform of the instance. Equivalent to [member Node3D.global_transform].

func InstanceSetVisibilityParent

func InstanceSetVisibilityParent(instance RID.VisualInstance, parent RID.VisualInstance)

Sets the visibility parent for the given instance. Equivalent to [member Node3D.visibility_parent].

func InstanceSetVisible

func InstanceSetVisible(instance RID.VisualInstance, visible bool)

Sets whether an instance is drawn or not. Equivalent to [member Node3D.visible].

func InstancesCullAabb

func InstancesCullAabb(aabb AABB.PositionSize) []int64

Returns an array of object IDs intersecting with the provided AABB. Only 3D nodes that inherit from [VisualInstance3D] are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.

func InstancesCullConvex

func InstancesCullConvex(convex []Plane.NormalD) []int64

Returns an array of object IDs intersecting with the provided convex shape. Only 3D nodes that inherit from [VisualInstance3D] are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.

func InstancesCullRay

func InstancesCullRay(from Vector3.XYZ, to Vector3.XYZ) []int64

Returns an array of object IDs intersecting with the provided 3D ray. Only 3D nodes that inherit from [VisualInstance3D] are considered, such as [MeshInstance3D] or [DirectionalLight3D]. Use [method @GlobalScope.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World3D] you want to query. This forces an update for all resources queued to update. [b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.

func IsOnRenderThread

func IsOnRenderThread() bool

Returns [code]true[/code] if our code is currently executing on the rendering thread.

func LightDirectionalSetBlendSplits

func LightDirectionalSetBlendSplits(light RID.Light, enable bool)

If [code]true[/code], this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to [member DirectionalLight3D.directional_shadow_blend_splits].

func LightDirectionalSetShadowMode

func LightDirectionalSetShadowMode(light RID.Light, mode gdclass.RenderingServerLightDirectionalShadowMode)

Sets the shadow mode for this directional light. Equivalent to [member DirectionalLight3D.directional_shadow_mode]. See [enum LightDirectionalShadowMode] for options.

func LightDirectionalSetSkyMode

func LightDirectionalSetSkyMode(light RID.Light, mode gdclass.RenderingServerLightDirectionalSkyMode)

If [code]true[/code], this light will not be used for anything except sky shaders. Use this for lights that impact your sky shader that you may want to hide from affecting the rest of the scene. For example, you may want to enable this when the sun in your sky shader falls below the horizon.

func LightOmniSetShadowMode

func LightOmniSetShadowMode(light RID.Light, mode gdclass.RenderingServerLightOmniShadowMode)

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 [member OmniLight3D.omni_shadow_mode].

func LightProjectorsSetFilter

func LightProjectorsSetFilter(filter gdclass.RenderingServerLightProjectorFilter)

Sets the texture filter mode to use when rendering light projectors. This parameter is global and cannot be set on a per-light basis.

func LightSetBakeMode

func LightSetBakeMode(light RID.Light, bake_mode gdclass.RenderingServerLightBakeMode)

Sets the bake mode to use for the specified 3D light. Equivalent to [member Light3D.light_bake_mode].

func LightSetColor

func LightSetColor(light RID.Light, color Color.RGBA)

Sets the color of the light. Equivalent to [member Light3D.light_color].

func LightSetCullMask

func LightSetCullMask(light RID.Light, mask int)

Sets the cull mask for this 3D light. Lights only affect objects in the selected layers. Equivalent to [member Light3D.light_cull_mask].

func LightSetDistanceFade

func LightSetDistanceFade(decal RID.Light, enabled bool, begin Float.X, shadow Float.X, length Float.X)

Sets the distance fade for this 3D light. This acts as a form of level of detail (LOD) and can be used to improve performance. Equivalent to [member Light3D.distance_fade_enabled], [member Light3D.distance_fade_begin], [member Light3D.distance_fade_shadow], and [member Light3D.distance_fade_length].

func LightSetMaxSdfgiCascade

func LightSetMaxSdfgiCascade(light RID.Light, cascade int)

Sets the maximum SDFGI cascade in which the 3D light's indirect lighting is rendered. Higher values allow the light to be rendered in SDFGI further away from the camera.

func LightSetNegative

func LightSetNegative(light RID.Light, enable bool)

If [code]true[/code], the 3D light will subtract light instead of adding light. Equivalent to [member Light3D.light_negative].

func LightSetParam

func LightSetParam(light RID.Light, param gdclass.RenderingServerLightParam, value Float.X)

Sets the specified 3D light parameter. See [enum LightParam] for options. Equivalent to [method Light3D.set_param].

func LightSetProjector

func LightSetProjector(light RID.Light, texture RID.Texture)

Sets the projector texture to use for the specified 3D light. Equivalent to [member Light3D.light_projector].

func LightSetReverseCullFaceMode

func LightSetReverseCullFaceMode(light RID.Light, enabled bool)

If [code]true[/code], 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 [method instance_geometry_set_cast_shadows_setting]. Equivalent to [member Light3D.shadow_reverse_cull_face].

func LightSetShadow

func LightSetShadow(light RID.Light, enabled bool)

If [code]true[/code], light will cast shadows. Equivalent to [member Light3D.shadow_enabled].

func LightmapCreate

func LightmapCreate() RID.Lightmap

Creates a new lightmap global illumination instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]lightmap_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent node is [LightmapGI].

func LightmapGetProbeCaptureBspTree

func LightmapGetProbeCaptureBspTree(lightmap RID.Lightmap) []int32

func LightmapGetProbeCapturePoints

func LightmapGetProbeCapturePoints(lightmap RID.Lightmap) []Vector3.XYZ

func LightmapGetProbeCaptureSh

func LightmapGetProbeCaptureSh(lightmap RID.Lightmap) []Color.RGBA

func LightmapGetProbeCaptureTetrahedra

func LightmapGetProbeCaptureTetrahedra(lightmap RID.Lightmap) []int32

func LightmapSetBakedExposureNormalization

func LightmapSetBakedExposureNormalization(lightmap RID.Lightmap, baked_exposure Float.X)

Used to inform the renderer what exposure normalization value was used while baking the lightmap. This value will be used and modulated at run time to ensure that the lightmap maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see [method camera_attributes_set_exposure].

func LightmapSetProbeBounds

func LightmapSetProbeBounds(lightmap RID.Lightmap, bounds AABB.PositionSize)

func LightmapSetProbeCaptureData

func LightmapSetProbeCaptureData(lightmap RID.Lightmap, points []Vector3.XYZ, point_sh []Color.RGBA, tetrahedra []int32, bsp_tree []int32)

func LightmapSetProbeCaptureUpdateSpeed

func LightmapSetProbeCaptureUpdateSpeed(speed Float.X)

func LightmapSetProbeInterior

func LightmapSetProbeInterior(lightmap RID.Lightmap, interior bool)

func LightmapSetTextures

func LightmapSetTextures(lightmap RID.Lightmap, light RID.Light, uses_sh bool)

Set the textures on the given [param lightmap] GI instance to the texture array pointed to by the [param light] RID. If the lightmap texture was baked with [member LightmapGI.directional] set to [code]true[/code], then [param uses_sh] must also be [code]true[/code].

func MakeSphereMesh

func MakeSphereMesh(latitudes int, longitudes int, radius Float.X) RID.Mesh

Returns a mesh of a sphere with the given number of horizontal subdivisions, vertical subdivisions and radius. See also [method get_test_cube].

func MaterialCreate

func MaterialCreate() RID.Material

Creates an empty material and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]material_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [Material].

func MaterialGetParam

func MaterialGetParam(material RID.Material, parameter string) any

Returns the value of a certain material's parameter.

func MaterialSetNextPass

func MaterialSetNextPass(material RID.Material, next_material RID.Material)

Sets an object's next material.

func MaterialSetParam

func MaterialSetParam(material RID.Material, parameter string, value any)

Sets a material's parameter.

func MaterialSetRenderPriority

func MaterialSetRenderPriority(material RID.Material, priority int)

Sets a material's render priority.

func MaterialSetShader

func MaterialSetShader(shader_material RID.Material, shader RID.Shader)

Sets a shader material's shader.

func MeshAddSurface

func MeshAddSurface(mesh RID.Mesh, surface Surface)

func MeshAddSurfaceFromArrays

func MeshAddSurfaceFromArrays(mesh RID.Mesh, primitive gdclass.RenderingServerPrimitiveType, arrays []any)

func MeshClear

func MeshClear(mesh RID.Mesh)

Removes all surfaces from a mesh.

func MeshCreate

func MeshCreate() RID.Mesh

Creates a new mesh and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]mesh_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. To place in a scene, attach this mesh to an instance using [method instance_set_base] using the returned RID. [b]Note:[/b] The equivalent resource is [Mesh].

func MeshCreateFromSurfaces

func MeshCreateFromSurfaces(surfaces []Surface) RID.Mesh

func MeshGetBlendShapeCount

func MeshGetBlendShapeCount(mesh RID.Mesh) int

Returns a mesh's blend shape count.

func MeshGetBlendShapeMode

func MeshGetBlendShapeMode(mesh RID.Mesh) gdclass.RenderingServerBlendShapeMode

Returns a mesh's blend shape mode.

func MeshGetCustomAabb

func MeshGetCustomAabb(mesh RID.Mesh) AABB.PositionSize

Returns a mesh's custom aabb.

func MeshGetSurfaceCount

func MeshGetSurfaceCount(mesh RID.Mesh) int

Returns a mesh's number of surfaces.

func MeshSetBlendShapeMode

func MeshSetBlendShapeMode(mesh RID.Mesh, mode gdclass.RenderingServerBlendShapeMode)

Sets a mesh's blend shape mode.

func MeshSetCustomAabb

func MeshSetCustomAabb(mesh RID.Mesh, aabb AABB.PositionSize)

Sets a mesh's custom aabb.

func MeshSetShadowMesh

func MeshSetShadowMesh(mesh RID.Mesh, shadow_mesh RID.Mesh)

func MeshSurfaceGetArrays

func MeshSurfaceGetArrays(mesh RID.Mesh, surface int) []any

Returns a mesh's surface's buffer arrays.

func MeshSurfaceGetBlendShapeArrays

func MeshSurfaceGetBlendShapeArrays(mesh RID.Mesh, surface int) [][]any

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

func MeshSurfaceGetFormatAttributeStride

func MeshSurfaceGetFormatAttributeStride(format gdclass.RenderingServerArrayFormat, vertex_count int) int

Returns the stride of the attribute buffer for a mesh with given [param format].

func MeshSurfaceGetFormatNormalTangentStride

func MeshSurfaceGetFormatNormalTangentStride(format gdclass.RenderingServerArrayFormat, vertex_count int) int

Returns the stride of the combined normals and tangents for a mesh with given [param format]. Note importantly that, while normals and tangents are in the vertex buffer with vertices, they are only interleaved with each other and so have a different stride than vertex positions.

func MeshSurfaceGetFormatOffset

func MeshSurfaceGetFormatOffset(format gdclass.RenderingServerArrayFormat, vertex_count int, array_index int) int

Returns the offset of a given attribute by [param array_index] in the start of its respective buffer.

func MeshSurfaceGetFormatSkinStride

func MeshSurfaceGetFormatSkinStride(format gdclass.RenderingServerArrayFormat, vertex_count int) int

Returns the stride of the skin buffer for a mesh with given [param format].

func MeshSurfaceGetFormatVertexStride

func MeshSurfaceGetFormatVertexStride(format gdclass.RenderingServerArrayFormat, vertex_count int) int

Returns the stride of the vertex positions for a mesh with given [param format]. Note importantly that vertex positions are stored consecutively and are not interleaved with the other attributes in the vertex buffer (normals and tangents).

func MeshSurfaceGetMaterial

func MeshSurfaceGetMaterial(mesh RID.Mesh, surface int) RID.Material

Returns a mesh's surface's material.

func MeshSurfaceSetMaterial

func MeshSurfaceSetMaterial(mesh RID.Mesh, surface int, material RID.Material)

Sets a mesh's surface's material.

func MeshSurfaceUpdateAttributeRegion

func MeshSurfaceUpdateAttributeRegion(mesh RID.Mesh, surface int, offset int, data []byte)

func MeshSurfaceUpdateSkinRegion

func MeshSurfaceUpdateSkinRegion(mesh RID.Mesh, surface int, offset int, data []byte)

func MeshSurfaceUpdateVertexRegion

func MeshSurfaceUpdateVertexRegion(mesh RID.Mesh, surface int, offset int, data []byte)

func MultimeshAllocateData

func MultimeshAllocateData(multimesh RID.MultiMesh, instances int, transform_format gdclass.RenderingServerMultimeshTransformFormat)

func MultimeshCreate

func MultimeshCreate() RID.MultiMesh

Creates a new multimesh on the RenderingServer and returns an [RID] handle. This RID will be used in all [code]multimesh_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. To place in a scene, attach this multimesh to an instance using [method instance_set_base] using the returned RID. [b]Note:[/b] The equivalent resource is [MultiMesh].

func MultimeshGetAabb

func MultimeshGetAabb(multimesh RID.MultiMesh) AABB.PositionSize

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

func MultimeshGetBuffer

func MultimeshGetBuffer(multimesh RID.MultiMesh) []float32

Returns the MultiMesh data (such as instance transforms, colors, etc.). See [method multimesh_set_buffer] for details on the returned data. [b]Note:[/b] If the buffer is in the engine's internal cache, it will have to be fetched from GPU memory and possibly decompressed. This means [method multimesh_get_buffer] is potentially a slow operation and should be avoided whenever possible.

func MultimeshGetCustomAabb

func MultimeshGetCustomAabb(multimesh RID.MultiMesh) AABB.PositionSize

Returns the custom AABB defined for this MultiMesh resource.

func MultimeshGetInstanceCount

func MultimeshGetInstanceCount(multimesh RID.MultiMesh) int

Returns the number of instances allocated for this multimesh.

func MultimeshGetMesh

func MultimeshGetMesh(multimesh RID.MultiMesh) RID.Mesh

Returns the RID of the mesh that will be used in drawing this multimesh.

func MultimeshGetVisibleInstances

func MultimeshGetVisibleInstances(multimesh RID.MultiMesh) int

Returns the number of visible instances for this multimesh.

func MultimeshInstanceGetColor

func MultimeshInstanceGetColor(multimesh RID.MultiMesh, index int) Color.RGBA

Returns the color by which the specified instance will be modulated.

func MultimeshInstanceGetCustomData

func MultimeshInstanceGetCustomData(multimesh RID.MultiMesh, index int) Color.RGBA

Returns the custom data associated with the specified instance.

func MultimeshInstanceGetTransform

func MultimeshInstanceGetTransform(multimesh RID.MultiMesh, index int) Transform3D.BasisOrigin

Returns the [Transform3D] of the specified instance.

func MultimeshInstanceGetTransform2d

func MultimeshInstanceGetTransform2d(multimesh RID.MultiMesh, index int) Transform2D.OriginXY

Returns the [Transform2D] of the specified instance. For use when the multimesh is set to use 2D transforms.

func MultimeshInstanceSetColor

func MultimeshInstanceSetColor(multimesh RID.MultiMesh, index int, color Color.RGBA)

Sets the color by which this instance will be modulated. Equivalent to [method MultiMesh.set_instance_color].

func MultimeshInstanceSetCustomData

func MultimeshInstanceSetCustomData(multimesh RID.MultiMesh, index int, custom_data Color.RGBA)

Sets the custom data for this instance. Custom data is passed as a [Color], but is interpreted as a [code]vec4[/code] in the shader. Equivalent to [method MultiMesh.set_instance_custom_data].

func MultimeshInstanceSetTransform

func MultimeshInstanceSetTransform(multimesh RID.MultiMesh, index int, transform Transform3D.BasisOrigin)

Sets the [Transform3D] for this instance. Equivalent to [method MultiMesh.set_instance_transform].

func MultimeshInstanceSetTransform2d

func MultimeshInstanceSetTransform2d(multimesh RID.MultiMesh, index int, transform Transform2D.OriginXY)

Sets the [Transform2D] for this instance. For use when multimesh is used in 2D. Equivalent to [method MultiMesh.set_instance_transform_2d].

func MultimeshSetBuffer

func MultimeshSetBuffer(multimesh RID.MultiMesh, buffer []float32)

Set the entire data to use for drawing the [param multimesh] at once to [param buffer] (such as instance transforms and colors). [param buffer]'s size must match the number of instances multiplied by the per-instance data size (which depends on the enabled MultiMesh fields). Otherwise, an error message is printed and nothing is rendered. See also [method multimesh_get_buffer]. The per-instance data size and expected data order is: [codeblock lang=text] 2D:

  • Position: 8 floats (8 floats for Transform2D)
  • Position + Vertex color: 12 floats (8 floats for Transform2D, 4 floats for Color)
  • Position + Custom data: 12 floats (8 floats for Transform2D, 4 floats of custom data)
  • Position + Vertex color + Custom data: 16 floats (8 floats for Transform2D, 4 floats for Color, 4 floats of custom data)

3D:

  • Position: 12 floats (12 floats for Transform3D)
  • Position + Vertex color: 16 floats (12 floats for Transform3D, 4 floats for Color)
  • Position + Custom data: 16 floats (12 floats for Transform3D, 4 floats of custom data)
  • Position + Vertex color + Custom data: 20 floats (12 floats for Transform3D, 4 floats for Color, 4 floats of custom data)

[/codeblock]

func MultimeshSetCustomAabb

func MultimeshSetCustomAabb(multimesh RID.MultiMesh, aabb AABB.PositionSize)

Sets the custom AABB for this MultiMesh resource.

func MultimeshSetMesh

func MultimeshSetMesh(multimesh RID.MultiMesh, mesh RID.Mesh)

Sets the mesh to be drawn by the multimesh. Equivalent to [member MultiMesh.mesh].

func MultimeshSetVisibleInstances

func MultimeshSetVisibleInstances(multimesh RID.MultiMesh, visible int)

Sets the number of instances visible at a given time. If -1, all instances that have been allocated are drawn. Equivalent to [member MultiMesh.visible_instance_count].

func OccluderCreate

func OccluderCreate() RID.Occluder

Creates an occluder instance and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]occluder_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [Occluder3D] (not to be confused with the [OccluderInstance3D] node).

func OccluderSetMesh

func OccluderSetMesh(occluder RID.Occluder, vertices []Vector3.XYZ, indices []int32)

Sets the mesh data for the given occluder RID, which controls the shape of the occlusion culling that will be performed.

func OmniLightCreate

func OmniLightCreate() RID.Light

Creates a new omni light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. To place in a scene, attach this omni light to an instance using [method instance_set_base] using the returned RID. [b]Note:[/b] The equivalent node is [OmniLight3D].

func OnFramePostDraw

func OnFramePostDraw(cb func())

func OnFramePreDraw

func OnFramePreDraw(cb func())

func ParticlesCollisionCreate

func ParticlesCollisionCreate() RID.ParticlesCollision

Creates a new 3D GPU particle collision or attractor and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most [code]particles_collision_*[/code] RenderingServer functions. [b]Note:[/b] The equivalent nodes are [GPUParticlesCollision3D] and [GPUParticlesAttractor3D].

