/**************************************************************************/
/*  visual_server.cpp                                                     */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#include "visual_server.h"

#include "core/engine.h"
#include "core/math/vertex_cache_optimizer.h"
#include "core/method_bind_ext.gen.inc"
#include "core/project_settings.h"

#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif

VisualServer *VisualServer::singleton = nullptr;
VisualServer *(*VisualServer::create_func)() = nullptr;

VisualServer *VisualServer::get_singleton() {
	return singleton;
}

VisualServer *VisualServer::create() {
	ERR_FAIL_COND_V(singleton, nullptr);

	if (create_func) {
		return create_func();
	}

	return nullptr;
}

RID VisualServer::texture_create_from_image(const Ref<Image> &p_image, uint32_t p_flags) {
	ERR_FAIL_COND_V(!p_image.is_valid(), RID());
	RID texture = texture_create();
	texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_flags); //if it has mipmaps, use, else generate
	ERR_FAIL_COND_V(!texture.is_valid(), texture);

	texture_set_data(texture, p_image);

	return texture;
}

Array VisualServer::_texture_debug_usage_bind() {
	List<TextureInfo> list;
	texture_debug_usage(&list);
	Array arr;
	for (const List<TextureInfo>::Element *E = list.front(); E; E = E->next()) {
		Dictionary dict;
		dict["texture"] = E->get().texture;
		dict["width"] = E->get().width;
		dict["height"] = E->get().height;
		dict["depth"] = E->get().depth;
		dict["format"] = E->get().format;
		dict["bytes"] = E->get().bytes;
		dict["path"] = E->get().path;
		arr.push_back(dict);
	}
	return arr;
}

Array VisualServer::_shader_get_param_list_bind(RID p_shader) const {
	List<PropertyInfo> l;
	shader_get_param_list(p_shader, &l);
	return convert_property_list(&l);
}

static Array to_array(const Vector<ObjectID> &ids) {
	Array a;
	a.resize(ids.size());
	for (int i = 0; i < ids.size(); ++i) {
		a[i] = ids[i];
	}
	return a;
}

Array VisualServer::_instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario) const {
	Vector<ObjectID> ids = instances_cull_aabb(p_aabb, p_scenario);
	return to_array(ids);
}

Array VisualServer::_instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
	Vector<ObjectID> ids = instances_cull_ray(p_from, p_to, p_scenario);
	return to_array(ids);
}

Array VisualServer::_instances_cull_convex_bind(const Array &p_convex, RID p_scenario) const {
	Vector<Plane> planes;
	for (int i = 0; i < p_convex.size(); ++i) {
		Variant v = p_convex[i];
		ERR_FAIL_COND_V(v.get_type() != Variant::PLANE, Array());
		planes.push_back(v);
	}

	Vector<ObjectID> ids = instances_cull_convex(planes, p_scenario);
	return to_array(ids);
}

RID VisualServer::get_test_texture() {
	if (test_texture.is_valid()) {
		return test_texture;
	};

#define TEST_TEXTURE_SIZE 256

	PoolVector<uint8_t> test_data;
	test_data.resize(TEST_TEXTURE_SIZE * TEST_TEXTURE_SIZE * 3);

	{
		PoolVector<uint8_t>::Write w = test_data.write();

		for (int x = 0; x < TEST_TEXTURE_SIZE; x++) {
			for (int y = 0; y < TEST_TEXTURE_SIZE; y++) {
				Color c;
				int r = 255 - (x + y) / 2;

				if ((x % (TEST_TEXTURE_SIZE / 8)) < 2 || (y % (TEST_TEXTURE_SIZE / 8)) < 2) {
					c.r = y;
					c.g = r;
					c.b = x;

				} else {
					c.r = r;
					c.g = x;
					c.b = y;
				}

				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 0] = uint8_t(CLAMP(c.r * 255, 0, 255));
				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 1] = uint8_t(CLAMP(c.g * 255, 0, 255));
				w[(y * TEST_TEXTURE_SIZE + x) * 3 + 2] = uint8_t(CLAMP(c.b * 255, 0, 255));
			}
		}
	}

	Ref<Image> data = memnew(Image(TEST_TEXTURE_SIZE, TEST_TEXTURE_SIZE, false, Image::FORMAT_RGB8, test_data));

	test_texture = RID_PRIME(texture_create_from_image(data));

	return test_texture;
}

void VisualServer::_free_internal_rids() {
	if (test_texture.is_valid()) {
		free(test_texture);
	}
	if (white_texture.is_valid()) {
		free(white_texture);
	}
	if (test_material.is_valid()) {
		free(test_material);
	}
}

RID VisualServer::_make_test_cube() {
	PoolVector<Vector3> vertices;
	PoolVector<Vector3> normals;
	PoolVector<float> tangents;
	PoolVector<Vector3> uvs;