func ParticlesCollisionHeightFieldUpdate

func ParticlesCollisionHeightFieldUpdate(particles_collision RID.ParticlesCollision)

Requests an update for the 3D GPU particle collision heightfield. This may be automatically called by the 3D GPU particle collision heightfield depending on its [member GPUParticlesCollisionHeightField3D.update_mode].

func ParticlesCollisionSetAttractorAttenuation

func ParticlesCollisionSetAttractorAttenuation(particles_collision RID.ParticlesCollision, curve Float.X)

Sets the attenuation [param curve] for the 3D GPU particles attractor specified by the [param particles_collision] RID. Only used for attractors, not colliders. Equivalent to [member GPUParticlesAttractor3D.attenuation].

func ParticlesCollisionSetAttractorDirectionality

func ParticlesCollisionSetAttractorDirectionality(particles_collision RID.ParticlesCollision, amount Float.X)

Sets the directionality [param amount] for the 3D GPU particles attractor specified by the [param particles_collision] RID. Only used for attractors, not colliders. Equivalent to [member GPUParticlesAttractor3D.directionality].

func ParticlesCollisionSetAttractorStrength

func ParticlesCollisionSetAttractorStrength(particles_collision RID.ParticlesCollision, strength Float.X)

Sets the [param strength] for the 3D GPU particles attractor specified by the [param particles_collision] RID. Only used for attractors, not colliders. Equivalent to [member GPUParticlesAttractor3D.strength].

func ParticlesCollisionSetBoxExtents

func ParticlesCollisionSetBoxExtents(particles_collision RID.ParticlesCollision, extents Vector3.XYZ)

Sets the [param extents] for the 3D GPU particles collision by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionBox3D.size], [member GPUParticlesCollisionSDF3D.size], [member GPUParticlesCollisionHeightField3D.size], [member GPUParticlesAttractorBox3D.size] or [member GPUParticlesAttractorVectorField3D.size] depending on the [param particles_collision] type.

func ParticlesCollisionSetCollisionType

func ParticlesCollisionSetCollisionType(particles_collision RID.ParticlesCollision, atype gdclass.RenderingServerParticlesCollisionType)

Sets the collision or attractor shape [param type] for the 3D GPU particles collision or attractor specified by the [param particles_collision] RID.

func ParticlesCollisionSetCullMask

func ParticlesCollisionSetCullMask(particles_collision RID.ParticlesCollision, mask int)

Sets the cull [param mask] for the 3D GPU particles collision or attractor specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollision3D.cull_mask] or [member GPUParticlesAttractor3D.cull_mask] depending on the [param particles_collision] type.

func ParticlesCollisionSetFieldTexture

func ParticlesCollisionSetFieldTexture(particles_collision RID.ParticlesCollision, texture RID.Texture)

Sets the signed distance field [param texture] for the 3D GPU particles collision specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionSDF3D.texture] or [member GPUParticlesAttractorVectorField3D.texture] depending on the [param particles_collision] type.

func ParticlesCollisionSetHeightFieldResolution

func ParticlesCollisionSetHeightFieldResolution(particles_collision RID.ParticlesCollision, resolution gdclass.RenderingServerParticlesCollisionHeightfieldResolution)

Sets the heightmap [param resolution] for the 3D GPU particles heightfield collision specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionHeightField3D.resolution].

func ParticlesCollisionSetSphereRadius

func ParticlesCollisionSetSphereRadius(particles_collision RID.ParticlesCollision, radius Float.X)

Sets the [param radius] for the 3D GPU particles sphere collision or attractor specified by the [param particles_collision] RID. Equivalent to [member GPUParticlesCollisionSphere3D.radius] or [member GPUParticlesAttractorSphere3D.radius] depending on the [param particles_collision] type.

func ParticlesCreate

func ParticlesCreate() RID.Particles

Creates a GPU-based particle system and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]particles_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. To place in a scene, attach these particles to an instance using [method instance_set_base] using the returned RID. [b]Note:[/b] The equivalent nodes are [GPUParticles2D] and [GPUParticles3D]. [b]Note:[/b] All [code]particles_*[/code] methods only apply to GPU-based particles, not CPU-based particles. [CPUParticles2D] and [CPUParticles3D] do not have equivalent RenderingServer functions available, as these use [MultiMeshInstance2D] and [MultiMeshInstance3D] under the hood (see [code]multimesh_*[/code] methods).

func ParticlesEmit

func ParticlesEmit(particles RID.Particles, transform Transform3D.BasisOrigin, velocity Vector3.XYZ, color Color.RGBA, custom Color.RGBA, emit_flags int)

Manually emits particles from the [param particles] instance.

func ParticlesGetCurrentAabb

func ParticlesGetCurrentAabb(particles RID.Particles) AABB.PositionSize

Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to [method GPUParticles3D.capture_aabb].

func ParticlesGetEmitting

func ParticlesGetEmitting(particles RID.Particles) bool

Returns [code]true[/code] if particles are currently set to emitting.

func ParticlesIsInactive

func ParticlesIsInactive(particles RID.Particles) bool

Returns [code]true[/code] if particles are not emitting and particles are set to inactive.

func ParticlesRequestProcess

func ParticlesRequestProcess(particles RID.Particles)

Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to [method instances_cull_aabb], [method instances_cull_convex], or [method instances_cull_ray].

func ParticlesRestart

func ParticlesRestart(particles RID.Particles)

Reset the particles on the next update. Equivalent to [method GPUParticles3D.restart].

func ParticlesSetAmount

func ParticlesSetAmount(particles RID.Particles, amount int)

Sets the number of particles to be drawn and allocates the memory for them. Equivalent to [member GPUParticles3D.amount].

func ParticlesSetAmountRatio

func ParticlesSetAmountRatio(particles RID.Particles, ratio Float.X)

Sets the amount ratio for particles to be emitted. Equivalent to [member GPUParticles3D.amount_ratio].

func ParticlesSetCollisionBaseSize

func ParticlesSetCollisionBaseSize(particles RID.Particles, size Float.X)

func ParticlesSetCustomAabb

func ParticlesSetCustomAabb(particles RID.Particles, aabb AABB.PositionSize)

Sets a custom axis-aligned bounding box for the particle system. Equivalent to [member GPUParticles3D.visibility_aabb].

func ParticlesSetDrawOrder

func ParticlesSetDrawOrder(particles RID.Particles, order gdclass.RenderingServerParticlesDrawOrder)

Sets the draw order of the particles to one of the named enums from [enum ParticlesDrawOrder]. See [enum ParticlesDrawOrder] for options. Equivalent to [member GPUParticles3D.draw_order].

func ParticlesSetDrawPassMesh

func ParticlesSetDrawPassMesh(particles RID.Particles, pass int, mesh RID.Mesh)

Sets the mesh to be used for the specified draw pass. Equivalent to [member GPUParticles3D.draw_pass_1], [member GPUParticles3D.draw_pass_2], [member GPUParticles3D.draw_pass_3], and [member GPUParticles3D.draw_pass_4].

func ParticlesSetDrawPasses

func ParticlesSetDrawPasses(particles RID.Particles, count int)

Sets the number of draw passes to use. Equivalent to [member GPUParticles3D.draw_passes].

func ParticlesSetEmissionTransform

func ParticlesSetEmissionTransform(particles RID.Particles, transform Transform3D.BasisOrigin)

Sets the [Transform3D] that will be used by the particles when they first emit.

func ParticlesSetEmitterVelocity

func ParticlesSetEmitterVelocity(particles RID.Particles, velocity Vector3.XYZ)

Sets the velocity of a particle node, that will be used by [member ParticleProcessMaterial.inherit_velocity_ratio].

func ParticlesSetEmitting

func ParticlesSetEmitting(particles RID.Particles, emitting bool)

If [code]true[/code], particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to [member GPUParticles3D.emitting].

func ParticlesSetExplosivenessRatio

func ParticlesSetExplosivenessRatio(particles RID.Particles, ratio Float.X)

Sets the explosiveness ratio. Equivalent to [member GPUParticles3D.explosiveness].

func ParticlesSetFixedFps

func ParticlesSetFixedFps(particles RID.Particles, fps int)

Sets the frame rate that the particle system rendering will be fixed to. Equivalent to [member GPUParticles3D.fixed_fps].

func ParticlesSetFractionalDelta

func ParticlesSetFractionalDelta(particles RID.Particles, enable bool)

If [code]true[/code], uses fractional delta which smooths the movement of the particles. Equivalent to [member GPUParticles3D.fract_delta].

func ParticlesSetInterpToEnd

func ParticlesSetInterpToEnd(particles RID.Particles, factor Float.X)

Sets the value that informs a [ParticleProcessMaterial] to rush all particles towards the end of their lifetime.

func ParticlesSetInterpolate

func ParticlesSetInterpolate(particles RID.Particles, enable bool)

func ParticlesSetLifetime

func ParticlesSetLifetime(particles RID.Particles, lifetime Float.X)

Sets the lifetime of each particle in the system. Equivalent to [member GPUParticles3D.lifetime].

func ParticlesSetMode

func ParticlesSetMode(particles RID.Particles, mode gdclass.RenderingServerParticlesMode)

Sets whether the GPU particles specified by the [param particles] RID should be rendered in 2D or 3D according to [param mode].

func ParticlesSetOneShot

func ParticlesSetOneShot(particles RID.Particles, one_shot bool)

If [code]true[/code], particles will emit once and then stop. Equivalent to [member GPUParticles3D.one_shot].

func ParticlesSetPreProcessTime

func ParticlesSetPreProcessTime(particles RID.Particles, time Float.X)

Sets the preprocess time for the particles' animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to [member GPUParticles3D.preprocess].

func ParticlesSetProcessMaterial

func ParticlesSetProcessMaterial(particles RID.Particles, material RID.Material)

Sets the material for processing the particles. [b]Note:[/b] This is not the material used to draw the materials. Equivalent to [member GPUParticles3D.process_material].

func ParticlesSetRandomnessRatio

func ParticlesSetRandomnessRatio(particles RID.Particles, ratio Float.X)

Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to [member GPUParticles3D.randomness].

func ParticlesSetSpeedScale

func ParticlesSetSpeedScale(particles RID.Particles, scale Float.X)

Sets the speed scale of the particle system. Equivalent to [member GPUParticles3D.speed_scale].

func ParticlesSetSubemitter

func ParticlesSetSubemitter(particles RID.Particles, subemitter_particles RID.Particles)

func ParticlesSetTrailBindPoses

func ParticlesSetTrailBindPoses(particles RID.Particles, bind_poses []Transform3D.BasisOrigin)

func ParticlesSetTrails

func ParticlesSetTrails(particles RID.Particles, enable bool, length_sec Float.X)

If [param enable] is [code]true[/code], enables trails for the [param particles] with the specified [param length_sec] in seconds. Equivalent to [member GPUParticles3D.trail_enabled] and [member GPUParticles3D.trail_lifetime].

func ParticlesSetTransformAlign

func ParticlesSetTransformAlign(particles RID.Particles, align gdclass.RenderingServerParticlesTransformAlign)

func ParticlesSetUseLocalCoordinates

func ParticlesSetUseLocalCoordinates(particles RID.Particles, enable bool)

If [code]true[/code], particles use local coordinates. If [code]false[/code] they use global coordinates. Equivalent to [member GPUParticles3D.local_coords].

func PositionalSoftShadowFilterSetQuality

func PositionalSoftShadowFilterSetQuality(quality gdclass.RenderingServerShadowQuality)

Sets the filter quality for omni and spot light shadows in 3D. See also [member ProjectSettings.rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality]. This parameter is global and cannot be set on a per-viewport basis.

func ReflectionProbeCreate

func ReflectionProbeCreate() RID.ReflectionProbe

Creates a reflection probe and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]reflection_probe_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. To place in a scene, attach this reflection probe to an instance using [method instance_set_base] using the returned RID. [b]Note:[/b] The equivalent node is [ReflectionProbe].

func ReflectionProbeSetAmbientColor

func ReflectionProbeSetAmbientColor(probe RID.ReflectionProbe, color Color.RGBA)

Sets the reflection probe's custom ambient light color. Equivalent to [member ReflectionProbe.ambient_color].

func ReflectionProbeSetAmbientEnergy

func ReflectionProbeSetAmbientEnergy(probe RID.ReflectionProbe, energy Float.X)

Sets the reflection probe's custom ambient light energy. Equivalent to [member ReflectionProbe.ambient_color_energy].

func ReflectionProbeSetAmbientMode

func ReflectionProbeSetAmbientMode(probe RID.ReflectionProbe, mode gdclass.RenderingServerReflectionProbeAmbientMode)

Sets the reflection probe's ambient light mode. Equivalent to [member ReflectionProbe.ambient_mode].

func ReflectionProbeSetAsInterior

func ReflectionProbeSetAsInterior(probe RID.ReflectionProbe, enable bool)

If [code]true[/code], reflections will ignore sky contribution. Equivalent to [member ReflectionProbe.interior].

func ReflectionProbeSetCullMask

func ReflectionProbeSetCullMask(probe RID.ReflectionProbe, layers int)

Sets the render cull mask for this reflection probe. Only instances with a matching layer will be reflected by this probe. Equivalent to [member ReflectionProbe.cull_mask].

func ReflectionProbeSetEnableBoxProjection

func ReflectionProbeSetEnableBoxProjection(probe RID.ReflectionProbe, enable bool)

If [code]true[/code], uses box projection. This can make reflections look more correct in certain situations. Equivalent to [member ReflectionProbe.box_projection].

func ReflectionProbeSetEnableShadows

func ReflectionProbeSetEnableShadows(probe RID.ReflectionProbe, enable bool)

If [code]true[/code], computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to [member ReflectionProbe.enable_shadows].

func ReflectionProbeSetIntensity

func ReflectionProbeSetIntensity(probe RID.ReflectionProbe, intensity Float.X)

Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to [member ReflectionProbe.intensity].

func ReflectionProbeSetMaxDistance

func ReflectionProbeSetMaxDistance(probe RID.ReflectionProbe, distance Float.X)

Sets the max distance away from the probe an object can be before it is culled. Equivalent to [member ReflectionProbe.max_distance].

func ReflectionProbeSetMeshLodThreshold

func ReflectionProbeSetMeshLodThreshold(probe RID.ReflectionProbe, pixels Float.X)

Sets the mesh level of detail to use in the reflection probe rendering. Higher values will use less detailed versions of meshes that have LOD variations generated, which can improve performance. Equivalent to [member ReflectionProbe.mesh_lod_threshold].

func ReflectionProbeSetOriginOffset

func ReflectionProbeSetOriginOffset(probe RID.ReflectionProbe, offset Vector3.XYZ)

Sets the origin offset to be used when this reflection probe is in box project mode. Equivalent to [member ReflectionProbe.origin_offset].

func ReflectionProbeSetReflectionMask

func ReflectionProbeSetReflectionMask(probe RID.ReflectionProbe, layers int)

Sets the render reflection mask for this reflection probe. Only instances with a matching layer will have reflections applied from this probe. Equivalent to [member ReflectionProbe.reflection_mask].

func ReflectionProbeSetResolution

func ReflectionProbeSetResolution(probe RID.ReflectionProbe, resolution int)

Sets the resolution to use when rendering the specified reflection probe. The [param resolution] is specified for each cubemap face: for instance, specifying [code]512[/code] will allocate 6 faces of 512×512 each (plus mipmaps for roughness levels).

func ReflectionProbeSetSize

func ReflectionProbeSetSize(probe RID.ReflectionProbe, size Vector3.XYZ)

Sets the size of the area that the reflection probe will capture. Equivalent to [member ReflectionProbe.size].

func ReflectionProbeSetUpdateMode

func ReflectionProbeSetUpdateMode(probe RID.ReflectionProbe, mode gdclass.RenderingServerReflectionProbeUpdateMode)

Sets how often the reflection probe updates. Can either be once or every frame. See [enum ReflectionProbeUpdateMode] for options.

func RenderLoopEnabled

func RenderLoopEnabled() bool

func RequestFrameDrawnCallback

func RequestFrameDrawnCallback(callable func())

Schedules a callback to the given callable after a frame has been drawn.

func ScenarioCreate

func ScenarioCreate() RID.Scenario

Creates a scenario and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]scenario_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. The scenario is the 3D world that all the visual instances exist in.

func ScenarioSetCameraAttributes

func ScenarioSetCameraAttributes(scenario RID.Scenario, effects RID.CameraAttributes)

Sets the camera attributes ([param effects]) that will be used with this scenario. See also [CameraAttributes].

func ScenarioSetCompositor

func ScenarioSetCompositor(scenario RID.Scenario, compositor RID.Compositor)

Sets the compositor ([param compositor]) that will be used with this scenario. See also [Compositor].

func ScenarioSetEnvironment

func ScenarioSetEnvironment(scenario RID.Scenario, environment RID.Environment)

Sets the environment that will be used with this scenario. See also [Environment].

func ScenarioSetFallbackEnvironment

func ScenarioSetFallbackEnvironment(scenario RID.Scenario, environment RID.Environment)

Sets the fallback environment to be used by this scenario. The fallback environment is used if no environment is set. Internally, this is used by the editor to provide a default environment.

func ScreenSpaceRoughnessLimiterSetActive

func ScreenSpaceRoughnessLimiterSetActive(enable bool, amount Float.X, limit Float.X)

Sets the screen-space roughness limiter parameters, such as whether it should be enabled and its thresholds. Equivalent to [member ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/enabled], [member ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/amount] and [member ProjectSettings.rendering/anti_aliasing/screen_space_roughness_limiter/limit].

func SetBootImage

func SetBootImage(image [1]gdclass.Image, color Color.RGBA, scale bool)

Sets a boot image. The color defines the background color. If [param scale] is [code]true[/code], the image will be scaled to fit the screen size. If [param use_filter] is [code]true[/code], the image will be scaled with linear interpolation. If [param use_filter] is [code]false[/code], the image will be scaled with nearest-neighbor interpolation.

func SetDebugGenerateWireframes

func SetDebugGenerateWireframes(generate bool)

This method is currently unimplemented and does nothing if called with [param generate] set to [code]true[/code].

func SetDefaultClearColor

func SetDefaultClearColor(color Color.RGBA)

Sets the default clear color which is used when a specific clear color has not been selected. See also [method get_default_clear_color].

func SetRenderLoopEnabled

func SetRenderLoopEnabled(value bool)

func ShaderCreate

func ShaderCreate() RID.Shader

Creates an empty shader and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]shader_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [Shader].

func ShaderGetCode

func ShaderGetCode(shader RID.Shader) string

Returns a shader's source code as a string.

func ShaderGetDefaultTextureParameter

func ShaderGetDefaultTextureParameter(shader RID.Shader, name string) RID.Texture

Returns a default texture from a shader searched by name. [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.

func ShaderGetParameterDefault

func ShaderGetParameterDefault(shader RID.Shader, name string) any

Returns the default value for the specified shader uniform. This is usually the value written in the shader source code.

func ShaderSetCode

func ShaderSetCode(shader RID.Shader, code string)

Sets the shader's source code (which triggers recompilation after being changed).

func ShaderSetDefaultTextureParameter

func ShaderSetDefaultTextureParameter(shader RID.Shader, name string, texture RID.Texture)

Sets a shader's default texture. Overwrites the texture given by name. [b]Note:[/b] If the sampler array is used use [param index] to access the specified texture.

func ShaderSetPathHint

func ShaderSetPathHint(shader RID.Shader, path string)

Sets the path hint for the specified shader. This should generally match the [Shader] resource's [member Resource.resource_path].

func SkeletonAllocateData

func SkeletonAllocateData(skeleton RID.Skeleton, bones int)

func SkeletonBoneGetTransform

func SkeletonBoneGetTransform(skeleton RID.Skeleton, bone int) Transform3D.BasisOrigin

Returns the [Transform3D] set for a specific bone of this skeleton.

func SkeletonBoneGetTransform2d

func SkeletonBoneGetTransform2d(skeleton RID.Skeleton, bone int) Transform2D.OriginXY

Returns the [Transform2D] set for a specific bone of this skeleton.

func SkeletonBoneSetTransform

func SkeletonBoneSetTransform(skeleton RID.Skeleton, bone int, transform Transform3D.BasisOrigin)

Sets the [Transform3D] for a specific bone of this skeleton.

func SkeletonBoneSetTransform2d

func SkeletonBoneSetTransform2d(skeleton RID.Skeleton, bone int, transform Transform2D.OriginXY)

Sets the [Transform2D] for a specific bone of this skeleton.

func SkeletonCreate

func SkeletonCreate() RID.Skeleton

Creates a skeleton and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]skeleton_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.

func SkeletonGetBoneCount

func SkeletonGetBoneCount(skeleton RID.Skeleton) int

Returns the number of bones allocated for this skeleton.

func SkeletonSetBaseTransform2d

func SkeletonSetBaseTransform2d(skeleton RID.Skeleton, base_transform Transform2D.OriginXY)

func SkyBakePanorama

func SkyBakePanorama(sky RID.Sky, energy Float.X, bake_irradiance bool, size Vector2i.XY) [1]gdclass.Image

Generates and returns an [Image] containing the radiance map for the specified [param sky] RID. This supports built-in sky material and custom sky shaders. If [param bake_irradiance] is [code]true[/code], the irradiance map is saved instead of the radiance map. The radiance map is used to render reflected light, while the irradiance map is used to render ambient light. See also [method environment_bake_panorama]. [b]Note:[/b] The image is saved in linear color space without any tonemapping performed, which means it will look too dark if viewed directly in an image editor. [param energy] values above [code]1.0[/code] can be used to brighten the resulting image. [b]Note:[/b] [param size] should be a 2:1 aspect ratio for the generated panorama to have square pixels. For radiance maps, there is no point in using a height greater than [member Sky.radiance_size], as it won't increase detail. Irradiance maps only contain low-frequency data, so there is usually no point in going past a size of 128×64 pixels when saving an irradiance map.

func SkyCreate

func SkyCreate() RID.Sky

Creates an empty sky and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]sky_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method.

func SkySetMaterial

func SkySetMaterial(sky RID.Sky, material RID.Material)

Sets the material that the sky uses to render the background, ambient and reflection maps.

func SkySetMode

func SkySetMode(sky RID.Sky, mode gdclass.RenderingServerSkyMode)

Sets the process [param mode] of the sky specified by the [param sky] RID. Equivalent to [member Sky.process_mode].

func SkySetRadianceSize

func SkySetRadianceSize(sky RID.Sky, radiance_size int)

Sets the [param radiance_size] of the sky specified by the [param sky] RID (in pixels). Equivalent to [member Sky.radiance_size].

func SpotLightCreate

func SpotLightCreate() RID.Light

Creates a spot light and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. To place in a scene, attach this spot light to an instance using [method instance_set_base] using the returned RID.

func SubSurfaceScatteringSetQuality

func SubSurfaceScatteringSetQuality(quality gdclass.RenderingServerSubSurfaceScatteringQuality)

Sets [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_quality] to use when rendering materials that have subsurface scattering enabled.

func SubSurfaceScatteringSetScale

func SubSurfaceScatteringSetScale(scale Float.X, depth_scale Float.X)

Sets the [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_scale] and [member ProjectSettings.rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale] to use when rendering materials that have subsurface scattering enabled.

func Texture2dCreate

func Texture2dCreate(image [1]gdclass.Image) RID.Texture2D

Creates a 2-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_2d_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [Texture2D]. [b]Note:[/b] Not to be confused with [method RenderingDevice.texture_create], which creates the graphics API's own texture type as opposed to the Godot-specific [Texture2D] resource.

func Texture2dGet

func Texture2dGet(texture RID.Texture2D) [1]gdclass.Image

Returns an [Image] instance from the given [param texture] [RID]. Example of getting the test texture from [method get_test_texture] and applying it to a [Sprite2D] node: [codeblock] var texture_rid = RenderingServer.get_test_texture() var texture = ImageTexture.create_from_image(RenderingServer.texture_2d_get(texture_rid)) $Sprite2D.texture = texture [/codeblock]

func Texture2dLayerGet

func Texture2dLayerGet(texture RID.Texture2D, layer int) [1]gdclass.Image

Returns an [Image] instance from the given [param texture] [RID] and [param layer].

func Texture2dLayeredCreate

func Texture2dLayeredCreate(layers [][1]gdclass.Image, layered_type gdclass.RenderingServerTextureLayeredType) RID.Texture2D

Creates a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_2d_layered_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [TextureLayered].

func Texture2dLayeredPlaceholderCreate

func Texture2dLayeredPlaceholderCreate(layered_type gdclass.RenderingServerTextureLayeredType) RID.Texture2D

Creates a placeholder for a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_2d_layered_*[/code] RenderingServer functions, although it does nothing when used. See also [method texture_2d_placeholder_create]. [b]Note:[/b] The equivalent resource is [PlaceholderTextureLayered].

func Texture2dPlaceholderCreate

func Texture2dPlaceholderCreate() RID.Texture2D

Creates a placeholder for a 2-dimensional layered texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_2d_layered_*[/code] RenderingServer functions, although it does nothing when used. See also [method texture_2d_layered_placeholder_create] Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [PlaceholderTexture2D].

func Texture2dUpdate

func Texture2dUpdate(texture RID.Texture2D, image [1]gdclass.Image, layer int)

Updates the texture specified by the [param texture] [RID] with the data in [param image]. A [param layer] must also be specified, which should be [code]0[/code] when updating a single-layer texture ([Texture2D]). [b]Note:[/b] The [param image] must have the same width, height and format as the current [param texture] data. Otherwise, an error will be printed and the original texture won't be modified. If you need to use different width, height or format, use [method texture_replace] instead.

func Texture3dCreate

func Texture3dCreate(format gdclass.ImageFormat, width int, height int, depth int, mipmaps bool, data [][1]gdclass.Image) RID.Texture3D

[b]Note:[/b] The equivalent resource is [Texture3D].

func Texture3dGet

func Texture3dGet(texture RID.Texture3D) [][1]gdclass.Image

Returns 3D texture data as an array of [Image]s for the specified texture [RID].

func Texture3dPlaceholderCreate

func Texture3dPlaceholderCreate() RID.Texture3D

Creates a placeholder for a 3-dimensional texture and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_3d_*[/code] RenderingServer functions, although it does nothing when used. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent resource is [PlaceholderTexture3D].

func Texture3dUpdate

func Texture3dUpdate(texture RID.Texture3D, data [][1]gdclass.Image)

Updates the texture specified by the [param texture] [RID]'s data with the data in [param data]. All the texture's layers must be replaced at once. [b]Note:[/b] The [param texture] must have the same width, height, depth and format as the current texture data. Otherwise, an error will be printed and the original texture won't be modified. If you need to use different width, height, depth or format, use [method texture_replace] instead.

func TextureGetFormat

func TextureGetFormat(texture RID.Texture) gdclass.ImageFormat

Returns the format for the texture.

func TextureGetNativeHandle

func TextureGetNativeHandle(texture RID.Texture) int

Returns the internal graphics handle for this texture object. For use when communicating with third-party APIs mostly with GDExtension. [b]Note:[/b] This function returns a [code]uint64_t[/code] which internally maps to a [code]GLuint[/code] (OpenGL) or [code]VkImage[/code] (Vulkan).

func TextureGetPath

func TextureGetPath(texture RID.Texture) string

func TextureGetRdTexture

func TextureGetRdTexture(texture RID.Texture) RID.Texture

Returns a texture [RID] that can be used with [RenderingDevice].

func TextureProxyCreate

func TextureProxyCreate(base RID.TextureProxy) RID.TextureProxy

This method does nothing and always returns an invalid [RID].

func TextureProxyUpdate

func TextureProxyUpdate(texture RID.TextureProxy, proxy_to RID.Texture)

This method does nothing.

func TextureRdCreate

func TextureRdCreate(rd_texture RID.Texture) RID.Texture

Creates a new texture object based on a texture created directly on the [RenderingDevice]. If the texture contains layers, [param layer_type] is used to define the layer type.

func TextureReplace

func TextureReplace(texture RID.Texture, by_texture RID.Texture)

Replaces [param texture]'s texture data by the texture specified by the [param by_texture] RID, without changing [param texture]'s RID.

func TextureSetForceRedrawIfVisible

func TextureSetForceRedrawIfVisible(texture RID.Texture, enable bool)

func TextureSetPath

func TextureSetPath(texture RID.Texture, path string)

func TextureSetSizeOverride

func TextureSetSizeOverride(texture RID.Texture, width int, height int)

func ViewportAttachCamera

func ViewportAttachCamera(viewport RID.Viewport, camera RID.Camera)

Sets a viewport's camera.

func ViewportAttachCanvas

func ViewportAttachCanvas(viewport RID.Viewport, canvas RID.Canvas)

Sets a viewport's canvas.

func ViewportAttachToScreen

func ViewportAttachToScreen(viewport RID.Viewport)

Copies the viewport to a region of the screen specified by [param rect]. If [method viewport_set_render_direct_to_screen] is [code]true[/code], then the viewport does not use a framebuffer and the contents of the viewport are rendered directly to screen. However, note that the root viewport is drawn last, therefore it will draw over the screen. Accordingly, you must set the root viewport to an area that does not cover the area that you have attached this viewport to. For example, you can set the root viewport to not render at all with the following code: FIXME: The method seems to be non-existent. [codeblocks] [gdscript] func _ready():

get_viewport().set_attach_to_screen_rect(Rect2())
$Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))

[/gdscript] [/codeblocks] Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For further optimization, see [method viewport_set_render_direct_to_screen].

func ViewportCreate

func ViewportCreate() RID.Viewport

Creates an empty viewport and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]viewport_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent node is [Viewport].

func ViewportGetMeasuredRenderTimeCpu

func ViewportGetMeasuredRenderTimeCpu(viewport RID.Viewport) Float.X

Returns the CPU time taken to render the last frame in milliseconds. This [i]only[/i] includes time spent in rendering-related operations; scripts' [code]_process[/code] functions and other engine subsystems are not included in this readout. To get a complete readout of CPU time spent to render the scene, sum the render times of all viewports that are drawn every frame plus [method get_frame_setup_time_cpu]. Unlike [method Engine.get_frames_per_second], this method will accurately reflect CPU utilization even if framerate is capped via V-Sync or [member Engine.max_fps]. See also [method viewport_get_measured_render_time_gpu]. [b]Note:[/b] Requires measurements to be enabled on the specified [param viewport] using [method viewport_set_measure_render_time]. Otherwise, this method returns [code]0.0[/code].

func ViewportGetMeasuredRenderTimeGpu

func ViewportGetMeasuredRenderTimeGpu(viewport RID.Viewport) Float.X

Returns the GPU time taken to render the last frame in milliseconds. To get a complete readout of GPU time spent to render the scene, sum the render times of all viewports that are drawn every frame. Unlike [method Engine.get_frames_per_second], this method accurately reflects GPU utilization even if framerate is capped via V-Sync or [member Engine.max_fps]. See also [method viewport_get_measured_render_time_gpu]. [b]Note:[/b] Requires measurements to be enabled on the specified [param viewport] using [method viewport_set_measure_render_time]. Otherwise, this method returns [code]0.0[/code]. [b]Note:[/b] When GPU utilization is low enough during a certain period of time, GPUs will decrease their power state (which in turn decreases core and memory clock speeds). This can cause the reported GPU time to increase if GPU utilization is kept low enough by a framerate cap (compared to what it would be at the GPU's highest power state). Keep this in mind when benchmarking using [method viewport_get_measured_render_time_gpu]. This behavior can be overridden in the graphics driver settings at the cost of higher power usage.

func ViewportGetRenderInfo

Returns a statistic about the rendering engine which can be used for performance profiling. This is separated into render pass [param type]s, each of them having the same [param info]s you can query (different passes will return different values). See [enum RenderingServer.ViewportRenderInfoType] for a list of render pass types and [enum RenderingServer.ViewportRenderInfo] for a list of information that can be queried. See also [method get_rendering_info], which returns global information across all viewports. [b]Note:[/b] Viewport rendering information is not available until at least 2 frames have been rendered by the engine. If rendering information is not available, [method viewport_get_render_info] returns [code]0[/code]. To print rendering information in [code]_ready()[/code] successfully, use the following: [codeblock] func _ready():

for _i in 2:
    await get_tree().process_frame

print(
        RenderingServer.viewport_get_render_info(get_viewport().get_viewport_rid(),
        RenderingServer.VIEWPORT_RENDER_INFO_TYPE_VISIBLE,
        RenderingServer.VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME)
)

[/codeblock]

func ViewportGetRenderTarget

func ViewportGetRenderTarget(viewport RID.Viewport) RID.Framebuffer

Returns the render target for the viewport.

func ViewportGetTexture

func ViewportGetTexture(viewport RID.Viewport) RID.Texture

Returns the viewport's last rendered frame.

func ViewportGetUpdateMode

func ViewportGetUpdateMode(viewport RID.Viewport) gdclass.RenderingServerViewportUpdateMode

Returns the viewport's update mode. See [enum ViewportUpdateMode] constants for options. [b]Warning:[/b] Calling this from any thread other than the rendering thread will be detrimental to performance.

func ViewportRemoveCanvas

func ViewportRemoveCanvas(viewport RID.Viewport, canvas RID.Canvas)

Detaches a viewport from a canvas.

func ViewportSetActive

func ViewportSetActive(viewport RID.Viewport, active bool)

If [code]true[/code], sets the viewport active, else sets it inactive.

func ViewportSetCanvasCullMask

func ViewportSetCanvasCullMask(viewport RID.Viewport, canvas_cull_mask int)

Sets the rendering mask associated with this [Viewport]. Only [CanvasItem] nodes with a matching rendering visibility layer will be rendered by this [Viewport].

func ViewportSetCanvasStacking

func ViewportSetCanvasStacking(viewport RID.Viewport, canvas RID.Canvas, layer int, sublayer int)

Sets the stacking order for a viewport's canvas. [param layer] is the actual canvas layer, while [param sublayer] specifies the stacking order of the canvas among those in the same layer.

func ViewportSetCanvasTransform

func ViewportSetCanvasTransform(viewport RID.Viewport, canvas RID.Canvas, offset Transform2D.OriginXY)

Sets the transformation of a viewport's canvas.

func ViewportSetClearMode

func ViewportSetClearMode(viewport RID.Viewport, clear_mode gdclass.RenderingServerViewportClearMode)

Sets the clear mode of a viewport. See [enum ViewportClearMode] for options.

func ViewportSetDebugDraw

func ViewportSetDebugDraw(viewport RID.Viewport, draw gdclass.RenderingServerViewportDebugDraw)

Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for options.

func ViewportSetDefaultCanvasItemTextureFilter

func ViewportSetDefaultCanvasItemTextureFilter(viewport RID.Viewport, filter gdclass.RenderingServerCanvasItemTextureFilter)

Sets the default texture filtering mode for the specified [param viewport] RID. See [enum CanvasItemTextureFilter] for options.

func ViewportSetDefaultCanvasItemTextureRepeat

func ViewportSetDefaultCanvasItemTextureRepeat(viewport RID.Viewport, repeat gdclass.RenderingServerCanvasItemTextureRepeat)

Sets the default texture repeat mode for the specified [param viewport] RID. See [enum CanvasItemTextureRepeat] for options.

func ViewportSetDisable2d

func ViewportSetDisable2d(viewport RID.Viewport, disable bool)

If [code]true[/code], the viewport's canvas (i.e. 2D and GUI elements) is not rendered.

func ViewportSetDisable3d

func ViewportSetDisable3d(viewport RID.Viewport, disable bool)

If [code]true[/code], the viewport's 3D elements are not rendered.

func ViewportSetEnvironmentMode

func ViewportSetEnvironmentMode(viewport RID.Viewport, mode gdclass.RenderingServerViewportEnvironmentMode)

Sets the viewport's environment mode which allows enabling or disabling rendering of 3D environment over 2D canvas. When disabled, 2D will not be affected by the environment. When enabled, 2D will be affected by the environment if the environment background mode is [constant ENV_BG_CANVAS]. The default behavior is to inherit the setting from the viewport's parent. If the topmost parent is also set to [constant VIEWPORT_ENVIRONMENT_INHERIT], then the behavior will be the same as if it was set to [constant VIEWPORT_ENVIRONMENT_ENABLED].

func ViewportSetFsrSharpness

func ViewportSetFsrSharpness(viewport RID.Viewport, sharpness Float.X)

Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.

func ViewportSetGlobalCanvasTransform

func ViewportSetGlobalCanvasTransform(viewport RID.Viewport, transform Transform2D.OriginXY)

Sets the viewport's global transformation matrix.

func ViewportSetMeasureRenderTime

func ViewportSetMeasureRenderTime(viewport RID.Viewport, enable bool)

Sets the measurement for the given [param viewport] RID (obtained using [method Viewport.get_viewport_rid]). Once enabled, [method viewport_get_measured_render_time_cpu] and [method viewport_get_measured_render_time_gpu] will return values greater than [code]0.0[/code] when queried with the given [param viewport].

func ViewportSetMsaa2d

func ViewportSetMsaa2d(viewport RID.Viewport, msaa gdclass.RenderingServerViewportMSAA)

Sets the multisample anti-aliasing mode for 2D/Canvas on the specified [param viewport] RID. See [enum ViewportMSAA] for options.

func ViewportSetMsaa3d

func ViewportSetMsaa3d(viewport RID.Viewport, msaa gdclass.RenderingServerViewportMSAA)

Sets the multisample anti-aliasing mode for 3D on the specified [param viewport] RID. See [enum ViewportMSAA] for options.

func ViewportSetOcclusionCullingBuildQuality

func ViewportSetOcclusionCullingBuildQuality(quality gdclass.RenderingServerViewportOcclusionCullingBuildQuality)

Sets the [member ProjectSettings.rendering/occlusion_culling/bvh_build_quality] to use for occlusion culling. This parameter is global and cannot be set on a per-viewport basis.

func ViewportSetOcclusionRaysPerThread

func ViewportSetOcclusionRaysPerThread(rays_per_thread int)

Sets the [member ProjectSettings.rendering/occlusion_culling/occlusion_rays_per_thread] to use for occlusion culling. This parameter is global and cannot be set on a per-viewport basis.