#define ADD_VTX(m_idx)                           \
	vertices.push_back(face_points[m_idx]);      \
	normals.push_back(normal_points[m_idx]);     \
	tangents.push_back(normal_points[m_idx][1]); \
	tangents.push_back(normal_points[m_idx][2]); \
	tangents.push_back(normal_points[m_idx][0]); \
	tangents.push_back(1.0);                     \
	uvs.push_back(Vector3(uv_points[m_idx * 2 + 0], uv_points[m_idx * 2 + 1], 0));

	for (int i = 0; i < 6; i++) {
		Vector3 face_points[4];
		Vector3 normal_points[4];
		float uv_points[8] = { 0, 0, 0, 1, 1, 1, 1, 0 };

		for (int j = 0; j < 4; j++) {
			float v[3];
			v[0] = 1.0;
			v[1] = 1 - 2 * ((j >> 1) & 1);
			v[2] = v[1] * (1 - 2 * (j & 1));

			for (int k = 0; k < 3; k++) {
				if (i < 3) {
					face_points[j][(i + k) % 3] = v[k];
				} else {
					face_points[3 - j][(i + k) % 3] = -v[k];
				}
			}
			normal_points[j] = Vector3();
			normal_points[j][i % 3] = (i >= 3 ? -1 : 1);
		}

		//tri 1
		ADD_VTX(0);
		ADD_VTX(1);
		ADD_VTX(2);
		//tri 2
		ADD_VTX(2);
		ADD_VTX(3);
		ADD_VTX(0);
	}

	RID test_cube = mesh_create();

	Array d;
	d.resize(VS::ARRAY_MAX);
	d[VisualServer::ARRAY_NORMAL] = normals;
	d[VisualServer::ARRAY_TANGENT] = tangents;
	d[VisualServer::ARRAY_TEX_UV] = uvs;
	d[VisualServer::ARRAY_VERTEX] = vertices;

	PoolVector<int> indices;
	indices.resize(vertices.size());
	for (int i = 0; i < vertices.size(); i++) {
		indices.set(i, i);
	}
	d[VisualServer::ARRAY_INDEX] = indices;

	mesh_add_surface_from_arrays(test_cube, PRIMITIVE_TRIANGLES, d);

	/*
	test_material = fixed_material_create();
	//material_set_flag(material, MATERIAL_FLAG_BILLBOARD_TOGGLE,true);
	fixed_material_set_texture( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, get_test_texture() );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR_EXP, 70 );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_EMISSION, Color(0.2,0.2,0.2) );

	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_DIFFUSE, Color(1, 1, 1) );
	fixed_material_set_param( test_material, FIXED_MATERIAL_PARAM_SPECULAR, Color(1,1,1) );
*/
	mesh_surface_set_material(test_cube, 0, test_material);

	return test_cube;
}

RID VisualServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) {
	PoolVector<Vector3> vertices;
	PoolVector<Vector3> normals;

	for (int i = 1; i <= p_lats; i++) {
		double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
		double z0 = Math::sin(lat0);
		double zr0 = Math::cos(lat0);

		double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
		double z1 = Math::sin(lat1);
		double zr1 = Math::cos(lat1);

		for (int j = p_lons; j >= 1; j--) {
			double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
			double x0 = Math::cos(lng0);
			double y0 = Math::sin(lng0);

			double lng1 = 2 * Math_PI * (double)(j) / p_lons;
			double x1 = Math::cos(lng1);
			double y1 = Math::sin(lng1);

			Vector3 v[4] = {
				Vector3(x1 * zr0, z0, y1 * zr0),
				Vector3(x1 * zr1, z1, y1 * zr1),
				Vector3(x0 * zr1, z1, y0 * zr1),
				Vector3(x0 * zr0, z0, y0 * zr0)
			};

#define ADD_POINT(m_idx)         \
	normals.push_back(v[m_idx]); \
	vertices.push_back(v[m_idx] * p_radius);

			ADD_POINT(0);
			ADD_POINT(1);
			ADD_POINT(2);

			ADD_POINT(2);
			ADD_POINT(3);
			ADD_POINT(0);
		}
	}

	RID mesh = mesh_create();
	Array d;
	d.resize(VS::ARRAY_MAX);

	d[ARRAY_VERTEX] = vertices;
	d[ARRAY_NORMAL] = normals;

	mesh_add_surface_from_arrays(mesh, PRIMITIVE_TRIANGLES, d);

	return mesh;
}

RID VisualServer::get_white_texture() {
	if (white_texture.is_valid()) {
		return white_texture;
	}

	PoolVector<uint8_t> wt;
	wt.resize(16 * 3);
	{
		PoolVector<uint8_t>::Write w = wt.write();
		for (int i = 0; i < 16 * 3; i++) {
			w[i] = 255;
		}
	}
	Ref<Image> white = memnew(Image(4, 4, 0, Image::FORMAT_RGB8, wt));
	white_texture = RID_PRIME(texture_create());
	texture_allocate(white_texture, 4, 4, 0, Image::FORMAT_RGB8, TEXTURE_TYPE_2D);
	texture_set_data(white_texture, white);
	return white_texture;
}

#define SMALL_VEC2 Vector2(0.00001, 0.00001)
#define SMALL_VEC3 Vector3(0.00001, 0.00001, 0.00001)

// Maps normalized vector to an octahedron projected onto the cartesian plane
// Resulting 2D vector in range [-1, 1]
// See http://jcgt.org/published/0003/02/01/ for details
Vector2 VisualServer::norm_to_oct(const Vector3 v) {
	const float L1Norm = Math::absf(v.x) + Math::absf(v.y) + Math::absf(v.z);