func ViewportSetParentViewport

func ViewportSetParentViewport(viewport RID.Viewport, parent_viewport RID.Viewport)

Sets the viewport's parent to the viewport specified by the [param parent_viewport] RID.

func ViewportSetPositionalShadowAtlasQuadrantSubdivision

func ViewportSetPositionalShadowAtlasQuadrantSubdivision(viewport RID.Viewport, quadrant int, subdivision int)

Sets the number of subdivisions to use in the specified shadow atlas [param quadrant] for omni and spot shadows. See also [method Viewport.set_positional_shadow_atlas_quadrant_subdiv].

func ViewportSetPositionalShadowAtlasSize

func ViewportSetPositionalShadowAtlasSize(viewport RID.Viewport, size int)

Sets the [param size] of the shadow atlas's images (used for omni and spot lights) on the viewport specified by the [param viewport] RID. The value is rounded up to the nearest power of 2. If [param use_16_bits] is [code]true[/code], use 16 bits for the omni/spot shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices. [b]Note:[/b] If this is set to [code]0[/code], no positional shadows will be visible at all. This can improve performance significantly on low-end systems by reducing both the CPU and GPU load (as fewer draw calls are needed to draw the scene without shadows).

func ViewportSetRenderDirectToScreen

func ViewportSetRenderDirectToScreen(viewport RID.Viewport, enabled bool)

If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the screen_texture. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size.

func ViewportSetScaling3dMode

func ViewportSetScaling3dMode(viewport RID.Viewport, scaling_3d_mode gdclass.RenderingServerViewportScaling3DMode)

Sets the 3D resolution scaling mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. FSR should be used where possible.

func ViewportSetScaling3dScale

func ViewportSetScaling3dScale(viewport RID.Viewport, scale Float.X)

Scales the 3D render buffer based on the viewport size uses an image filter specified in [enum ViewportScaling3DMode] to scale the output image to the full viewport size. Values lower than [code]1.0[/code] can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than [code]1.0[/code] are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also [enum ViewportMSAA] for multi-sample antialiasing, which is significantly cheaper but only smoothens the edges of polygons. When using FSR upscaling, AMD recommends exposing the following values as preset options to users "Ultra Quality: 0.77", "Quality: 0.67", "Balanced: 0.59", "Performance: 0.5" instead of exposing the entire scale.

func ViewportSetScenario

func ViewportSetScenario(viewport RID.Viewport, scenario RID.Scenario)

Sets a viewport's scenario. The scenario contains information about environment information, reflection atlas, etc.

func ViewportSetScreenSpaceAa

func ViewportSetScreenSpaceAa(viewport RID.Viewport, mode gdclass.RenderingServerViewportScreenSpaceAA)

Sets the viewport's screen-space antialiasing mode.

func ViewportSetSdfOversizeAndScale

func ViewportSetSdfOversizeAndScale(viewport RID.Viewport, oversize gdclass.RenderingServerViewportSDFOversize, scale gdclass.RenderingServerViewportSDFScale)

Sets the viewport's 2D signed distance field [member ProjectSettings.rendering/2d/sdf/oversize] and [member ProjectSettings.rendering/2d/sdf/scale]. This is used when sampling the signed distance field in [CanvasItem] shaders as well as [GPUParticles2D] collision. This is [i]not[/i] used by SDFGI in 3D rendering.

func ViewportSetSize

func ViewportSetSize(viewport RID.Viewport, width int, height int)

Sets the viewport's width and height in pixels.

func ViewportSetSnap2dTransformsToPixel

func ViewportSetSnap2dTransformsToPixel(viewport RID.Viewport, enabled bool)

If [code]true[/code], canvas item transforms (i.e. origin position) are snapped to the nearest pixel when rendering. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/snap_2d_transforms_to_pixel].

func ViewportSetSnap2dVerticesToPixel

func ViewportSetSnap2dVerticesToPixel(viewport RID.Viewport, enabled bool)

If [code]true[/code], canvas item vertices (i.e. polygon points) are snapped to the nearest pixel when rendering. This can lead to a crisper appearance at the cost of less smooth movement, especially when [Camera2D] smoothing is enabled. Equivalent to [member ProjectSettings.rendering/2d/snap/snap_2d_vertices_to_pixel].

func ViewportSetTextureMipmapBias

func ViewportSetTextureMipmapBias(viewport RID.Viewport, mipmap_bias Float.X)

Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close). To get sharper textures at a distance without introducing too much graininess, set this between [code]-0.75[/code] and [code]0.0[/code]. Enabling temporal antialiasing ([member ProjectSettings.rendering/anti_aliasing/quality/use_taa]) can help reduce the graininess visible when using negative mipmap bias. [b]Note:[/b] When the 3D scaling mode is set to FSR 1.0, this value is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is [code]-log2(1.0 / scale) + mipmap_bias[/code].

func ViewportSetTransparentBackground

func ViewportSetTransparentBackground(viewport RID.Viewport, enabled bool)

If [code]true[/code], the viewport renders its background as transparent.

func ViewportSetUpdateMode

func ViewportSetUpdateMode(viewport RID.Viewport, update_mode gdclass.RenderingServerViewportUpdateMode)

Sets when the viewport should be updated. See [enum ViewportUpdateMode] constants for options.

func ViewportSetUseDebanding

func ViewportSetUseDebanding(viewport RID.Viewport, enable bool)

If [code]true[/code], enables debanding on the specified viewport. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_debanding].

func ViewportSetUseHdr2d

func ViewportSetUseHdr2d(viewport RID.Viewport, enabled bool)

If [code]true[/code], 2D rendering will use a high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an [code]RGBA16[/code] framebuffer, while when using the Mobile renderer it will be an [code]RGB10_A2[/code] framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen (if the Viewport is attached to the screen). Practically speaking, this means that the end result of the Viewport will not be clamped into the [code]0-1[/code] range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients. This setting has the same effect as [member Viewport.use_hdr_2d]. [b]Note:[/b] This setting will have no effect when using the GL Compatibility renderer as the GL Compatibility renderer always renders in low dynamic range for performance reasons.

func ViewportSetUseOcclusionCulling

func ViewportSetUseOcclusionCulling(viewport RID.Viewport, enable bool)

If [code]true[/code], enables occlusion culling on the specified viewport. Equivalent to [member ProjectSettings.rendering/occlusion_culling/use_occlusion_culling].

func ViewportSetUseTaa

func ViewportSetUseTaa(viewport RID.Viewport, enable bool)

If [code]true[/code], use Temporal Anti-Aliasing. Equivalent to [member ProjectSettings.rendering/anti_aliasing/quality/use_taa].

func ViewportSetUseXr

func ViewportSetUseXr(viewport RID.Viewport, use_xr bool)

If [code]true[/code], the viewport uses augmented or virtual reality technologies. See [XRInterface].

func ViewportSetVrsMode

func ViewportSetVrsMode(viewport RID.Viewport, mode gdclass.RenderingServerViewportVRSMode)

Sets the Variable Rate Shading (VRS) mode for the viewport. If the GPU does not support VRS, this property is ignored. Equivalent to [member ProjectSettings.rendering/vrs/mode].

func ViewportSetVrsTexture

func ViewportSetVrsTexture(viewport RID.Viewport, texture RID.Texture)

The texture to use when the VRS mode is set to [constant RenderingServer.VIEWPORT_VRS_TEXTURE]. Equivalent to [member ProjectSettings.rendering/vrs/texture].

func ViewportSetVrsUpdateMode

func ViewportSetVrsUpdateMode(viewport RID.Viewport, mode gdclass.RenderingServerViewportVRSUpdateMode)

Sets the update mode for Variable Rate Shading (VRS) for the viewport. VRS requires the input texture to be converted to the format usable by the VRS method supported by the hardware. The update mode defines how often this happens. If the GPU does not support VRS, or VRS is not enabled, this property is ignored. If set to [constant RenderingServer.VIEWPORT_VRS_UPDATE_ONCE], the input texture is copied once and the mode is changed to [constant RenderingServer.VIEWPORT_VRS_UPDATE_DISABLED].

func VisibilityNotifierCreate

func VisibilityNotifierCreate() RID.VisibilityNotifier

Creates a new 3D visibility notifier object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]visibility_notifier_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. To place in a scene, attach this mesh to an instance using [method instance_set_base] using the returned RID. [b]Note:[/b] The equivalent node is [VisibleOnScreenNotifier3D].

func VisibilityNotifierSetAabb

func VisibilityNotifierSetAabb(notifier RID.VisibilityNotifier, aabb AABB.PositionSize)

func VisibilityNotifierSetCallbacks

func VisibilityNotifierSetCallbacks(notifier RID.VisibilityNotifier, enter_callable func(), exit_callable func())

func VoxelGiAllocateData

func VoxelGiAllocateData(voxel_gi RID.VoxelGI, to_cell_xform Transform3D.BasisOrigin, aabb AABB.PositionSize, octree_size Vector3i.XYZ, octree_cells []byte, data_cells []byte, distance_field []byte, level_counts []int32)

func VoxelGiCreate

func VoxelGiCreate() RID.VoxelGI

Creates a new voxel-based global illumination object and adds it to the RenderingServer. It can be accessed with the RID that is returned. This RID will be used in all [code]voxel_gi_*[/code] RenderingServer functions. Once finished with your RID, you will want to free the RID using the RenderingServer's [method free_rid] method. [b]Note:[/b] The equivalent node is [VoxelGI].

func VoxelGiGetDataCells

func VoxelGiGetDataCells(voxel_gi RID.VoxelGI) []byte

func VoxelGiGetDistanceField

func VoxelGiGetDistanceField(voxel_gi RID.VoxelGI) []byte

func VoxelGiGetLevelCounts

func VoxelGiGetLevelCounts(voxel_gi RID.VoxelGI) []int32

func VoxelGiGetOctreeCells

func VoxelGiGetOctreeCells(voxel_gi RID.VoxelGI) []byte

func VoxelGiGetOctreeSize

func VoxelGiGetOctreeSize(voxel_gi RID.VoxelGI) Vector3i.XYZ

func VoxelGiGetToCellXform

func VoxelGiGetToCellXform(voxel_gi RID.VoxelGI) Transform3D.BasisOrigin

func VoxelGiSetBakedExposureNormalization

func VoxelGiSetBakedExposureNormalization(voxel_gi RID.VoxelGI, baked_exposure Float.X)

Used to inform the renderer what exposure normalization value was used while baking the voxel gi. This value will be used and modulated at run time to ensure that the voxel gi maintains a consistent level of exposure even if the scene-wide exposure normalization is changed at run time. For more information see [method camera_attributes_set_exposure].

func VoxelGiSetBias

func VoxelGiSetBias(voxel_gi RID.VoxelGI, bias Float.X)

Sets the [member VoxelGIData.bias] value to use on the specified [param voxel_gi]'s [RID].

func VoxelGiSetDynamicRange

func VoxelGiSetDynamicRange(voxel_gi RID.VoxelGI, arange Float.X)

Sets the [member VoxelGIData.dynamic_range] value to use on the specified [param voxel_gi]'s [RID].

func VoxelGiSetEnergy

func VoxelGiSetEnergy(voxel_gi RID.VoxelGI, energy Float.X)

Sets the [member VoxelGIData.energy] value to use on the specified [param voxel_gi]'s [RID].

func VoxelGiSetInterior

func VoxelGiSetInterior(voxel_gi RID.VoxelGI, enable bool)

Sets the [member VoxelGIData.interior] value to use on the specified [param voxel_gi]'s [RID].

func VoxelGiSetNormalBias

func VoxelGiSetNormalBias(voxel_gi RID.VoxelGI, bias Float.X)

Sets the [member VoxelGIData.normal_bias] value to use on the specified [param voxel_gi]'s [RID].

func VoxelGiSetPropagation

func VoxelGiSetPropagation(voxel_gi RID.VoxelGI, amount Float.X)

Sets the [member VoxelGIData.propagation] value to use on the specified [param voxel_gi]'s [RID].

func VoxelGiSetQuality

func VoxelGiSetQuality(quality gdclass.RenderingServerVoxelGIQuality)

Sets the [member ProjectSettings.rendering/global_illumination/voxel_gi/quality] value to use when rendering. This parameter is global and cannot be set on a per-VoxelGI basis.

func VoxelGiSetUseTwoBounces

func VoxelGiSetUseTwoBounces(voxel_gi RID.VoxelGI, enable bool)

Sets the [member VoxelGIData.use_two_bounces] value to use on the specified [param voxel_gi]'s [RID].

Types

type ArrayCustomFormat

type ArrayCustomFormat = gdclass.RenderingServerArrayCustomFormat //gd:RenderingServer.ArrayCustomFormat
const (
	/*Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. Values are normalized, unsigned floating-point in the [code][0.0, 1.0][/code] range.*/
	ArrayCustomRgba8Unorm ArrayCustomFormat = 0
	/*Custom data array contains 8-bit-per-channel red/green/blue/alpha color data. Values are normalized, signed floating-point in the [code][-1.0, 1.0][/code] range.*/
	ArrayCustomRgba8Snorm ArrayCustomFormat = 1
	/*Custom data array contains 16-bit-per-channel red/green color data. Values are floating-point in half precision.*/
	ArrayCustomRgHalf ArrayCustomFormat = 2
	/*Custom data array contains 16-bit-per-channel red/green/blue/alpha color data. Values are floating-point in half precision.*/
	ArrayCustomRgbaHalf ArrayCustomFormat = 3
	/*Custom data array contains 32-bit-per-channel red color data. Values are floating-point in single precision.*/
	ArrayCustomRFloat ArrayCustomFormat = 4
	/*Custom data array contains 32-bit-per-channel red/green color data. Values are floating-point in single precision.*/
	ArrayCustomRgFloat ArrayCustomFormat = 5
	/*Custom data array contains 32-bit-per-channel red/green/blue color data. Values are floating-point in single precision.*/
	ArrayCustomRgbFloat ArrayCustomFormat = 6
	/*Custom data array contains 32-bit-per-channel red/green/blue/alpha color data. Values are floating-point in single precision.*/
	ArrayCustomRgbaFloat ArrayCustomFormat = 7
	/*Represents the size of the [enum ArrayCustomFormat] enum.*/
	ArrayCustomMax ArrayCustomFormat = 8
)

type ArrayFormat

type ArrayFormat = gdclass.RenderingServerArrayFormat //gd:RenderingServer.ArrayFormat
const (
	/*Flag used to mark a vertex position array.*/
	ArrayFormatVertex ArrayFormat = 1
	/*Flag used to mark a normal array.*/
	ArrayFormatNormal ArrayFormat = 2
	/*Flag used to mark a tangent array.*/
	ArrayFormatTangent ArrayFormat = 4
	/*Flag used to mark a vertex color array.*/
	ArrayFormatColor ArrayFormat = 8
	/*Flag used to mark a UV coordinates array.*/
	ArrayFormatTexUv ArrayFormat = 16
	/*Flag used to mark a UV coordinates array for the second UV coordinates.*/
	ArrayFormatTexUv2 ArrayFormat = 32
	/*Flag used to mark an array of custom per-vertex data for the first set of custom data.*/
	ArrayFormatCustom0 ArrayFormat = 64
	/*Flag used to mark an array of custom per-vertex data for the second set of custom data.*/
	ArrayFormatCustom1 ArrayFormat = 128
	/*Flag used to mark an array of custom per-vertex data for the third set of custom data.*/
	ArrayFormatCustom2 ArrayFormat = 256
	/*Flag used to mark an array of custom per-vertex data for the fourth set of custom data.*/
	ArrayFormatCustom3 ArrayFormat = 512
	/*Flag used to mark a bone information array.*/
	ArrayFormatBones ArrayFormat = 1024
	/*Flag used to mark a weights array.*/
	ArrayFormatWeights ArrayFormat = 2048
	/*Flag used to mark an index array.*/
	ArrayFormatIndex          ArrayFormat = 4096
	ArrayFormatBlendShapeMask ArrayFormat = 7
	ArrayFormatCustomBase     ArrayFormat = 13
	ArrayFormatCustomBits     ArrayFormat = 3
	ArrayFormatCustom0Shift   ArrayFormat = 13
	ArrayFormatCustom1Shift   ArrayFormat = 16
	ArrayFormatCustom2Shift   ArrayFormat = 19
	ArrayFormatCustom3Shift   ArrayFormat = 22
	ArrayFormatCustomMask     ArrayFormat = 7
	ArrayCompressFlagsBase    ArrayFormat = 25
	/*Flag used to mark that the array contains 2D vertices.*/
	ArrayFlagUse2dVertices    ArrayFormat = 33554432
	ArrayFlagUseDynamicUpdate ArrayFormat = 67108864
	/*Flag used to mark that the array uses 8 bone weights instead of 4.*/
	ArrayFlagUse8BoneWeights ArrayFormat = 134217728
	/*Flag used to mark that the mesh does not have a vertex array and instead will infer vertex positions in the shader using indices and other information.*/
	ArrayFlagUsesEmptyVertexArray ArrayFormat = 268435456
	/*Flag used to mark that a mesh is using compressed attributes (vertices, normals, tangents, UVs). When this form of compression is enabled, vertex positions will be packed into an RGBA16UNORM attribute and scaled in the vertex shader. The normal and tangent will be packed into an RG16UNORM representing an axis, and a 16-bit float stored in the A-channel of the vertex. UVs will use 16-bit normalized floats instead of full 32-bit signed floats. When using this compression mode you must use either vertices, normals, and tangents or only vertices. You cannot use normals without tangents. Importers will automatically enable this compression if they can.*/
	ArrayFlagCompressAttributes ArrayFormat = 536870912
	/*Flag used to mark the start of the bits used to store the mesh version.*/
	ArrayFlagFormatVersionBase ArrayFormat = 35
	/*Flag used to shift a mesh format int to bring the version into the lowest digits.*/
	ArrayFlagFormatVersionShift ArrayFormat = 35
	/*Flag used to record the format used by prior mesh versions before the introduction of a version.*/
	ArrayFlagFormatVersion1 ArrayFormat = 0
	/*Flag used to record the second iteration of the mesh version flag. The primary difference between this and [constant ARRAY_FLAG_FORMAT_VERSION_1] is that this version supports [constant ARRAY_FLAG_COMPRESS_ATTRIBUTES] and in this version vertex positions are de-interleaved from normals and tangents.*/
	ArrayFlagFormatVersion2 ArrayFormat = 34359738368
	/*Flag used to record the current version that the engine expects. Currently this is the same as [constant ARRAY_FLAG_FORMAT_VERSION_2].*/
	ArrayFlagFormatCurrentVersion ArrayFormat = 34359738368
	/*Flag used to isolate the bits used for mesh version after using [constant ARRAY_FLAG_FORMAT_VERSION_SHIFT] to shift them into place.*/
	ArrayFlagFormatVersionMask ArrayFormat = 255
)

type ArrayType

type ArrayType = gdclass.RenderingServerArrayType //gd:RenderingServer.ArrayType
const (
	/*Array is a vertex position array.*/
	ArrayVertex ArrayType = 0
	/*Array is a normal array.*/
	ArrayNormal ArrayType = 1
	/*Array is a tangent array.*/
	ArrayTangent ArrayType = 2
	/*Array is a vertex color array.*/
	ArrayColor ArrayType = 3
	/*Array is a UV coordinates array.*/
	ArrayTexUv ArrayType = 4
	/*Array is a UV coordinates array for the second set of UV coordinates.*/
	ArrayTexUv2 ArrayType = 5
	/*Array is a custom data array for the first set of custom data.*/
	ArrayCustom0 ArrayType = 6
	/*Array is a custom data array for the second set of custom data.*/
	ArrayCustom1 ArrayType = 7
	/*Array is a custom data array for the third set of custom data.*/
	ArrayCustom2 ArrayType = 8
	/*Array is a custom data array for the fourth set of custom data.*/
	ArrayCustom3 ArrayType = 9
	/*Array contains bone information.*/
	ArrayBones ArrayType = 10
	/*Array is weight information.*/
	ArrayWeights ArrayType = 11
	/*Array is an index array.*/
	ArrayIndex ArrayType = 12
	/*Represents the size of the [enum ArrayType] enum.*/
	ArrayMax ArrayType = 13
)

type BakeChannels

type BakeChannels = gdclass.RenderingServerBakeChannels //gd:RenderingServer.BakeChannels
const (
	/*Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. Image uses [constant Image.FORMAT_RGBA8] and contains albedo color in the [code].rgb[/code] channels and alpha in the [code].a[/code] channel.*/
	BakeChannelAlbedoAlpha BakeChannels = 0
	/*Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. Image uses [constant Image.FORMAT_RGBA8] and contains the per-pixel normal of the object in the [code].rgb[/code] channels and nothing in the [code].a[/code] channel. The per-pixel normal is encoded as [code]normal * 0.5 + 0.5[/code].*/
	BakeChannelNormal BakeChannels = 1
	/*Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. Image uses [constant Image.FORMAT_RGBA8] and contains ambient occlusion (from material and decals only) in the [code].r[/code] channel, roughness in the [code].g[/code] channel, metallic in the [code].b[/code] channel and sub surface scattering amount in the [code].a[/code] channel.*/
	BakeChannelOrm BakeChannels = 2
	/*Index of [Image] in array of [Image]s returned by [method bake_render_uv2]. Image uses [constant Image.FORMAT_RGBAH] and contains emission color in the [code].rgb[/code] channels and nothing in the [code].a[/code] channel.*/
	BakeChannelEmission BakeChannels = 3
)

type BlendShapeMode

type BlendShapeMode = gdclass.RenderingServerBlendShapeMode //gd:RenderingServer.BlendShapeMode
const (
	/*Blend shapes are normalized.*/
	BlendShapeModeNormalized BlendShapeMode = 0
	/*Blend shapes are relative to base weight.*/
	BlendShapeModeRelative BlendShapeMode = 1
)

type CanvasGroupMode

type CanvasGroupMode = gdclass.RenderingServerCanvasGroupMode //gd:RenderingServer.CanvasGroupMode
const (
	/*Child draws over parent and is not clipped.*/
	CanvasGroupModeDisabled CanvasGroupMode = 0
	/*Parent is used for the purposes of clipping only. Child is clipped to the parent's visible area, parent is not drawn.*/
	CanvasGroupModeClipOnly CanvasGroupMode = 1
	/*Parent is used for clipping child, but parent is also drawn underneath child as normal before clipping child to its visible area.*/
	CanvasGroupModeClipAndDraw CanvasGroupMode = 2
	CanvasGroupModeTransparent CanvasGroupMode = 3
)

type CanvasItemTextureFilter

type CanvasItemTextureFilter = gdclass.RenderingServerCanvasItemTextureFilter //gd:RenderingServer.CanvasItemTextureFilter
const (
	/*Uses the default filter mode for this [Viewport].*/
	CanvasItemTextureFilterDefault CanvasItemTextureFilter = 0
	/*The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).*/
	CanvasItemTextureFilterNearest CanvasItemTextureFilter = 1
	/*The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).*/
	CanvasItemTextureFilterLinear CanvasItemTextureFilter = 2
	/*The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look pixelated from up close, and smooth from a distance.
	  Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.*/
	CanvasItemTextureFilterNearestWithMipmaps CanvasItemTextureFilter = 3
	/*The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]). This makes the texture look smooth from up close, and smooth from a distance.
	  Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to [Camera2D] zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.*/
	CanvasItemTextureFilterLinearWithMipmaps CanvasItemTextureFilter = 4
	/*The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
	  [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS] is usually more appropriate in this case.*/
	CanvasItemTextureFilterNearestWithMipmapsAnisotropic CanvasItemTextureFilter = 5
	/*The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if [member ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter] is [code]true[/code]) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].
	  [b]Note:[/b] This texture filter is rarely useful in 2D projects. [constant CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS] is usually more appropriate in this case.*/
	CanvasItemTextureFilterLinearWithMipmapsAnisotropic CanvasItemTextureFilter = 6
	/*Max value for [enum CanvasItemTextureFilter] enum.*/
	CanvasItemTextureFilterMax CanvasItemTextureFilter = 7
)

type CanvasItemTextureRepeat

type CanvasItemTextureRepeat = gdclass.RenderingServerCanvasItemTextureRepeat //gd:RenderingServer.CanvasItemTextureRepeat
const (
	/*Uses the default repeat mode for this [Viewport].*/
	CanvasItemTextureRepeatDefault CanvasItemTextureRepeat = 0
	/*Disables textures repeating. Instead, when reading UVs outside the 0-1 range, the value will be clamped to the edge of the texture, resulting in a stretched out look at the borders of the texture.*/
	CanvasItemTextureRepeatDisabled CanvasItemTextureRepeat = 1
	/*Enables the texture to repeat when UV coordinates are outside the 0-1 range. If using one of the linear filtering modes, this can result in artifacts at the edges of a texture when the sampler filters across the edges of the texture.*/
	CanvasItemTextureRepeatEnabled CanvasItemTextureRepeat = 2
	/*Flip the texture when repeating so that the edge lines up instead of abruptly changing.*/
	CanvasItemTextureRepeatMirror CanvasItemTextureRepeat = 3
	/*Max value for [enum CanvasItemTextureRepeat] enum.*/
	CanvasItemTextureRepeatMax CanvasItemTextureRepeat = 4
)

type CanvasLightBlendMode

type CanvasLightBlendMode = gdclass.RenderingServerCanvasLightBlendMode //gd:RenderingServer.CanvasLightBlendMode
const (
	/*Adds light color additive to the canvas.*/
	CanvasLightBlendModeAdd CanvasLightBlendMode = 0
	/*Adds light color subtractive to the canvas.*/
	CanvasLightBlendModeSub CanvasLightBlendMode = 1
	/*The light adds color depending on transparency.*/
	CanvasLightBlendModeMix CanvasLightBlendMode = 2
)

type CanvasLightMode

type CanvasLightMode = gdclass.RenderingServerCanvasLightMode //gd:RenderingServer.CanvasLightMode
const (
	/*2D point light (see [PointLight2D]).*/
	CanvasLightModePoint CanvasLightMode = 0
	/*2D directional (sun/moon) light (see [DirectionalLight2D]).*/
	CanvasLightModeDirectional CanvasLightMode = 1
)

type CanvasLightShadowFilter

type CanvasLightShadowFilter = gdclass.RenderingServerCanvasLightShadowFilter //gd:RenderingServer.CanvasLightShadowFilter
const (
	/*Do not apply a filter to canvas light shadows.*/
	CanvasLightFilterNone CanvasLightShadowFilter = 0
	/*Use PCF5 filtering to filter canvas light shadows.*/
	CanvasLightFilterPcf5 CanvasLightShadowFilter = 1
	/*Use PCF13 filtering to filter canvas light shadows.*/
	CanvasLightFilterPcf13 CanvasLightShadowFilter = 2
	/*Max value of the [enum CanvasLightShadowFilter] enum.*/
	CanvasLightFilterMax CanvasLightShadowFilter = 3
)

type CanvasOccluderPolygonCullMode

type CanvasOccluderPolygonCullMode = gdclass.RenderingServerCanvasOccluderPolygonCullMode //gd:RenderingServer.CanvasOccluderPolygonCullMode
const (
	/*Culling of the canvas occluder is disabled.*/
	CanvasOccluderPolygonCullDisabled CanvasOccluderPolygonCullMode = 0
	/*Culling of the canvas occluder is clockwise.*/
	CanvasOccluderPolygonCullClockwise CanvasOccluderPolygonCullMode = 1
	/*Culling of the canvas occluder is counterclockwise.*/
	CanvasOccluderPolygonCullCounterClockwise CanvasOccluderPolygonCullMode = 2
)

type CanvasTextureChannel

type CanvasTextureChannel = gdclass.RenderingServerCanvasTextureChannel //gd:RenderingServer.CanvasTextureChannel
const (
	/*Diffuse canvas texture ([member CanvasTexture.diffuse_texture]).*/
	CanvasTextureChannelDiffuse CanvasTextureChannel = 0
	/*Normal map canvas texture ([member CanvasTexture.normal_texture]).*/
	CanvasTextureChannelNormal CanvasTextureChannel = 1
	/*Specular map canvas texture ([member CanvasTexture.specular_texture]).*/
	CanvasTextureChannelSpecular CanvasTextureChannel = 2
)

type CompositorEffectCallbackType

type CompositorEffectCallbackType = gdclass.RenderingServerCompositorEffectCallbackType //gd:RenderingServer.CompositorEffectCallbackType
const (
	/*The callback is called before our opaque rendering pass, but after depth prepass (if applicable).*/
	CompositorEffectCallbackTypePreOpaque CompositorEffectCallbackType = 0
	/*The callback is called after our opaque rendering pass, but before our sky is rendered.*/
	CompositorEffectCallbackTypePostOpaque CompositorEffectCallbackType = 1
	/*The callback is called after our sky is rendered, but before our back buffers are created (and if enabled, before subsurface scattering and/or screen space reflections).*/
	CompositorEffectCallbackTypePostSky CompositorEffectCallbackType = 2
	/*The callback is called before our transparent rendering pass, but after our sky is rendered and we've created our back buffers.*/
	CompositorEffectCallbackTypePreTransparent CompositorEffectCallbackType = 3
	/*The callback is called after our transparent rendering pass, but before any build in post effects and output to our render target.*/
	CompositorEffectCallbackTypePostTransparent CompositorEffectCallbackType = 4
	CompositorEffectCallbackTypeAny             CompositorEffectCallbackType = -1
)

type CompositorEffectFlags

type CompositorEffectFlags = gdclass.RenderingServerCompositorEffectFlags //gd:RenderingServer.CompositorEffectFlags
const (
	/*The rendering effect requires the color buffer to be resolved if MSAA is enabled.*/
	CompositorEffectFlagAccessResolvedColor CompositorEffectFlags = 1
	/*The rendering effect requires the depth buffer to be resolved if MSAA is enabled.*/
	CompositorEffectFlagAccessResolvedDepth CompositorEffectFlags = 2
	/*The rendering effect requires motion vectors to be produced.*/
	CompositorEffectFlagNeedsMotionVectors CompositorEffectFlags = 4
	/*The rendering effect requires normals and roughness g-buffer to be produced (Forward+ only).*/
	CompositorEffectFlagNeedsRoughness CompositorEffectFlags = 8
	/*The rendering effect requires specular data to be separated out (Forward+ only).*/
	CompositorEffectFlagNeedsSeparateSpecular CompositorEffectFlags = 16
)

type CubeMapLayer

type CubeMapLayer = gdclass.RenderingServerCubeMapLayer //gd:RenderingServer.CubeMapLayer
const (
	/*Left face of a [Cubemap].*/
	CubemapLayerLeft CubeMapLayer = 0
	/*Right face of a [Cubemap].*/
	CubemapLayerRight CubeMapLayer = 1
	/*Bottom face of a [Cubemap].*/
	CubemapLayerBottom CubeMapLayer = 2
	/*Top face of a [Cubemap].*/
	CubemapLayerTop CubeMapLayer = 3
	/*Front face of a [Cubemap].*/
	CubemapLayerFront CubeMapLayer = 4
	/*Back face of a [Cubemap].*/
	CubemapLayerBack CubeMapLayer = 5
)

type DOFBlurQuality

type DOFBlurQuality = gdclass.RenderingServerDOFBlurQuality //gd:RenderingServer.DOFBlurQuality
const (
	/*Lowest quality DOF blur. This is the fastest setting, but you may be able to see filtering artifacts.*/
	DofBlurQualityVeryLow DOFBlurQuality = 0
	/*Low quality DOF blur.*/
	DofBlurQualityLow DOFBlurQuality = 1
	/*Medium quality DOF blur.*/
	DofBlurQualityMedium DOFBlurQuality = 2
	/*Highest quality DOF blur. Results in the smoothest looking blur by taking the most samples, but is also significantly slower.*/
	DofBlurQualityHigh DOFBlurQuality = 3
)

type DOFBokehShape

type DOFBokehShape = gdclass.RenderingServerDOFBokehShape //gd:RenderingServer.DOFBokehShape
const (
	/*Calculate the DOF blur using a box filter. The fastest option, but results in obvious lines in blur pattern.*/
	DofBokehBox DOFBokehShape = 0
	/*Calculates DOF blur using a hexagon shaped filter.*/
	DofBokehHexagon DOFBokehShape = 1
	/*Calculates DOF blur using a circle shaped filter. Best quality and most realistic, but slowest. Use only for areas where a lot of performance can be dedicated to post-processing (e.g. cutscenes).*/
	DofBokehCircle DOFBokehShape = 2
)

type DecalFilter

type DecalFilter = gdclass.RenderingServerDecalFilter //gd:RenderingServer.DecalFilter
const (
	/*Nearest-neighbor filter for decals (use for pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.*/
	DecalFilterNearest DecalFilter = 0
	/*Linear filter for decals (use for non-pixel art decals). No mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.*/
	DecalFilterLinear DecalFilter = 1
	/*Nearest-neighbor filter for decals (use for pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.*/
	DecalFilterNearestMipmaps DecalFilter = 2
	/*Linear filter for decals (use for non-pixel art decals). Isotropic mipmaps are used for rendering, which means decals at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.*/
	DecalFilterLinearMipmaps DecalFilter = 3
	/*Nearest-neighbor filter for decals (use for pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].*/
	DecalFilterNearestMipmapsAnisotropic DecalFilter = 4
	/*Linear filter for decals (use for non-pixel art decals). Anisotropic mipmaps are used for rendering, which means decals at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].*/
	DecalFilterLinearMipmapsAnisotropic DecalFilter = 5
)

type DecalTexture

type DecalTexture = gdclass.RenderingServerDecalTexture //gd:RenderingServer.DecalTexture
const (
	/*Albedo texture slot in a decal ([member Decal.texture_albedo]).*/
	DecalTextureAlbedo DecalTexture = 0
	/*Normal map texture slot in a decal ([member Decal.texture_normal]).*/
	DecalTextureNormal DecalTexture = 1
	/*Occlusion/Roughness/Metallic texture slot in a decal ([member Decal.texture_orm]).*/
	DecalTextureOrm DecalTexture = 2
	/*Emission texture slot in a decal ([member Decal.texture_emission]).*/
	DecalTextureEmission DecalTexture = 3
	/*Represents the size of the [enum DecalTexture] enum.*/
	DecalTextureMax DecalTexture = 4
)

type EnvironmentAmbientSource

type EnvironmentAmbientSource = gdclass.RenderingServerEnvironmentAmbientSource //gd:RenderingServer.EnvironmentAmbientSource
const (
	/*Gather ambient light from whichever source is specified as the background.*/
	EnvAmbientSourceBg EnvironmentAmbientSource = 0
	/*Disable ambient light.*/
	EnvAmbientSourceDisabled EnvironmentAmbientSource = 1
	/*Specify a specific [Color] for ambient light.*/
	EnvAmbientSourceColor EnvironmentAmbientSource = 2
	/*Gather ambient light from the [Sky] regardless of what the background is.*/
	EnvAmbientSourceSky EnvironmentAmbientSource = 3
)

type EnvironmentBG

type EnvironmentBG = gdclass.RenderingServerEnvironmentBG //gd:RenderingServer.EnvironmentBG
const (
	/*Use the clear color as background.*/
	EnvBgClearColor EnvironmentBG = 0
	/*Use a specified color as the background.*/
	EnvBgColor EnvironmentBG = 1
	/*Use a sky resource for the background.*/
	EnvBgSky EnvironmentBG = 2
	/*Use a specified canvas layer as the background. This can be useful for instantiating a 2D scene in a 3D world.*/
	EnvBgCanvas EnvironmentBG = 3
	/*Do not clear the background, use whatever was rendered last frame as the background.*/
	EnvBgKeep EnvironmentBG = 4
	/*Displays a camera feed in the background.*/
	EnvBgCameraFeed EnvironmentBG = 5
	/*Represents the size of the [enum EnvironmentBG] enum.*/
	EnvBgMax EnvironmentBG = 6
)

type EnvironmentFogMode

type EnvironmentFogMode = gdclass.RenderingServerEnvironmentFogMode //gd:RenderingServer.EnvironmentFogMode
const (
	/*Use a physically-based fog model defined primarily by fog density.*/
	EnvFogModeExponential EnvironmentFogMode = 0
	/*Use a simple fog model defined by start and end positions and a custom curve. While not physically accurate, this model can be useful when you need more artistic control.*/
	EnvFogModeDepth EnvironmentFogMode = 1
)

type EnvironmentGlowBlendMode

type EnvironmentGlowBlendMode = gdclass.RenderingServerEnvironmentGlowBlendMode //gd:RenderingServer.EnvironmentGlowBlendMode
const (
	/*Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.*/
	EnvGlowBlendModeAdditive EnvironmentGlowBlendMode = 0
	/*Screen glow blending mode. Increases brightness, used frequently with bloom.*/
	EnvGlowBlendModeScreen EnvironmentGlowBlendMode = 1
	/*Soft light glow blending mode. Modifies contrast, exposes shadows and highlights (vivid bloom).*/
	EnvGlowBlendModeSoftlight EnvironmentGlowBlendMode = 2
	/*Replace glow blending mode. Replaces all pixels' color by the glow value. This can be used to simulate a full-screen blur effect by tweaking the glow parameters to match the original image's brightness.*/
	EnvGlowBlendModeReplace EnvironmentGlowBlendMode = 3
	/*Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.*/
	EnvGlowBlendModeMix EnvironmentGlowBlendMode = 4
)

type EnvironmentReflectionSource

type EnvironmentReflectionSource = gdclass.RenderingServerEnvironmentReflectionSource //gd:RenderingServer.EnvironmentReflectionSource
const (
	/*Use the background for reflections.*/
	EnvReflectionSourceBg EnvironmentReflectionSource = 0
	/*Disable reflections.*/
	EnvReflectionSourceDisabled EnvironmentReflectionSource = 1
	/*Use the [Sky] for reflections regardless of what the background is.*/
	EnvReflectionSourceSky EnvironmentReflectionSource = 2
)