	// NOTE: this will mean it decompresses to 0,0,1
	// Discussed heavily here: https://github.com/godotengine/godot/pull/51268 as to why we did this
	if (Math::is_zero_approx(L1Norm)) {
		WARN_PRINT_ONCE("Octahedral compression cannot be used to compress a zero-length vector, please use normalized normal values or disable octahedral compression");
		return Vector2(0, 0);
	}

	const float invL1Norm = 1.0f / L1Norm;

	Vector2 res;
	if (v.z < 0.0f) {
		res.x = (1.0f - Math::absf(v.y * invL1Norm)) * SGN(v.x);
		res.y = (1.0f - Math::absf(v.x * invL1Norm)) * SGN(v.y);
	} else {
		res.x = v.x * invL1Norm;
		res.y = v.y * invL1Norm;
	}

	return res;
}

// Maps normalized tangent vector to an octahedron projected onto the cartesian plane
// Encodes the tangent vector sign in the second component of the returned Vector2 for use in shaders
// high_precision specifies whether the encoding will be 32 bit (true) or 16 bit (false)
// Resulting 2D vector in range [-1, 1]
// See http://jcgt.org/published/0003/02/01/ for details
Vector2 VisualServer::tangent_to_oct(const Vector3 v, const float sign, const bool high_precision) {
	float bias = high_precision ? 1.0f / 32767 : 1.0f / 127;
	Vector2 res = norm_to_oct(v);
	res.y = res.y * 0.5f + 0.5f;
	res.y = MAX(res.y, bias) * SGN(sign);
	return res;
}

// Convert Octohedron-mapped normalized vector back to Cartesian
// Assumes normalized format (elements of v within range [-1, 1])
Vector3 VisualServer::oct_to_norm(const Vector2 v) {
	Vector3 res(v.x, v.y, 1 - (Math::absf(v.x) + Math::absf(v.y)));
	float t = MAX(-res.z, 0.0f);
	res.x += t * -SGN(res.x);
	res.y += t * -SGN(res.y);
	return res.normalized();
}

// Convert Octohedron-mapped normalized tangent vector back to Cartesian
// out_sign provides the direction for the original cartesian tangent
// Assumes normalized format (elements of v within range [-1, 1])
Vector3 VisualServer::oct_to_tangent(const Vector2 v, float *out_sign) {
	Vector2 v_decompressed = v;
	v_decompressed.y = Math::absf(v_decompressed.y) * 2 - 1;
	Vector3 res = oct_to_norm(v_decompressed);
	*out_sign = SGN(v[1]);
	return res;
}

Error VisualServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t *p_stride, PoolVector<uint8_t> &r_vertex_array, int p_vertex_array_len, PoolVector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb) {
	PoolVector<uint8_t>::Write vw = r_vertex_array.write();

	PoolVector<uint8_t>::Write iw;
	if (r_index_array.size()) {
		iw = r_index_array.write();
	}

	int max_bone = 0;

	for (int ai = 0; ai < VS::ARRAY_MAX; ai++) {
		if (!(p_format & (1 << ai))) { // no array
			continue;
		}

		switch (ai) {
			case VS::ARRAY_VERTEX: {
				if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) {
					PoolVector<Vector2> array = p_arrays[ai];
					ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

					PoolVector<Vector2>::Read read = array.read();
					const Vector2 *src = read.ptr();

					// setting vertices means regenerating the AABB
					Rect2 aabb;

					if (p_format & ARRAY_COMPRESS_VERTEX) {
						for (int i = 0; i < p_vertex_array_len; i++) {
							uint16_t vector[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };

							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], vector, sizeof(uint16_t) * 2);

							if (i == 0) {
								aabb = Rect2(src[i], SMALL_VEC2); //must have a bit of size
							} else {
								aabb.expand_to(src[i]);
							}
						}

					} else {
						for (int i = 0; i < p_vertex_array_len; i++) {
							float vector[2] = { src[i].x, src[i].y };

							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], vector, sizeof(float) * 2);

							if (i == 0) {
								aabb = Rect2(src[i], SMALL_VEC2); //must have a bit of size
							} else {
								aabb.expand_to(src[i]);
							}
						}
					}

					r_aabb = AABB(Vector3(aabb.position.x, aabb.position.y, 0), Vector3(aabb.size.x, aabb.size.y, 0));

				} else {
					PoolVector<Vector3> array = p_arrays[ai];
					ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

					PoolVector<Vector3>::Read read = array.read();
					const Vector3 *src = read.ptr();

					// setting vertices means regenerating the AABB
					AABB aabb;

					if (p_format & ARRAY_COMPRESS_VERTEX) {
						for (int i = 0; i < p_vertex_array_len; i++) {
							uint16_t vector[4] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y), Math::make_half_float(src[i].z), Math::make_half_float(1.0) };

							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], vector, sizeof(uint16_t) * 4);

							if (i == 0) {
								aabb = AABB(src[i], SMALL_VEC3);
							} else {
								aabb.expand_to(src[i]);
							}
						}

					} else {
						for (int i = 0; i < p_vertex_array_len; i++) {
							float vector[3] = { src[i].x, src[i].y, src[i].z };

							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], vector, sizeof(float) * 3);

							if (i == 0) {
								aabb = AABB(src[i], SMALL_VEC3);
							} else {
								aabb.expand_to(src[i]);
							}
						}
					}

					r_aabb = aabb;
				}

			} break;
			case VS::ARRAY_NORMAL: {
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY, ERR_INVALID_PARAMETER);