type EnvironmentSDFGIFramesToConverge

type EnvironmentSDFGIFramesToConverge = gdclass.RenderingServerEnvironmentSDFGIFramesToConverge //gd:RenderingServer.EnvironmentSDFGIFramesToConverge
const (
	/*Converge SDFGI over 5 frames. This is the most responsive, but creates the most noisy result with a given ray count.*/
	EnvSdfgiConvergeIn5Frames EnvironmentSDFGIFramesToConverge = 0
	/*Configure SDFGI to fully converge over 10 frames.*/
	EnvSdfgiConvergeIn10Frames EnvironmentSDFGIFramesToConverge = 1
	/*Configure SDFGI to fully converge over 15 frames.*/
	EnvSdfgiConvergeIn15Frames EnvironmentSDFGIFramesToConverge = 2
	/*Configure SDFGI to fully converge over 20 frames.*/
	EnvSdfgiConvergeIn20Frames EnvironmentSDFGIFramesToConverge = 3
	/*Configure SDFGI to fully converge over 25 frames.*/
	EnvSdfgiConvergeIn25Frames EnvironmentSDFGIFramesToConverge = 4
	/*Configure SDFGI to fully converge over 30 frames. This is the least responsive, but creates the least noisy result with a given ray count.*/
	EnvSdfgiConvergeIn30Frames EnvironmentSDFGIFramesToConverge = 5
	/*Represents the size of the [enum EnvironmentSDFGIFramesToConverge] enum.*/
	EnvSdfgiConvergeMax EnvironmentSDFGIFramesToConverge = 6
)

type EnvironmentSDFGIFramesToUpdateLight

type EnvironmentSDFGIFramesToUpdateLight = gdclass.RenderingServerEnvironmentSDFGIFramesToUpdateLight //gd:RenderingServer.EnvironmentSDFGIFramesToUpdateLight
const (
	/*Update indirect light from dynamic lights in SDFGI over 1 frame. This is the most responsive, but has the highest GPU requirements.*/
	EnvSdfgiUpdateLightIn1Frame EnvironmentSDFGIFramesToUpdateLight = 0
	/*Update indirect light from dynamic lights in SDFGI over 2 frames.*/
	EnvSdfgiUpdateLightIn2Frames EnvironmentSDFGIFramesToUpdateLight = 1
	/*Update indirect light from dynamic lights in SDFGI over 4 frames.*/
	EnvSdfgiUpdateLightIn4Frames EnvironmentSDFGIFramesToUpdateLight = 2
	/*Update indirect light from dynamic lights in SDFGI over 8 frames.*/
	EnvSdfgiUpdateLightIn8Frames EnvironmentSDFGIFramesToUpdateLight = 3
	/*Update indirect light from dynamic lights in SDFGI over 16 frames. This is the least responsive, but has the lowest GPU requirements.*/
	EnvSdfgiUpdateLightIn16Frames EnvironmentSDFGIFramesToUpdateLight = 4
	/*Represents the size of the [enum EnvironmentSDFGIFramesToUpdateLight] enum.*/
	EnvSdfgiUpdateLightMax EnvironmentSDFGIFramesToUpdateLight = 5
)

type EnvironmentSDFGIRayCount

type EnvironmentSDFGIRayCount = gdclass.RenderingServerEnvironmentSDFGIRayCount //gd:RenderingServer.EnvironmentSDFGIRayCount
const (
	/*Throw 4 rays per frame when converging SDFGI. This has the lowest GPU requirements, but creates the most noisy result.*/
	EnvSdfgiRayCount4 EnvironmentSDFGIRayCount = 0
	/*Throw 8 rays per frame when converging SDFGI.*/
	EnvSdfgiRayCount8 EnvironmentSDFGIRayCount = 1
	/*Throw 16 rays per frame when converging SDFGI.*/
	EnvSdfgiRayCount16 EnvironmentSDFGIRayCount = 2
	/*Throw 32 rays per frame when converging SDFGI.*/
	EnvSdfgiRayCount32 EnvironmentSDFGIRayCount = 3
	/*Throw 64 rays per frame when converging SDFGI.*/
	EnvSdfgiRayCount64 EnvironmentSDFGIRayCount = 4
	/*Throw 96 rays per frame when converging SDFGI. This has high GPU requirements.*/
	EnvSdfgiRayCount96 EnvironmentSDFGIRayCount = 5
	/*Throw 128 rays per frame when converging SDFGI. This has very high GPU requirements, but creates the least noisy result.*/
	EnvSdfgiRayCount128 EnvironmentSDFGIRayCount = 6
	/*Represents the size of the [enum EnvironmentSDFGIRayCount] enum.*/
	EnvSdfgiRayCountMax EnvironmentSDFGIRayCount = 7
)

type EnvironmentSDFGIYScale

type EnvironmentSDFGIYScale = gdclass.RenderingServerEnvironmentSDFGIYScale //gd:RenderingServer.EnvironmentSDFGIYScale
const (
	/*Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.*/
	EnvSdfgiYScale50Percent EnvironmentSDFGIYScale = 0
	/*Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.*/
	EnvSdfgiYScale75Percent EnvironmentSDFGIYScale = 1
	/*Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as tall as they are wide. This is usually the best choice for highly vertical scenes. The downside is that light leaking may become more noticeable with thin floors and ceilings.*/
	EnvSdfgiYScale100Percent EnvironmentSDFGIYScale = 2
)

type EnvironmentSSAOQuality

type EnvironmentSSAOQuality = gdclass.RenderingServerEnvironmentSSAOQuality //gd:RenderingServer.EnvironmentSSAOQuality
const (
	/*Lowest quality of screen-space ambient occlusion.*/
	EnvSsaoQualityVeryLow EnvironmentSSAOQuality = 0
	/*Low quality screen-space ambient occlusion.*/
	EnvSsaoQualityLow EnvironmentSSAOQuality = 1
	/*Medium quality screen-space ambient occlusion.*/
	EnvSsaoQualityMedium EnvironmentSSAOQuality = 2
	/*High quality screen-space ambient occlusion.*/
	EnvSsaoQualityHigh EnvironmentSSAOQuality = 3
	/*Highest quality screen-space ambient occlusion. Uses the adaptive target setting which can be dynamically adjusted to smoothly balance performance and visual quality.*/
	EnvSsaoQualityUltra EnvironmentSSAOQuality = 4
)

type EnvironmentSSILQuality

type EnvironmentSSILQuality = gdclass.RenderingServerEnvironmentSSILQuality //gd:RenderingServer.EnvironmentSSILQuality
const (
	/*Lowest quality of screen-space indirect lighting.*/
	EnvSsilQualityVeryLow EnvironmentSSILQuality = 0
	/*Low quality screen-space indirect lighting.*/
	EnvSsilQualityLow EnvironmentSSILQuality = 1
	/*High quality screen-space indirect lighting.*/
	EnvSsilQualityMedium EnvironmentSSILQuality = 2
	/*High quality screen-space indirect lighting.*/
	EnvSsilQualityHigh EnvironmentSSILQuality = 3
	/*Highest quality screen-space indirect lighting. Uses the adaptive target setting which can be dynamically adjusted to smoothly balance performance and visual quality.*/
	EnvSsilQualityUltra EnvironmentSSILQuality = 4
)

type EnvironmentSSRRoughnessQuality

type EnvironmentSSRRoughnessQuality = gdclass.RenderingServerEnvironmentSSRRoughnessQuality //gd:RenderingServer.EnvironmentSSRRoughnessQuality
const (
	/*Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.*/
	EnvSsrRoughnessQualityDisabled EnvironmentSSRRoughnessQuality = 0
	/*Low quality of roughness filter for screen-space reflections.*/
	EnvSsrRoughnessQualityLow EnvironmentSSRRoughnessQuality = 1
	/*Medium quality of roughness filter for screen-space reflections.*/
	EnvSsrRoughnessQualityMedium EnvironmentSSRRoughnessQuality = 2
	/*High quality of roughness filter for screen-space reflections. This is the slowest option.*/
	EnvSsrRoughnessQualityHigh EnvironmentSSRRoughnessQuality = 3
)

type EnvironmentToneMapper

type EnvironmentToneMapper = gdclass.RenderingServerEnvironmentToneMapper //gd:RenderingServer.EnvironmentToneMapper
const (
	/*Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.*/
	EnvToneMapperLinear EnvironmentToneMapper = 0
	/*Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.*/
	EnvToneMapperReinhard EnvironmentToneMapper = 1
	/*Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD].*/
	EnvToneMapperFilmic EnvironmentToneMapper = 2
	/*Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].
	  [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.*/
	EnvToneMapperAces EnvironmentToneMapper = 3
)

type Features

type Features = gdclass.RenderingServerFeatures //gd:RenderingServer.Features
const (
	FeatureShaders       Features = 0
	FeatureMultithreaded Features = 1
)

type FogVolumeShape

type FogVolumeShape = gdclass.RenderingServerFogVolumeShape //gd:RenderingServer.FogVolumeShape
const (
	/*[FogVolume] will be shaped like an ellipsoid (stretched sphere).*/
	FogVolumeShapeEllipsoid FogVolumeShape = 0
	/*[FogVolume] will be shaped like a cone pointing upwards (in local coordinates). The cone's angle is set automatically to fill the size. The cone will be adjusted to fit within the size. Rotate the [FogVolume] node to reorient the cone. Non-uniform scaling via size is not supported (scale the [FogVolume] node instead).*/
	FogVolumeShapeCone FogVolumeShape = 1
	/*[FogVolume] will be shaped like an upright cylinder (in local coordinates). Rotate the [FogVolume] node to reorient the cylinder. The cylinder will be adjusted to fit within the size. Non-uniform scaling via size is not supported (scale the [FogVolume] node instead).*/
	FogVolumeShapeCylinder FogVolumeShape = 2
	/*[FogVolume] will be shaped like a box.*/
	FogVolumeShapeBox FogVolumeShape = 3
	/*[FogVolume] will have no shape, will cover the whole world and will not be culled.*/
	FogVolumeShapeWorld FogVolumeShape = 4
	/*Represents the size of the [enum FogVolumeShape] enum.*/
	FogVolumeShapeMax FogVolumeShape = 5
)

type GlobalShaderParameterType

type GlobalShaderParameterType = gdclass.RenderingServerGlobalShaderParameterType //gd:RenderingServer.GlobalShaderParameterType
const (
	/*Boolean global shader parameter ([code]global uniform bool ...[/code]).*/
	GlobalVarTypeBool GlobalShaderParameterType = 0
	/*2-dimensional boolean vector global shader parameter ([code]global uniform bvec2 ...[/code]).*/
	GlobalVarTypeBvec2 GlobalShaderParameterType = 1
	/*3-dimensional boolean vector global shader parameter ([code]global uniform bvec3 ...[/code]).*/
	GlobalVarTypeBvec3 GlobalShaderParameterType = 2
	/*4-dimensional boolean vector global shader parameter ([code]global uniform bvec4 ...[/code]).*/
	GlobalVarTypeBvec4 GlobalShaderParameterType = 3
	/*Integer global shader parameter ([code]global uniform int ...[/code]).*/
	GlobalVarTypeInt GlobalShaderParameterType = 4
	/*2-dimensional integer vector global shader parameter ([code]global uniform ivec2 ...[/code]).*/
	GlobalVarTypeIvec2 GlobalShaderParameterType = 5
	/*3-dimensional integer vector global shader parameter ([code]global uniform ivec3 ...[/code]).*/
	GlobalVarTypeIvec3 GlobalShaderParameterType = 6
	/*4-dimensional integer vector global shader parameter ([code]global uniform ivec4 ...[/code]).*/
	GlobalVarTypeIvec4 GlobalShaderParameterType = 7
	/*2-dimensional integer rectangle global shader parameter ([code]global uniform ivec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_IVEC4] in shader code, but exposed as a [Rect2i] in the editor UI.*/
	GlobalVarTypeRect2i GlobalShaderParameterType = 8
	/*Unsigned integer global shader parameter ([code]global uniform uint ...[/code]).*/
	GlobalVarTypeUint GlobalShaderParameterType = 9
	/*2-dimensional unsigned integer vector global shader parameter ([code]global uniform uvec2 ...[/code]).*/
	GlobalVarTypeUvec2 GlobalShaderParameterType = 10
	/*3-dimensional unsigned integer vector global shader parameter ([code]global uniform uvec3 ...[/code]).*/
	GlobalVarTypeUvec3 GlobalShaderParameterType = 11
	/*4-dimensional unsigned integer vector global shader parameter ([code]global uniform uvec4 ...[/code]).*/
	GlobalVarTypeUvec4 GlobalShaderParameterType = 12
	/*Single-precision floating-point global shader parameter ([code]global uniform float ...[/code]).*/
	GlobalVarTypeFloat GlobalShaderParameterType = 13
	/*2-dimensional floating-point vector global shader parameter ([code]global uniform vec2 ...[/code]).*/
	GlobalVarTypeVec2 GlobalShaderParameterType = 14
	/*3-dimensional floating-point vector global shader parameter ([code]global uniform vec3 ...[/code]).*/
	GlobalVarTypeVec3 GlobalShaderParameterType = 15
	/*4-dimensional floating-point vector global shader parameter ([code]global uniform vec4 ...[/code]).*/
	GlobalVarTypeVec4 GlobalShaderParameterType = 16
	/*Color global shader parameter ([code]global uniform vec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in shader code, but exposed as a [Color] in the editor UI.*/
	GlobalVarTypeColor GlobalShaderParameterType = 17
	/*2-dimensional floating-point rectangle global shader parameter ([code]global uniform vec4 ...[/code]). Equivalent to [constant GLOBAL_VAR_TYPE_VEC4] in shader code, but exposed as a [Rect2] in the editor UI.*/
	GlobalVarTypeRect2 GlobalShaderParameterType = 18
	/*2×2 matrix global shader parameter ([code]global uniform mat2 ...[/code]). Exposed as a [PackedInt32Array] in the editor UI.*/
	GlobalVarTypeMat2 GlobalShaderParameterType = 19
	/*3×3 matrix global shader parameter ([code]global uniform mat3 ...[/code]). Exposed as a [Basis] in the editor UI.*/
	GlobalVarTypeMat3 GlobalShaderParameterType = 20
	/*4×4 matrix global shader parameter ([code]global uniform mat4 ...[/code]). Exposed as a [Projection] in the editor UI.*/
	GlobalVarTypeMat4 GlobalShaderParameterType = 21
	/*2-dimensional transform global shader parameter ([code]global uniform mat2x3 ...[/code]). Exposed as a [Transform2D] in the editor UI.*/
	GlobalVarTypeTransform2d GlobalShaderParameterType = 22
	/*3-dimensional transform global shader parameter ([code]global uniform mat3x4 ...[/code]). Exposed as a [Transform3D] in the editor UI.*/
	GlobalVarTypeTransform GlobalShaderParameterType = 23
	/*2D sampler global shader parameter ([code]global uniform sampler2D ...[/code]). Exposed as a [Texture2D] in the editor UI.*/
	GlobalVarTypeSampler2d GlobalShaderParameterType = 24
	/*2D sampler array global shader parameter ([code]global uniform sampler2DArray ...[/code]). Exposed as a [Texture2DArray] in the editor UI.*/
	GlobalVarTypeSampler2darray GlobalShaderParameterType = 25
	/*3D sampler global shader parameter ([code]global uniform sampler3D ...[/code]). Exposed as a [Texture3D] in the editor UI.*/
	GlobalVarTypeSampler3d GlobalShaderParameterType = 26
	/*Cubemap sampler global shader parameter ([code]global uniform samplerCube ...[/code]). Exposed as a [Cubemap] in the editor UI.*/
	GlobalVarTypeSamplercube GlobalShaderParameterType = 27
	/*Represents the size of the [enum GlobalShaderParameterType] enum.*/
	GlobalVarTypeMax GlobalShaderParameterType = 28
)

type InstanceFlags

type InstanceFlags = gdclass.RenderingServerInstanceFlags //gd:RenderingServer.InstanceFlags
const (
	/*Allows the instance to be used in baked lighting.*/
	InstanceFlagUseBakedLight InstanceFlags = 0
	/*Allows the instance to be used with dynamic global illumination.*/
	InstanceFlagUseDynamicGi InstanceFlags = 1
	/*When set, manually requests to draw geometry on next frame.*/
	InstanceFlagDrawNextFrameIfVisible InstanceFlags = 2
	/*Always draw, even if the instance would be culled by occlusion culling. Does not affect view frustum culling.*/
	InstanceFlagIgnoreOcclusionCulling InstanceFlags = 3
	/*Represents the size of the [enum InstanceFlags] enum.*/
	InstanceFlagMax InstanceFlags = 4
)

type InstanceType

type InstanceType = gdclass.RenderingServerInstanceType //gd:RenderingServer.InstanceType
const (
	/*The instance does not have a type.*/
	InstanceNone InstanceType = 0
	/*The instance is a mesh.*/
	InstanceMesh InstanceType = 1
	/*The instance is a multimesh.*/
	InstanceMultimesh InstanceType = 2
	/*The instance is a particle emitter.*/
	InstanceParticles InstanceType = 3
	/*The instance is a GPUParticles collision shape.*/
	InstanceParticlesCollision InstanceType = 4
	/*The instance is a light.*/
	InstanceLight InstanceType = 5
	/*The instance is a reflection probe.*/
	InstanceReflectionProbe InstanceType = 6
	/*The instance is a decal.*/
	InstanceDecal InstanceType = 7
	/*The instance is a VoxelGI.*/
	InstanceVoxelGi InstanceType = 8
	/*The instance is a lightmap.*/
	InstanceLightmap InstanceType = 9
	/*The instance is an occlusion culling occluder.*/
	InstanceOccluder InstanceType = 10
	/*The instance is a visible on-screen notifier.*/
	InstanceVisiblityNotifier InstanceType = 11
	/*The instance is a fog volume.*/
	InstanceFogVolume InstanceType = 12
	/*Represents the size of the [enum InstanceType] enum.*/
	InstanceMax InstanceType = 13
	/*A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).*/
	InstanceGeometryMask InstanceType = 14
)

type LightBakeMode

type LightBakeMode = gdclass.RenderingServerLightBakeMode //gd:RenderingServer.LightBakeMode
const (
	/*Light is ignored when baking. This is the fastest mode, but the light will be taken into account when baking global illumination. This mode should generally be used for dynamic lights that change quickly, as the effect of global illumination is less noticeable on those lights.*/
	LightBakeDisabled LightBakeMode = 0
	/*Light is taken into account in static baking ([VoxelGI], [LightmapGI], SDFGI ([member Environment.sdfgi_enabled])). The light can be moved around or modified, but its global illumination will not update in real-time. This is suitable for subtle changes (such as flickering torches), but generally not large changes such as toggling a light on and off.*/
	LightBakeStatic LightBakeMode = 1
	/*Light is taken into account in dynamic baking ([VoxelGI] and SDFGI ([member Environment.sdfgi_enabled]) only). The light can be moved around or modified with global illumination updating in real-time. The light's global illumination appearance will be slightly different compared to [constant LIGHT_BAKE_STATIC]. This has a greater performance cost compared to [constant LIGHT_BAKE_STATIC]. When using SDFGI, the update speed of dynamic lights is affected by [member ProjectSettings.rendering/global_illumination/sdfgi/frames_to_update_lights].*/
	LightBakeDynamic LightBakeMode = 2
)