				PoolVector<Vector3> array = p_arrays[ai];
				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

				PoolVector<Vector3>::Read read = array.read();
				const Vector3 *src = read.ptr();

				// setting vertices means regenerating the AABB

				if (p_format & ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
					if ((p_format & ARRAY_COMPRESS_NORMAL) && (p_format & ARRAY_FORMAT_TANGENT) && (p_format & ARRAY_COMPRESS_TANGENT)) {
						for (int i = 0; i < p_vertex_array_len; i++) {
							Vector2 res = norm_to_oct(src[i]);
							int8_t vector[2] = {
								(int8_t)CLAMP(res.x * 127, -128, 127),
								(int8_t)CLAMP(res.y * 127, -128, 127),
							};

							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], vector, 2);
						}

					} else {
						for (int i = 0; i < p_vertex_array_len; i++) {
							Vector2 res = norm_to_oct(src[i]);
							int16_t vector[2] = {
								(int16_t)CLAMP(res.x * 32767, -32768, 32767),
								(int16_t)CLAMP(res.y * 32767, -32768, 32767),
							};

							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], vector, 4);
						}
					}
				} else {
					if (p_format & ARRAY_COMPRESS_NORMAL) {
						for (int i = 0; i < p_vertex_array_len; i++) {
							int8_t vector[4] = {
								(int8_t)CLAMP(src[i].x * 127, -128, 127),
								(int8_t)CLAMP(src[i].y * 127, -128, 127),
								(int8_t)CLAMP(src[i].z * 127, -128, 127),
								0,
							};

							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], vector, 4);
						}

					} else {
						for (int i = 0; i < p_vertex_array_len; i++) {
							float vector[3] = { src[i].x, src[i].y, src[i].z };
							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], vector, 3 * 4);
						}
					}
				}

			} break;

			case VS::ARRAY_TANGENT: {
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER);

				PoolVector<real_t> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER);

				PoolVector<real_t>::Read read = array.read();
				const real_t *src = read.ptr();

				if (p_format & ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
					if (p_format & ARRAY_COMPRESS_TANGENT) {
						for (int i = 0; i < p_vertex_array_len; i++) {
							Vector3 source(src[i * 4 + 0], src[i * 4 + 1], src[i * 4 + 2]);
							Vector2 res = tangent_to_oct(source, src[i * 4 + 3], false);

							int8_t vector[2] = {
								(int8_t)CLAMP(res.x * 127, -128, 127),
								(int8_t)CLAMP(res.y * 127, -128, 127)
							};

							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], vector, 2);
						}

					} else {
						for (int i = 0; i < p_vertex_array_len; i++) {
							Vector3 source(src[i * 4 + 0], src[i * 4 + 1], src[i * 4 + 2]);
							Vector2 res = tangent_to_oct(source, src[i * 4 + 3], true);

							int16_t vector[2] = {
								(int16_t)CLAMP(res.x * 32767, -32768, 32767),
								(int16_t)CLAMP(res.y * 32767, -32768, 32767)
							};

							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], vector, 4);
						}
					}
				} else {
					if (p_format & ARRAY_COMPRESS_TANGENT) {
						for (int i = 0; i < p_vertex_array_len; i++) {
							int8_t xyzw[4] = {
								(int8_t)CLAMP(src[i * 4 + 0] * 127, -128, 127),
								(int8_t)CLAMP(src[i * 4 + 1] * 127, -128, 127),
								(int8_t)CLAMP(src[i * 4 + 2] * 127, -128, 127),
								(int8_t)CLAMP(src[i * 4 + 3] * 127, -128, 127)
							};

							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], xyzw, 4);
						}

					} else {
						for (int i = 0; i < p_vertex_array_len; i++) {
							float xyzw[4] = {
								src[i * 4 + 0],
								src[i * 4 + 1],
								src[i * 4 + 2],
								src[i * 4 + 3]
							};

							memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], xyzw, 4 * 4);
						}
					}
				}

			} break;
			case VS::ARRAY_COLOR: {
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_COLOR_ARRAY, ERR_INVALID_PARAMETER);

				PoolVector<Color> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

				PoolVector<Color>::Read read = array.read();
				const Color *src = read.ptr();

				if (p_format & ARRAY_COMPRESS_COLOR) {
					for (int i = 0; i < p_vertex_array_len; i++) {
						uint8_t colors[4];

						for (int j = 0; j < 4; j++) {
							colors[j] = CLAMP(int((src[i][j]) * 255.0), 0, 255);
						}

						memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], colors, 4);
					}
				} else {
					for (int i = 0; i < p_vertex_array_len; i++) {
						memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], &src[i], 4 * 4);
					}
				}

			} break;
			case VS::ARRAY_TEX_UV: {
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::POOL_VECTOR2_ARRAY, ERR_INVALID_PARAMETER);

				PoolVector<Vector2> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

				PoolVector<Vector2>::Read read = array.read();

				const Vector2 *src = read.ptr();

				if (p_format & ARRAY_COMPRESS_TEX_UV) {
					for (int i = 0; i < p_vertex_array_len; i++) {
						uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
						memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], uv, 2 * 2);
					}

				} else {
					for (int i = 0; i < p_vertex_array_len; i++) {
						float uv[2] = { src[i].x, src[i].y };

						memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], uv, 2 * 4);
					}
				}