type LightDirectionalShadowMode

type LightDirectionalShadowMode = gdclass.RenderingServerLightDirectionalShadowMode //gd:RenderingServer.LightDirectionalShadowMode
const (
	/*Use orthogonal shadow projection for directional light.*/
	LightDirectionalShadowOrthogonal LightDirectionalShadowMode = 0
	/*Use 2 splits for shadow projection when using directional light.*/
	LightDirectionalShadowParallel2Splits LightDirectionalShadowMode = 1
	/*Use 4 splits for shadow projection when using directional light.*/
	LightDirectionalShadowParallel4Splits LightDirectionalShadowMode = 2
)

type LightDirectionalSkyMode

type LightDirectionalSkyMode = gdclass.RenderingServerLightDirectionalSkyMode //gd:RenderingServer.LightDirectionalSkyMode
const (
	/*Use DirectionalLight3D in both sky rendering and scene lighting.*/
	LightDirectionalSkyModeLightAndSky LightDirectionalSkyMode = 0
	/*Only use DirectionalLight3D in scene lighting.*/
	LightDirectionalSkyModeLightOnly LightDirectionalSkyMode = 1
	/*Only use DirectionalLight3D in sky rendering.*/
	LightDirectionalSkyModeSkyOnly LightDirectionalSkyMode = 2
)

type LightOmniShadowMode

type LightOmniShadowMode = gdclass.RenderingServerLightOmniShadowMode //gd:RenderingServer.LightOmniShadowMode
const (
	/*Use a dual paraboloid shadow map for omni lights.*/
	LightOmniShadowDualParaboloid LightOmniShadowMode = 0
	/*Use a cubemap shadow map for omni lights. Slower but better quality than dual paraboloid.*/
	LightOmniShadowCube LightOmniShadowMode = 1
)

type LightParam

type LightParam = gdclass.RenderingServerLightParam //gd:RenderingServer.LightParam
const (
	/*The light's energy multiplier.*/
	LightParamEnergy LightParam = 0
	/*The light's indirect energy multiplier (final indirect energy is [constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_INDIRECT_ENERGY]).*/
	LightParamIndirectEnergy LightParam = 1
	/*The light's volumetric fog energy multiplier (final volumetric fog energy is [constant LIGHT_PARAM_ENERGY] * [constant LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY]).*/
	LightParamVolumetricFogEnergy LightParam = 2
	/*The light's influence on specularity.*/
	LightParamSpecular LightParam = 3
	/*The light's range.*/
	LightParamRange LightParam = 4
	/*The size of the light when using spot light or omni light. The angular size of the light when using directional light.*/
	LightParamSize LightParam = 5
	/*The light's attenuation.*/
	LightParamAttenuation LightParam = 6
	/*The spotlight's angle.*/
	LightParamSpotAngle LightParam = 7
	/*The spotlight's attenuation.*/
	LightParamSpotAttenuation LightParam = 8
	/*The maximum distance for shadow splits. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (since more objects need to be included in the directional shadow rendering).*/
	LightParamShadowMaxDistance LightParam = 9
	/*Proportion of shadow atlas occupied by the first split.*/
	LightParamShadowSplit1Offset LightParam = 10
	/*Proportion of shadow atlas occupied by the second split.*/
	LightParamShadowSplit2Offset LightParam = 11
	/*Proportion of shadow atlas occupied by the third split. The fourth split occupies the rest.*/
	LightParamShadowSplit3Offset LightParam = 12
	/*Proportion of shadow max distance where the shadow will start to fade out.*/
	LightParamShadowFadeStart LightParam = 13
	/*Normal bias used to offset shadow lookup by object normal. Can be used to fix self-shadowing artifacts.*/
	LightParamShadowNormalBias LightParam = 14
	/*Bias the shadow lookup to fix self-shadowing artifacts.*/
	LightParamShadowBias LightParam = 15
	/*Sets the size of the directional shadow pancake. The pancake offsets the start of the shadow's camera frustum to provide a higher effective depth resolution for the shadow. However, a high pancake size can cause artifacts in the shadows of large objects that are close to the edge of the frustum. Reducing the pancake size can help. Setting the size to [code]0[/code] turns off the pancaking effect.*/
	LightParamShadowPancakeSize LightParam = 16
	/*The light's shadow opacity. Values lower than [code]1.0[/code] make the light appear through shadows. This can be used to fake global illumination at a low performance cost.*/
	LightParamShadowOpacity LightParam = 17
	/*Blurs the edges of the shadow. Can be used to hide pixel artifacts in low resolution shadow maps. A high value can make shadows appear grainy and can cause other unwanted artifacts. Try to keep as near default as possible.*/
	LightParamShadowBlur        LightParam = 18
	LightParamTransmittanceBias LightParam = 19
	/*Constant representing the intensity of the light, measured in Lumens when dealing with a [SpotLight3D] or [OmniLight3D], or measured in Lux with a [DirectionalLight3D]. Only used when [member ProjectSettings.rendering/lights_and_shadows/use_physical_light_units] is [code]true[/code].*/
	LightParamIntensity LightParam = 20
	/*Represents the size of the [enum LightParam] enum.*/
	LightParamMax LightParam = 21
)

type LightProjectorFilter

type LightProjectorFilter = gdclass.RenderingServerLightProjectorFilter //gd:RenderingServer.LightProjectorFilter
const (
	/*Nearest-neighbor filter for light projectors (use for pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look sharp but grainy. This has roughly the same performance cost as using mipmaps.*/
	LightProjectorFilterNearest LightProjectorFilter = 0
	/*Linear filter for light projectors (use for non-pixel art light projectors). No mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as using mipmaps.*/
	LightProjectorFilterLinear LightProjectorFilter = 1
	/*Nearest-neighbor filter for light projectors (use for pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.*/
	LightProjectorFilterNearestMipmaps LightProjectorFilter = 2
	/*Linear filter for light projectors (use for non-pixel art light projectors). Isotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth but blurry. This has roughly the same performance cost as not using mipmaps.*/
	LightProjectorFilterLinearMipmaps LightProjectorFilter = 3
	/*Nearest-neighbor filter for light projectors (use for pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].*/
	LightProjectorFilterNearestMipmapsAnisotropic LightProjectorFilter = 4
	/*Linear filter for light projectors (use for non-pixel art light projectors). Anisotropic mipmaps are used for rendering, which means light projectors at a distance will look smooth and sharp when viewed from oblique angles. This looks better compared to isotropic mipmaps, but is slower. The level of anisotropic filtering is defined by [member ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level].*/
	LightProjectorFilterLinearMipmapsAnisotropic LightProjectorFilter = 5
)

type LightType

type LightType = gdclass.RenderingServerLightType //gd:RenderingServer.LightType
const (
	/*Directional (sun/moon) light (see [DirectionalLight3D]).*/
	LightDirectional LightType = 0
	/*Omni light (see [OmniLight3D]).*/
	LightOmni LightType = 1
	/*Spot light (see [SpotLight3D]).*/
	LightSpot LightType = 2
)

type MultimeshTransformFormat

type MultimeshTransformFormat = gdclass.RenderingServerMultimeshTransformFormat //gd:RenderingServer.MultimeshTransformFormat
const (
	/*Use [Transform2D] to store MultiMesh transform.*/
	MultimeshTransform2d MultimeshTransformFormat = 0
	/*Use [Transform3D] to store MultiMesh transform.*/
	MultimeshTransform3d MultimeshTransformFormat = 1
)

type NinePatchAxisMode

type NinePatchAxisMode = gdclass.RenderingServerNinePatchAxisMode //gd:RenderingServer.NinePatchAxisMode
const (
	/*The nine patch gets stretched where needed.*/
	NinePatchStretch NinePatchAxisMode = 0
	/*The nine patch gets filled with tiles where needed.*/
	NinePatchTile NinePatchAxisMode = 1
	/*The nine patch gets filled with tiles where needed and stretches them a bit if needed.*/
	NinePatchTileFit NinePatchAxisMode = 2
)

type ParticlesCollisionHeightfieldResolution

type ParticlesCollisionHeightfieldResolution = gdclass.RenderingServerParticlesCollisionHeightfieldResolution //gd:RenderingServer.ParticlesCollisionHeightfieldResolution
const (
	ParticlesCollisionHeightfieldResolution256  ParticlesCollisionHeightfieldResolution = 0
	ParticlesCollisionHeightfieldResolution512  ParticlesCollisionHeightfieldResolution = 1
	ParticlesCollisionHeightfieldResolution1024 ParticlesCollisionHeightfieldResolution = 2
	ParticlesCollisionHeightfieldResolution2048 ParticlesCollisionHeightfieldResolution = 3
	ParticlesCollisionHeightfieldResolution4096 ParticlesCollisionHeightfieldResolution = 4
	ParticlesCollisionHeightfieldResolution8192 ParticlesCollisionHeightfieldResolution = 5
	/*Represents the size of the [enum ParticlesCollisionHeightfieldResolution] enum.*/
	ParticlesCollisionHeightfieldResolutionMax ParticlesCollisionHeightfieldResolution = 6
)

type ParticlesCollisionType

type ParticlesCollisionType = gdclass.RenderingServerParticlesCollisionType //gd:RenderingServer.ParticlesCollisionType
const (
	ParticlesCollisionTypeSphereAttract      ParticlesCollisionType = 0
	ParticlesCollisionTypeBoxAttract         ParticlesCollisionType = 1
	ParticlesCollisionTypeVectorFieldAttract ParticlesCollisionType = 2
	ParticlesCollisionTypeSphereCollide      ParticlesCollisionType = 3
	ParticlesCollisionTypeBoxCollide         ParticlesCollisionType = 4
	ParticlesCollisionTypeSdfCollide         ParticlesCollisionType = 5
	ParticlesCollisionTypeHeightfieldCollide ParticlesCollisionType = 6
)

type ParticlesDrawOrder

type ParticlesDrawOrder = gdclass.RenderingServerParticlesDrawOrder //gd:RenderingServer.ParticlesDrawOrder
const (
	/*Draw particles in the order that they appear in the particles array.*/
	ParticlesDrawOrderIndex ParticlesDrawOrder = 0
	/*Sort particles based on their lifetime. In other words, the particle with the highest lifetime is drawn at the front.*/
	ParticlesDrawOrderLifetime ParticlesDrawOrder = 1
	/*Sort particles based on the inverse of their lifetime. In other words, the particle with the lowest lifetime is drawn at the front.*/
	ParticlesDrawOrderReverseLifetime ParticlesDrawOrder = 2
	/*Sort particles based on their distance to the camera.*/
	ParticlesDrawOrderViewDepth ParticlesDrawOrder = 3
)

type ParticlesMode

type ParticlesMode = gdclass.RenderingServerParticlesMode //gd:RenderingServer.ParticlesMode
const (
	/*2D particles.*/
	ParticlesMode2d ParticlesMode = 0
	/*3D particles.*/
	ParticlesMode3d ParticlesMode = 1
)

type ParticlesTransformAlign

type ParticlesTransformAlign = gdclass.RenderingServerParticlesTransformAlign //gd:RenderingServer.ParticlesTransformAlign
const (
	ParticlesTransformAlignDisabled              ParticlesTransformAlign = 0
	ParticlesTransformAlignZBillboard            ParticlesTransformAlign = 1
	ParticlesTransformAlignYToVelocity           ParticlesTransformAlign = 2
	ParticlesTransformAlignZBillboardYToVelocity ParticlesTransformAlign = 3
)

type PrimitiveType

type PrimitiveType = gdclass.RenderingServerPrimitiveType //gd:RenderingServer.PrimitiveType
const (
	/*Primitive to draw consists of points.*/
	PrimitivePoints PrimitiveType = 0
	/*Primitive to draw consists of lines.*/
	PrimitiveLines PrimitiveType = 1
	/*Primitive to draw consists of a line strip from start to end.*/
	PrimitiveLineStrip PrimitiveType = 2
	/*Primitive to draw consists of triangles.*/
	PrimitiveTriangles PrimitiveType = 3
	/*Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).*/
	PrimitiveTriangleStrip PrimitiveType = 4
	/*Represents the size of the [enum PrimitiveType] enum.*/
	PrimitiveMax PrimitiveType = 5
)

type ReflectionProbeAmbientMode

type ReflectionProbeAmbientMode = gdclass.RenderingServerReflectionProbeAmbientMode //gd:RenderingServer.ReflectionProbeAmbientMode
const (
	/*Do not apply any ambient lighting inside the reflection probe's box defined by its size.*/
	ReflectionProbeAmbientDisabled ReflectionProbeAmbientMode = 0
	/*Apply automatically-sourced environment lighting inside the reflection probe's box defined by its size.*/
	ReflectionProbeAmbientEnvironment ReflectionProbeAmbientMode = 1
	/*Apply custom ambient lighting inside the reflection probe's box defined by its size. See [method reflection_probe_set_ambient_color] and [method reflection_probe_set_ambient_energy].*/
	ReflectionProbeAmbientColor ReflectionProbeAmbientMode = 2
)

type ReflectionProbeUpdateMode

type ReflectionProbeUpdateMode = gdclass.RenderingServerReflectionProbeUpdateMode //gd:RenderingServer.ReflectionProbeUpdateMode
const (
	/*Reflection probe will update reflections once and then stop.*/
	ReflectionProbeUpdateOnce ReflectionProbeUpdateMode = 0
	/*Reflection probe will update each frame. This mode is necessary to capture moving objects.*/
	ReflectionProbeUpdateAlways ReflectionProbeUpdateMode = 1
)

type RenderingInfo

type RenderingInfo = gdclass.RenderingServerRenderingInfo //gd:RenderingServer.RenderingInfo
const (
	/*Number of objects rendered in the current 3D scene. This varies depending on camera position and rotation.*/
	RenderingInfoTotalObjectsInFrame RenderingInfo = 0
	/*Number of points, lines, or triangles rendered in the current 3D scene. This varies depending on camera position and rotation.*/
	RenderingInfoTotalPrimitivesInFrame RenderingInfo = 1
	/*Number of draw calls performed to render in the current 3D scene. This varies depending on camera position and rotation.*/
	RenderingInfoTotalDrawCallsInFrame RenderingInfo = 2
	/*Texture memory used (in bytes).*/
	RenderingInfoTextureMemUsed RenderingInfo = 3
	/*Buffer memory used (in bytes). This includes vertex data, uniform buffers, and many miscellaneous buffer types used internally.*/
	RenderingInfoBufferMemUsed RenderingInfo = 4
	/*Video memory used (in bytes). When using the Forward+ or mobile rendering backends, this is always greater than the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant RENDERING_INFO_BUFFER_MEM_USED], since there is miscellaneous data not accounted for by those two metrics. When using the GL Compatibility backend, this is equal to the sum of [constant RENDERING_INFO_TEXTURE_MEM_USED] and [constant RENDERING_INFO_BUFFER_MEM_USED].*/
	RenderingInfoVideoMemUsed RenderingInfo = 5
)

type ShaderMode

type ShaderMode = gdclass.RenderingServerShaderMode //gd:RenderingServer.ShaderMode
const (
	/*Shader is a 3D shader.*/
	ShaderSpatial ShaderMode = 0
	/*Shader is a 2D shader.*/
	ShaderCanvasItem ShaderMode = 1
	/*Shader is a particle shader (can be used in both 2D and 3D).*/
	ShaderParticles ShaderMode = 2
	/*Shader is a 3D sky shader.*/
	ShaderSky ShaderMode = 3
	/*Shader is a 3D fog shader.*/
	ShaderFog ShaderMode = 4
	/*Represents the size of the [enum ShaderMode] enum.*/
	ShaderMax ShaderMode = 5
)

type ShadowCastingSetting

type ShadowCastingSetting = gdclass.RenderingServerShadowCastingSetting //gd:RenderingServer.ShadowCastingSetting
const (
	/*Disable shadows from this instance.*/
	ShadowCastingSettingOff ShadowCastingSetting = 0
	/*Cast shadows from this instance.*/
	ShadowCastingSettingOn ShadowCastingSetting = 1
	/*Disable backface culling when rendering the shadow of the object. This is slightly slower but may result in more correct shadows.*/
	ShadowCastingSettingDoubleSided ShadowCastingSetting = 2
	/*Only render the shadows from the object. The object itself will not be drawn.*/
	ShadowCastingSettingShadowsOnly ShadowCastingSetting = 3
)

type ShadowQuality

type ShadowQuality = gdclass.RenderingServerShadowQuality //gd:RenderingServer.ShadowQuality
const (
	/*Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the [member Light3D.shadow_blur] property is ignored if [member Light3D.light_size] and [member Light3D.light_angular_distance] is [code]0.0[/code].
	  [b]Note:[/b] The variable shadow blur performed by [member Light3D.light_size] and [member Light3D.light_angular_distance] is still effective when using hard shadow filtering. In this case, [member Light3D.shadow_blur] [i]is[/i] taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra.*/
	ShadowQualityHard ShadowQuality = 0
	/*Very low shadow filtering quality (faster). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 0.75× to avoid introducing too much noise. This division only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).*/
	ShadowQualitySoftVeryLow ShadowQuality = 1
	/*Low shadow filtering quality (fast).*/
	ShadowQualitySoftLow ShadowQuality = 2
	/*Medium low shadow filtering quality (average).*/
	ShadowQualitySoftMedium ShadowQuality = 3
	/*High low shadow filtering quality (slow). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 1.5× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).*/
	ShadowQualitySoftHigh ShadowQuality = 4
	/*Highest low shadow filtering quality (slowest). When using this quality setting, [member Light3D.shadow_blur] is automatically multiplied by 2× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose [member Light3D.light_size] or [member Light3D.light_angular_distance] is [code]0.0[/code]).*/
	ShadowQualitySoftUltra ShadowQuality = 5
	/*Represents the size of the [enum ShadowQuality] enum.*/
	ShadowQualityMax ShadowQuality = 6
)

type SkyMode

type SkyMode = gdclass.RenderingServerSkyMode //gd:RenderingServer.SkyMode
const (
	/*Automatically selects the appropriate process mode based on your sky shader. If your shader uses [code]TIME[/code] or [code]POSITION[/code], this will use [constant SKY_MODE_REALTIME]. If your shader uses any of the [code]LIGHT_*[/code] variables or any custom uniforms, this uses [constant SKY_MODE_INCREMENTAL]. Otherwise, this defaults to [constant SKY_MODE_QUALITY].*/
	SkyModeAutomatic SkyMode = 0
	/*Uses high quality importance sampling to process the radiance map. In general, this results in much higher quality than [constant SKY_MODE_REALTIME] but takes much longer to generate. This should not be used if you plan on changing the sky at runtime. If you are finding that the reflection is not blurry enough and is showing sparkles or fireflies, try increasing [member ProjectSettings.rendering/reflections/sky_reflections/ggx_samples].*/
	SkyModeQuality SkyMode = 1
	/*Uses the same high quality importance sampling to process the radiance map as [constant SKY_MODE_QUALITY], but updates over several frames. The number of frames is determined by [member ProjectSettings.rendering/reflections/sky_reflections/roughness_layers]. Use this when you need highest quality radiance maps, but have a sky that updates slowly.*/
	SkyModeIncremental SkyMode = 2
	/*Uses the fast filtering algorithm to process the radiance map. In general this results in lower quality, but substantially faster run times. If you need better quality, but still need to update the sky every frame, consider turning on [member ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality].
	  [b]Note:[/b] The fast filtering algorithm is limited to 256×256 cubemaps, so [method sky_set_radiance_size] must be set to [code]256[/code]. Otherwise, a warning is printed and the overridden radiance size is ignored.*/
	SkyModeRealtime SkyMode = 3
)