			} break;

			case VS::ARRAY_TEX_UV2: {
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::POOL_VECTOR2_ARRAY, ERR_INVALID_PARAMETER);

				PoolVector<Vector2> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);

				PoolVector<Vector2>::Read read = array.read();

				const Vector2 *src = read.ptr();

				if (p_format & ARRAY_COMPRESS_TEX_UV2) {
					for (int i = 0; i < p_vertex_array_len; i++) {
						uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
						memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], uv, 2 * 2);
					}

				} else {
					for (int i = 0; i < p_vertex_array_len; i++) {
						float uv[2] = { src[i].x, src[i].y };

						memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], uv, 2 * 4);
					}
				}
			} break;
			case VS::ARRAY_WEIGHTS: {
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER);

				PoolVector<real_t> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);

				PoolVector<real_t>::Read read = array.read();

				const real_t *src = read.ptr();

				if (p_format & ARRAY_COMPRESS_WEIGHTS) {
					for (int i = 0; i < p_vertex_array_len; i++) {
						uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
							data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j] * 65535, 0, 65535);
						}

						memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], data, 2 * 4);
					}
				} else {
					for (int i = 0; i < p_vertex_array_len; i++) {
						float data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
							data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j];
						}

						memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], data, 4 * 4);
					}
				}

			} break;
			case VS::ARRAY_BONES: {
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_INT_ARRAY && p_arrays[ai].get_type() != Variant::POOL_REAL_ARRAY, ERR_INVALID_PARAMETER);

				PoolVector<int> array = p_arrays[ai];

				ERR_FAIL_COND_V(array.size() != p_vertex_array_len * VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);

				PoolVector<int>::Read read = array.read();

				const int *src = read.ptr();

				if (!(p_format & ARRAY_FLAG_USE_16_BIT_BONES)) {
					for (int i = 0; i < p_vertex_array_len; i++) {
						uint8_t data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
							data[j] = CLAMP(src[i * VS::ARRAY_WEIGHTS_SIZE + j], 0, 255);
							max_bone = MAX(data[j], max_bone);
						}

						memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], data, 4);
					}

				} else {
					for (int i = 0; i < p_vertex_array_len; i++) {
						uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
						for (int j = 0; j < VS::ARRAY_WEIGHTS_SIZE; j++) {
							data[j] = src[i * VS::ARRAY_WEIGHTS_SIZE + j];
							max_bone = MAX(data[j], max_bone);
						}

						memcpy(&vw[p_offsets[ai] + i * p_stride[ai]], data, 2 * 4);
					}
				}

			} break;
			case VS::ARRAY_INDEX: {
				ERR_FAIL_COND_V(p_index_array_len <= 0, ERR_INVALID_DATA);
				ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::POOL_INT_ARRAY, ERR_INVALID_PARAMETER);

				PoolVector<int> indices = p_arrays[ai];
				ERR_FAIL_COND_V(indices.size() == 0, ERR_INVALID_PARAMETER);
				ERR_FAIL_COND_V(indices.size() != p_index_array_len, ERR_INVALID_PARAMETER);

				// Vertex cache optimization?
				if (p_format & ARRAY_FLAG_USE_VERTEX_CACHE_OPTIMIZATION) {
					// Expecting triangles.
					ERR_FAIL_COND_V((indices.size() % 3) != 0, ERR_INVALID_PARAMETER);
					VertexCacheOptimizer opt;
					opt.reorder_indices_pool(indices, indices.size() / 3, p_vertex_array_len);
				}

				/* determine whether using 16 or 32 bits indices */

				PoolVector<int>::Read read = indices.read();
				const int *src = read.ptr();

				for (int i = 0; i < p_index_array_len; i++) {
					if (p_vertex_array_len < (1 << 16)) {
						uint16_t v = src[i];

						memcpy(&iw[i * 2], &v, 2);
					} else {
						uint32_t v = src[i];

						memcpy(&iw[i * 4], &v, 4);
					}
				}
			} break;
			default: {
				ERR_FAIL_V(ERR_INVALID_DATA);
			}
		}
	}

	if (p_format & VS::ARRAY_FORMAT_BONES) {
		//create AABBs for each detected bone
		int total_bones = max_bone + 1;

		bool first = r_bone_aabb.size() == 0;

		r_bone_aabb.resize(total_bones);

		if (first) {
			for (int i = 0; i < total_bones; i++) {
				r_bone_aabb.write[i].size = Vector3(-1, -1, -1); //negative means unused
			}
		}

		PoolVector<Vector3> vertices = p_arrays[VS::ARRAY_VERTEX];
		PoolVector<int> bones = p_arrays[VS::ARRAY_BONES];
		PoolVector<float> weights = p_arrays[VS::ARRAY_WEIGHTS];

		bool any_valid = false;

		if (vertices.size() && bones.size() == vertices.size() * 4 && weights.size() == bones.size()) {
			int vs = vertices.size();
			PoolVector<Vector3>::Read rv = vertices.read();
			PoolVector<int>::Read rb = bones.read();
			PoolVector<float>::Read rw = weights.read();

			AABB *bptr = r_bone_aabb.ptrw();

			for (int i = 0; i < vs; i++) {
				Vector3 v = rv[i];
				for (int j = 0; j < 4; j++) {
					int idx = rb[i * 4 + j];
					float w = rw[i * 4 + j];
					if (w == 0) {
						continue; //break;
					}
					ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA);

					if (bptr[idx].size.x < 0) {
						//first
						bptr[idx] = AABB(v, SMALL_VEC3);
						any_valid = true;
					} else {
						bptr[idx].expand_to(v);
					}
				}
			}
		}

		if (!any_valid && first) {
			r_bone_aabb.clear();
		}
	}
	return OK;
}

uint32_t VisualServer::mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const {
	ERR_FAIL_INDEX_V(p_array_index, ARRAY_MAX, 0);
	uint32_t offsets[ARRAY_MAX];
	uint32_t strides[ARRAY_MAX];
	mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets, strides);
	return offsets[p_array_index];
}

uint32_t VisualServer::mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const {
	ERR_FAIL_INDEX_V(p_array_index, ARRAY_MAX, 0);
	uint32_t offsets[ARRAY_MAX];
	uint32_t strides[ARRAY_MAX];
	mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets, strides);
	return strides[p_array_index];
}

void VisualServer::mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets, uint32_t *r_strides) const {
	bool use_split_stream = GLOBAL_GET("rendering/misc/mesh_storage/split_stream") && !(p_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE);

	int attributes_base_offset = 0;
	int attributes_stride = 0;
	int positions_stride = 0;

	for (int i = 0; i < VS::ARRAY_MAX; i++) {
		r_offsets[i] = 0; //reset

		if (!(p_format & (1 << i))) { // no array
			continue;
		}

		int elem_size = 0;

		switch (i) {
			case VS::ARRAY_VERTEX: {
				if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
					elem_size = 2;
				} else {
					elem_size = 3;
				}

				if (p_format & ARRAY_COMPRESS_VERTEX) {
					elem_size *= sizeof(int16_t);
				} else {
					elem_size *= sizeof(float);
				}

				if (elem_size == 6) {
					elem_size = 8;
				}

				r_offsets[i] = 0;
				positions_stride = elem_size;
				if (use_split_stream) {
					attributes_base_offset = elem_size * p_vertex_len;
				} else {
					attributes_base_offset = elem_size;
				}

			} break;
			case VS::ARRAY_NORMAL: {
				if (p_format & ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
					// normal will always be oct32 (4 byte) encoded
					// UNLESS tangent exists and is also compressed
					// then it will be oct16 encoded along with tangent
					if ((p_format & ARRAY_COMPRESS_NORMAL) && (p_format & ARRAY_FORMAT_TANGENT) && (p_format & ARRAY_COMPRESS_TANGENT)) {
						elem_size = sizeof(uint8_t) * 2;
					} else {
						elem_size = sizeof(uint16_t) * 2;
					}
				} else {
					if (p_format & ARRAY_COMPRESS_NORMAL) {
						elem_size = sizeof(uint32_t);
					} else {
						elem_size = sizeof(float) * 3;
					}
				}
				r_offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;

			case VS::ARRAY_TANGENT: {
				if (p_format & ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
					if (p_format & ARRAY_COMPRESS_TANGENT && (p_format & ARRAY_FORMAT_NORMAL) && (p_format & ARRAY_COMPRESS_NORMAL)) {
						elem_size = sizeof(uint8_t) * 2;
					} else {
						elem_size = sizeof(uint16_t) * 2;
					}
				} else {
					if (p_format & ARRAY_COMPRESS_TANGENT) {
						elem_size = sizeof(uint32_t);
					} else {
						elem_size = sizeof(float) * 4;
					}
				}
				r_offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;
			case VS::ARRAY_COLOR: {
				if (p_format & ARRAY_COMPRESS_COLOR) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 4;
				}
				r_offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;
			case VS::ARRAY_TEX_UV: {
				if (p_format & ARRAY_COMPRESS_TEX_UV) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}
				r_offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;

			case VS::ARRAY_TEX_UV2: {
				if (p_format & ARRAY_COMPRESS_TEX_UV2) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}
				r_offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;
			case VS::ARRAY_WEIGHTS: {
				if (p_format & ARRAY_COMPRESS_WEIGHTS) {
					elem_size = sizeof(uint16_t) * 4;
				} else {
					elem_size = sizeof(float) * 4;
				}
				r_offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;
			case VS::ARRAY_BONES: {
				if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) {
					elem_size = sizeof(uint16_t) * 4;
				} else {
					elem_size = sizeof(uint32_t);
				}
				r_offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;
			case VS::ARRAY_INDEX: {
				if (p_index_len <= 0) {
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
					break;
				}
				/* determine whether using 16 or 32 bits indices */
				if (p_vertex_len >= (1 << 16)) {
					elem_size = 4;

				} else {
					elem_size = 2;
				}
				r_offsets[i] = elem_size;
				continue;
			}
			default: {
				ERR_FAIL();
			}
		}
	}

	if (use_split_stream) {
		r_strides[VS::ARRAY_VERTEX] = positions_stride;
		for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
			r_strides[i] = attributes_stride;
		}
	} else {
		for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
			r_strides[i] = positions_stride + attributes_stride;
		}
	}
}