type SubSurfaceScatteringQuality

type SubSurfaceScatteringQuality = gdclass.RenderingServerSubSurfaceScatteringQuality //gd:RenderingServer.SubSurfaceScatteringQuality
const (
	/*Disables subsurface scattering entirely, even on materials that have [member BaseMaterial3D.subsurf_scatter_enabled] set to [code]true[/code]. This has the lowest GPU requirements.*/
	SubSurfaceScatteringQualityDisabled SubSurfaceScatteringQuality = 0
	/*Low subsurface scattering quality.*/
	SubSurfaceScatteringQualityLow SubSurfaceScatteringQuality = 1
	/*Medium subsurface scattering quality.*/
	SubSurfaceScatteringQualityMedium SubSurfaceScatteringQuality = 2
	/*High subsurface scattering quality. This has the highest GPU requirements.*/
	SubSurfaceScatteringQualityHigh SubSurfaceScatteringQuality = 3
)

type Surface

type Surface map[interface{}]interface{}

func MeshGetSurface

func MeshGetSurface(mesh RID.Mesh, surface int) Surface

type TextureLayeredType

type TextureLayeredType = gdclass.RenderingServerTextureLayeredType //gd:RenderingServer.TextureLayeredType
const (
	/*Array of 2-dimensional textures (see [Texture2DArray]).*/
	TextureLayered2dArray TextureLayeredType = 0
	/*Cubemap texture (see [Cubemap]).*/
	TextureLayeredCubemap TextureLayeredType = 1
	/*Array of cubemap textures (see [CubemapArray]).*/
	TextureLayeredCubemapArray TextureLayeredType = 2
)

type ViewportClearMode

type ViewportClearMode = gdclass.RenderingServerViewportClearMode //gd:RenderingServer.ViewportClearMode
const (
	/*Always clear the viewport's render target before drawing.*/
	ViewportClearAlways ViewportClearMode = 0
	/*Never clear the viewport's render target.*/
	ViewportClearNever ViewportClearMode = 1
	/*Clear the viewport's render target on the next frame, then switch to [constant VIEWPORT_CLEAR_NEVER].*/
	ViewportClearOnlyNextFrame ViewportClearMode = 2
)

type ViewportDebugDraw

type ViewportDebugDraw = gdclass.RenderingServerViewportDebugDraw //gd:RenderingServer.ViewportDebugDraw
const (
	/*Debug draw is disabled. Default setting.*/
	ViewportDebugDrawDisabled ViewportDebugDraw = 0
	/*Objects are displayed without light information.*/
	ViewportDebugDrawUnshaded ViewportDebugDraw = 1
	/*Objects are displayed with only light information.*/
	ViewportDebugDrawLighting ViewportDebugDraw = 2
	/*Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw (represented by brighter colors) means you are wasting performance on drawing pixels that are being hidden behind others.
	  [b]Note:[/b] When using this debug draw mode, custom shaders will be ignored. This means vertex displacement won't be visible anymore.*/
	ViewportDebugDrawOverdraw ViewportDebugDraw = 3
	/*Debug draw draws objects in wireframe.*/
	ViewportDebugDrawWireframe ViewportDebugDraw = 4
	/*Normal buffer is drawn instead of regular scene so you can see the per-pixel normals that will be used by post-processing effects.*/
	ViewportDebugDrawNormalBuffer ViewportDebugDraw = 5
	/*Objects are displayed with only the albedo value from [VoxelGI]s.*/
	ViewportDebugDrawVoxelGiAlbedo ViewportDebugDraw = 6
	/*Objects are displayed with only the lighting value from [VoxelGI]s.*/
	ViewportDebugDrawVoxelGiLighting ViewportDebugDraw = 7
	/*Objects are displayed with only the emission color from [VoxelGI]s.*/
	ViewportDebugDrawVoxelGiEmission ViewportDebugDraw = 8
	/*Draws the shadow atlas that stores shadows from [OmniLight3D]s and [SpotLight3D]s in the upper left quadrant of the [Viewport].*/
	ViewportDebugDrawShadowAtlas ViewportDebugDraw = 9
	/*Draws the shadow atlas that stores shadows from [DirectionalLight3D]s in the upper left quadrant of the [Viewport].
	  The slice of the camera frustum related to the shadow map cascade is superimposed to visualize coverage. The color of each slice matches the colors used for [constant VIEWPORT_DEBUG_DRAW_PSSM_SPLITS]. When shadow cascades are blended the overlap is taken into account when drawing the frustum slices.
	  The last cascade shows all frustum slices to illustrate the coverage of all slices.*/
	ViewportDebugDrawDirectionalShadowAtlas ViewportDebugDraw = 10
	/*Draws the estimated scene luminance. This is a 1×1 texture that is generated when autoexposure is enabled to control the scene's exposure.*/
	ViewportDebugDrawSceneLuminance ViewportDebugDraw = 11
	/*Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your [WorldEnvironment].*/
	ViewportDebugDrawSsao ViewportDebugDraw = 12
	/*Draws the screen space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your [WorldEnvironment].*/
	ViewportDebugDrawSsil ViewportDebugDraw = 13
	/*Colors each PSSM split for the [DirectionalLight3D]s in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow.*/
	ViewportDebugDrawPssmSplits ViewportDebugDraw = 14
	/*Draws the decal atlas that stores decal textures from [Decal]s.*/
	ViewportDebugDrawDecalAtlas ViewportDebugDraw = 15
	/*Draws SDFGI cascade data. This is the data structure that is used to bounce lighting against and create reflections.*/
	ViewportDebugDrawSdfgi ViewportDebugDraw = 16
	/*Draws SDFGI probe data. This is the data structure that is used to give indirect lighting dynamic objects moving within the scene.*/
	ViewportDebugDrawSdfgiProbes ViewportDebugDraw = 17
	/*Draws the global illumination buffer ([VoxelGI] or SDFGI).*/
	ViewportDebugDrawGiBuffer ViewportDebugDraw = 18
	/*Disable mesh LOD. All meshes are drawn with full detail, which can be used to compare performance.*/
	ViewportDebugDrawDisableLod ViewportDebugDraw = 19
	/*Draws the [OmniLight3D] cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.*/
	ViewportDebugDrawClusterOmniLights ViewportDebugDraw = 20
	/*Draws the [SpotLight3D] cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.*/
	ViewportDebugDrawClusterSpotLights ViewportDebugDraw = 21
	/*Draws the [Decal] cluster. Clustering determines where decals are positioned in screen-space, which allows the engine to only process these portions of the screen for decals.*/
	ViewportDebugDrawClusterDecals ViewportDebugDraw = 22
	/*Draws the [ReflectionProbe] cluster. Clustering determines where reflection probes are positioned in screen-space, which allows the engine to only process these portions of the screen for reflection probes.*/
	ViewportDebugDrawClusterReflectionProbes ViewportDebugDraw = 23
	/*Draws the occlusion culling buffer. This low-resolution occlusion culling buffer is rasterized on the CPU and is used to check whether instances are occluded by other objects.*/
	ViewportDebugDrawOccluders ViewportDebugDraw = 24
	/*Draws the motion vectors buffer. This is used by temporal antialiasing to correct for motion that occurs during gameplay.*/
	ViewportDebugDrawMotionVectors ViewportDebugDraw = 25
	/*Internal buffer is drawn instead of regular scene so you can see the per-pixel output that will be used by post-processing effects.*/
	ViewportDebugDrawInternalBuffer ViewportDebugDraw = 26
)

type ViewportEnvironmentMode

type ViewportEnvironmentMode = gdclass.RenderingServerViewportEnvironmentMode //gd:RenderingServer.ViewportEnvironmentMode
const (
	/*Disable rendering of 3D environment over 2D canvas.*/
	ViewportEnvironmentDisabled ViewportEnvironmentMode = 0
	/*Enable rendering of 3D environment over 2D canvas.*/
	ViewportEnvironmentEnabled ViewportEnvironmentMode = 1
	/*Inherit enable/disable value from parent. If the topmost parent is also set to [constant VIEWPORT_ENVIRONMENT_INHERIT], then this has the same behavior as [constant VIEWPORT_ENVIRONMENT_ENABLED].*/
	ViewportEnvironmentInherit ViewportEnvironmentMode = 2
	/*Represents the size of the [enum ViewportEnvironmentMode] enum.*/
	ViewportEnvironmentMax ViewportEnvironmentMode = 3
)

type ViewportMSAA

type ViewportMSAA = gdclass.RenderingServerViewportMSAA //gd:RenderingServer.ViewportMSAA
const (
	/*Multisample antialiasing for 3D is disabled. This is the default value, and also the fastest setting.*/
	ViewportMsaaDisabled ViewportMSAA = 0
	/*Multisample antialiasing uses 2 samples per pixel for 3D. This has a moderate impact on performance.*/
	ViewportMsaa2x ViewportMSAA = 1
	/*Multisample antialiasing uses 4 samples per pixel for 3D. This has a high impact on performance.*/
	ViewportMsaa4x ViewportMSAA = 2
	/*Multisample antialiasing uses 8 samples per pixel for 3D. This has a very high impact on performance. Likely unsupported on low-end and older hardware.*/
	ViewportMsaa8x ViewportMSAA = 3
	/*Represents the size of the [enum ViewportMSAA] enum.*/
	ViewportMsaaMax ViewportMSAA = 4
)

type ViewportOcclusionCullingBuildQuality

type ViewportOcclusionCullingBuildQuality = gdclass.RenderingServerViewportOcclusionCullingBuildQuality //gd:RenderingServer.ViewportOcclusionCullingBuildQuality
const (
	/*Low occlusion culling BVH build quality (as defined by Embree). Results in the lowest CPU usage, but least effective culling.*/
	ViewportOcclusionBuildQualityLow ViewportOcclusionCullingBuildQuality = 0
	/*Medium occlusion culling BVH build quality (as defined by Embree).*/
	ViewportOcclusionBuildQualityMedium ViewportOcclusionCullingBuildQuality = 1
	/*High occlusion culling BVH build quality (as defined by Embree). Results in the highest CPU usage, but most effective culling.*/
	ViewportOcclusionBuildQualityHigh ViewportOcclusionCullingBuildQuality = 2
)

type ViewportRenderInfo

type ViewportRenderInfo = gdclass.RenderingServerViewportRenderInfo //gd:RenderingServer.ViewportRenderInfo
const (
	/*Number of objects drawn in a single frame.*/
	ViewportRenderInfoObjectsInFrame ViewportRenderInfo = 0
	/*Number of points, lines, or triangles drawn in a single frame.*/
	ViewportRenderInfoPrimitivesInFrame ViewportRenderInfo = 1
	/*Number of draw calls during this frame.*/
	ViewportRenderInfoDrawCallsInFrame ViewportRenderInfo = 2
	/*Represents the size of the [enum ViewportRenderInfo] enum.*/
	ViewportRenderInfoMax ViewportRenderInfo = 3
)

type ViewportRenderInfoType

type ViewportRenderInfoType = gdclass.RenderingServerViewportRenderInfoType //gd:RenderingServer.ViewportRenderInfoType
const (
	/*Visible render pass (excluding shadows).*/
	ViewportRenderInfoTypeVisible ViewportRenderInfoType = 0
	/*Shadow render pass. Objects will be rendered several times depending on the number of amounts of lights with shadows and the number of directional shadow splits.*/
	ViewportRenderInfoTypeShadow ViewportRenderInfoType = 1
	/*Canvas item rendering. This includes all 2D rendering.*/
	ViewportRenderInfoTypeCanvas ViewportRenderInfoType = 2
	/*Represents the size of the [enum ViewportRenderInfoType] enum.*/
	ViewportRenderInfoTypeMax ViewportRenderInfoType = 3
)

type ViewportSDFOversize

type ViewportSDFOversize = gdclass.RenderingServerViewportSDFOversize //gd:RenderingServer.ViewportSDFOversize
const (
	/*Do not oversize the 2D signed distance field. Occluders may disappear when touching the viewport's edges, and [GPUParticles3D] collision may stop working earlier than intended. This has the lowest GPU requirements.*/
	ViewportSdfOversize100Percent ViewportSDFOversize = 0
	/*2D signed distance field covers 20% of the viewport's size outside the viewport on each side (top, right, bottom, left).*/
	ViewportSdfOversize120Percent ViewportSDFOversize = 1
	/*2D signed distance field covers 50% of the viewport's size outside the viewport on each side (top, right, bottom, left).*/
	ViewportSdfOversize150Percent ViewportSDFOversize = 2
	/*2D signed distance field covers 100% of the viewport's size outside the viewport on each side (top, right, bottom, left). This has the highest GPU requirements.*/
	ViewportSdfOversize200Percent ViewportSDFOversize = 3
	/*Represents the size of the [enum ViewportSDFOversize] enum.*/
	ViewportSdfOversizeMax ViewportSDFOversize = 4
)

type ViewportSDFScale

type ViewportSDFScale = gdclass.RenderingServerViewportSDFScale //gd:RenderingServer.ViewportSDFScale
const (
	/*Full resolution 2D signed distance field scale. This has the highest GPU requirements.*/
	ViewportSdfScale100Percent ViewportSDFScale = 0
	/*Half resolution 2D signed distance field scale on each axis (25% of the viewport pixel count).*/
	ViewportSdfScale50Percent ViewportSDFScale = 1
	/*Quarter resolution 2D signed distance field scale on each axis (6.25% of the viewport pixel count). This has the lowest GPU requirements.*/
	ViewportSdfScale25Percent ViewportSDFScale = 2
	/*Represents the size of the [enum ViewportSDFScale] enum.*/
	ViewportSdfScaleMax ViewportSDFScale = 3
)

type ViewportScaling3DMode

type ViewportScaling3DMode = gdclass.RenderingServerViewportScaling3DMode //gd:RenderingServer.ViewportScaling3DMode
const (
	/*Use bilinear scaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will result in undersampling while values greater than [code]1.0[/code] will result in supersampling. A value of [code]1.0[/code] disables scaling.*/
	ViewportScaling3dModeBilinear ViewportScaling3DMode = 0
	/*Use AMD FidelityFX Super Resolution 1.0 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] disables scaling.*/
	ViewportScaling3dModeFsr ViewportScaling3DMode = 1
	/*Use AMD FidelityFX Super Resolution 2.2 upscaling for the viewport's 3D buffer. The amount of scaling can be set using [member Viewport.scaling_3d_scale]. Values less than [code]1.0[/code] will be result in the viewport being upscaled using FSR2. Values greater than [code]1.0[/code] are not supported and bilinear downsampling will be used instead. A value of [code]1.0[/code] will use FSR2 at native resolution as a TAA solution.*/
	ViewportScaling3dModeFsr2 ViewportScaling3DMode = 2
	/*Represents the size of the [enum ViewportScaling3DMode] enum.*/
	ViewportScaling3dModeMax ViewportScaling3DMode = 3
)

type ViewportScreenSpaceAA

type ViewportScreenSpaceAA = gdclass.RenderingServerViewportScreenSpaceAA //gd:RenderingServer.ViewportScreenSpaceAA
const (
	/*Do not perform any antialiasing in the full screen post-process.*/
	ViewportScreenSpaceAaDisabled ViewportScreenSpaceAA = 0
	/*Use fast approximate antialiasing. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.*/
	ViewportScreenSpaceAaFxaa ViewportScreenSpaceAA = 1
	/*Represents the size of the [enum ViewportScreenSpaceAA] enum.*/
	ViewportScreenSpaceAaMax ViewportScreenSpaceAA = 2
)

type ViewportUpdateMode

type ViewportUpdateMode = gdclass.RenderingServerViewportUpdateMode //gd:RenderingServer.ViewportUpdateMode
const (
	/*Do not update the viewport's render target.*/
	ViewportUpdateDisabled ViewportUpdateMode = 0
	/*Update the viewport's render target once, then switch to [constant VIEWPORT_UPDATE_DISABLED].*/
	ViewportUpdateOnce ViewportUpdateMode = 1
	/*Update the viewport's render target only when it is visible. This is the default value.*/
	ViewportUpdateWhenVisible ViewportUpdateMode = 2
	/*Update the viewport's render target only when its parent is visible.*/
	ViewportUpdateWhenParentVisible ViewportUpdateMode = 3
	/*Always update the viewport's render target.*/
	ViewportUpdateAlways ViewportUpdateMode = 4
)

type ViewportVRSMode

type ViewportVRSMode = gdclass.RenderingServerViewportVRSMode //gd:RenderingServer.ViewportVRSMode
const (
	/*Variable rate shading is disabled.*/
	ViewportVrsDisabled ViewportVRSMode = 0
	/*Variable rate shading uses a texture. Note, for stereoscopic use a texture atlas with a texture for each view.*/
	ViewportVrsTexture ViewportVRSMode = 1
	/*Variable rate shading texture is supplied by the primary [XRInterface]. Note that this may override the update mode.*/
	ViewportVrsXr ViewportVRSMode = 2
	/*Represents the size of the [enum ViewportVRSMode] enum.*/
	ViewportVrsMax ViewportVRSMode = 3
)

type ViewportVRSUpdateMode

type ViewportVRSUpdateMode = gdclass.RenderingServerViewportVRSUpdateMode //gd:RenderingServer.ViewportVRSUpdateMode
const (
	/*The input texture for variable rate shading will not be processed.*/
	ViewportVrsUpdateDisabled ViewportVRSUpdateMode = 0
	/*The input texture for variable rate shading will be processed once.*/
	ViewportVrsUpdateOnce ViewportVRSUpdateMode = 1
	/*The input texture for variable rate shading will be processed each frame.*/
	ViewportVrsUpdateAlways ViewportVRSUpdateMode = 2
	/*Represents the size of the [enum ViewportVRSUpdateMode] enum.*/
	ViewportVrsUpdateMax ViewportVRSUpdateMode = 3
)

type VisibilityRangeFadeMode

type VisibilityRangeFadeMode = gdclass.RenderingServerVisibilityRangeFadeMode //gd:RenderingServer.VisibilityRangeFadeMode
const (
	/*Disable visibility range fading for the given instance.*/
	VisibilityRangeFadeDisabled VisibilityRangeFadeMode = 0
	/*Fade-out the given instance when it approaches its visibility range limits.*/
	VisibilityRangeFadeSelf VisibilityRangeFadeMode = 1
	/*Fade-in the given instance's dependencies when reaching its visibility range limits.*/
	VisibilityRangeFadeDependencies VisibilityRangeFadeMode = 2
)

type VoxelGIQuality

type VoxelGIQuality = gdclass.RenderingServerVoxelGIQuality //gd:RenderingServer.VoxelGIQuality
const (
	/*Low [VoxelGI] rendering quality using 4 cones.*/
	VoxelGiQualityLow VoxelGIQuality = 0
	/*High [VoxelGI] rendering quality using 6 cones.*/
	VoxelGiQualityHigh VoxelGIQuality = 1
)

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