// This function is separated from the main mesh_add_surface_from_arrays() to allow finding the format WITHOUT creating data.
// This is necessary for CPU meshes, where we may want to know the final format without creating final data.
bool VisualServer::_mesh_find_format(VS::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_compress_format, bool p_use_split_stream, uint32_t r_offsets[], int &r_attributes_base_offset, int &r_attributes_stride, int &r_positions_stride, uint32_t &r_format, int &r_index_array_len, int &r_array_len) {
	ERR_FAIL_INDEX_V(p_primitive, VS::PRIMITIVE_MAX, false);
	ERR_FAIL_COND_V(p_arrays.size() != VS::ARRAY_MAX, false);

	for (int i = 0; i < p_arrays.size(); i++) {
		if (p_arrays[i].get_type() == Variant::NIL) {
			continue;
		}

		r_format |= (1 << i);

		if (i == VS::ARRAY_VERTEX) {
			r_array_len = PoolVector3Array(p_arrays[i]).size();
			ERR_FAIL_COND_V(r_array_len == 0, false);
		} else if (i == VS::ARRAY_INDEX) {
			r_index_array_len = PoolIntArray(p_arrays[i]).size();
		}
	}

	ERR_FAIL_COND_V((r_format & VS::ARRAY_FORMAT_VERTEX) == 0, false); // mandatory

	if (p_blend_shapes.size()) {
		//validate format for morphs
		for (int i = 0; i < p_blend_shapes.size(); i++) {
			uint32_t bsformat = 0;
			Array arr = p_blend_shapes[i];
			for (int j = 0; j < arr.size(); j++) {
				if (arr[j].get_type() != Variant::NIL) {
					bsformat |= (1 << j);
				}
			}

			ERR_FAIL_COND_V((bsformat) != (r_format & (VS::ARRAY_FORMAT_INDEX - 1)), false);
		}
	}

	for (int i = 0; i < VS::ARRAY_MAX; i++) {
		r_offsets[i] = 0; //reset

		if (!(r_format & (1 << i))) { // no array
			continue;
		}

		int elem_size = 0;

		switch (i) {
			case VS::ARRAY_VERTEX: {
				Variant arr = p_arrays[0];
				if (arr.get_type() == Variant::POOL_VECTOR2_ARRAY) {
					elem_size = 2;
					p_compress_format |= VS::ARRAY_FLAG_USE_2D_VERTICES;
				} else if (arr.get_type() == Variant::POOL_VECTOR3_ARRAY) {
					p_compress_format &= ~VS::ARRAY_FLAG_USE_2D_VERTICES;
					elem_size = 3;
				} else {
					elem_size = (p_compress_format & VS::ARRAY_FLAG_USE_2D_VERTICES) ? 2 : 3;
				}

				if (p_compress_format & VS::ARRAY_COMPRESS_VERTEX) {
					elem_size *= sizeof(int16_t);
				} else {
					elem_size *= sizeof(float);
				}

				if (elem_size == 6) {
					//had to pad
					elem_size = 8;
				}

				r_offsets[i] = 0;
				r_positions_stride = elem_size;
				if (p_use_split_stream) {
					r_attributes_base_offset = elem_size * r_array_len;
				} else {
					r_attributes_base_offset = elem_size;
				}

			} break;
			case VS::ARRAY_NORMAL: {
				if (p_compress_format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
					// normal will always be oct32 (4 byte) encoded
					// UNLESS tangent exists and is also compressed
					// then it will be oct16 encoded along with tangent
					if ((p_compress_format & VS::ARRAY_COMPRESS_NORMAL) && (r_format & VS::ARRAY_FORMAT_TANGENT) && (p_compress_format & VS::ARRAY_COMPRESS_TANGENT)) {
						elem_size = sizeof(uint8_t) * 2;
					} else {
						elem_size = sizeof(uint16_t) * 2;
					}
				} else {
					if (p_compress_format & VS::ARRAY_COMPRESS_NORMAL) {
						elem_size = sizeof(uint32_t);
					} else {
						elem_size = sizeof(float) * 3;
					}
				}
				r_offsets[i] = r_attributes_base_offset + r_attributes_stride;
				r_attributes_stride += elem_size;

			} break;

			case VS::ARRAY_TANGENT: {
				if (p_compress_format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
					if (p_compress_format & VS::ARRAY_COMPRESS_TANGENT && (r_format & VS::ARRAY_FORMAT_NORMAL) && (p_compress_format & VS::ARRAY_COMPRESS_NORMAL)) {
						elem_size = sizeof(uint8_t) * 2;
					} else {
						elem_size = sizeof(uint16_t) * 2;
					}
				} else {
					if (p_compress_format & VS::ARRAY_COMPRESS_TANGENT) {
						elem_size = sizeof(uint32_t);
					} else {
						elem_size = sizeof(float) * 4;
					}
				}
				r_offsets[i] = r_attributes_base_offset + r_attributes_stride;
				r_attributes_stride += elem_size;

			} break;
			case VS::ARRAY_COLOR: {
				if (p_compress_format & VS::ARRAY_COMPRESS_COLOR) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 4;
				}
				r_offsets[i] = r_attributes_base_offset + r_attributes_stride;
				r_attributes_stride += elem_size;

			} break;
			case VS::ARRAY_TEX_UV: {
				if (p_compress_format & VS::ARRAY_COMPRESS_TEX_UV) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}
				r_offsets[i] = r_attributes_base_offset + r_attributes_stride;
				r_attributes_stride += elem_size;

			} break;

			case VS::ARRAY_TEX_UV2: {
				if (p_compress_format & VS::ARRAY_COMPRESS_TEX_UV2) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}
				r_offsets[i] = r_attributes_base_offset + r_attributes_stride;
				r_attributes_stride += elem_size;

			} break;
			case VS::ARRAY_WEIGHTS: {
				if (p_compress_format & VS::ARRAY_COMPRESS_WEIGHTS) {
					elem_size = sizeof(uint16_t) * 4;
				} else {
					elem_size = sizeof(float) * 4;
				}
				r_offsets[i] = r_attributes_base_offset + r_attributes_stride;
				r_attributes_stride += elem_size;

			} break;
			case VS::ARRAY_BONES: {
				PoolVector<int> bones = p_arrays[VS::ARRAY_BONES];
				int max_bone = 0;

				{
					int bc = bones.size();
					PoolVector<int>::Read r = bones.read();
					for (int j = 0; j < bc; j++) {
						max_bone = MAX(r[j], max_bone);
					}
				}

				if (max_bone > 255) {
					p_compress_format |= VS::ARRAY_FLAG_USE_16_BIT_BONES;
					elem_size = sizeof(uint16_t) * 4;
				} else {
					p_compress_format &= ~VS::ARRAY_FLAG_USE_16_BIT_BONES;
					elem_size = sizeof(uint32_t);
				}
				r_offsets[i] = r_attributes_base_offset + r_attributes_stride;
				r_attributes_stride += elem_size;

			} break;
			case VS::ARRAY_INDEX: {
				if (r_index_array_len <= 0) {
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
					break;
				}
				/* determine whether using 16 or 32 bits indices */
				if (r_array_len >= (1 << 16)) {
					elem_size = 4;

				} else {
					elem_size = 2;
				}
				r_offsets[i] = elem_size;
				continue;
			}
			default: {
				ERR_FAIL_V(false);
			}
		}
	}

	uint32_t mask = (1 << VS::ARRAY_MAX) - 1;
	r_format |= (~mask) & p_compress_format; //make the full format

	return true;
}

uint32_t VisualServer::mesh_find_format_from_arrays(PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_compress_format) {
	bool use_split_stream = GLOBAL_GET("rendering/misc/mesh_storage/split_stream") && !(p_compress_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE);

	uint32_t offsets[VS::ARRAY_MAX];

	int attributes_base_offset = 0;
	int attributes_stride = 0;
	int positions_stride = 0;

	uint32_t format = 0;

	// validation
	int index_array_len = 0;
	int array_len = 0;

	bool res = _mesh_find_format(p_primitive, p_arrays, p_blend_shapes, p_compress_format, use_split_stream, offsets, attributes_base_offset, attributes_stride, positions_stride, format, index_array_len, array_len);
	ERR_FAIL_COND_V(!res, 0);
	return format;
}

void VisualServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, uint32_t p_compress_format) {
	bool use_split_stream = GLOBAL_GET("rendering/misc/mesh_storage/split_stream") && !(p_compress_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE);

	uint32_t offsets[VS::ARRAY_MAX];

	int attributes_base_offset = 0;
	int attributes_stride = 0;
	int positions_stride = 0;

	uint32_t format = 0;

	// validation
	int index_array_len = 0;
	int array_len = 0;

	// Only implemented for triangles.
	if (p_primitive != PrimitiveType::PRIMITIVE_TRIANGLES) {
		p_compress_format &= ~ARRAY_FLAG_USE_VERTEX_CACHE_OPTIMIZATION;
	}

	bool res = _mesh_find_format(p_primitive, p_arrays, p_blend_shapes, p_compress_format, use_split_stream, offsets, attributes_base_offset, attributes_stride, positions_stride, format, index_array_len, array_len);
	ERR_FAIL_COND(!res);

	uint32_t strides[VS::ARRAY_MAX];

	if (use_split_stream) {
		strides[VS::ARRAY_VERTEX] = positions_stride;
		for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
			strides[i] = attributes_stride;
		}
	} else {
		for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
			strides[i] = positions_stride + attributes_stride;
		}
	}

	int array_size = (positions_stride + attributes_stride) * array_len;

	PoolVector<uint8_t> vertex_array;
	vertex_array.resize(array_size);

	int index_array_size = offsets[VS::ARRAY_INDEX] * index_array_len;

	PoolVector<uint8_t> index_array;
	index_array.resize(index_array_size);

	AABB aabb;
	Vector<AABB> bone_aabb;

	Error err = _surface_set_data(p_arrays, format, offsets, strides, vertex_array, array_len, index_array, index_array_len, aabb, bone_aabb);
	ERR_FAIL_COND_MSG(err, "Invalid array format for surface.");

	Vector<PoolVector<uint8_t>> blend_shape_data;

	for (int i = 0; i < p_blend_shapes.size(); i++) {
		PoolVector<uint8_t> vertex_array_shape;
		vertex_array_shape.resize(array_size);
		PoolVector<uint8_t> noindex;

		AABB laabb;
		Error err2 = _surface_set_data(p_blend_shapes[i], format & ~ARRAY_FORMAT_INDEX, offsets, strides, vertex_array_shape, array_len, noindex, 0, laabb, bone_aabb);
		aabb.merge_with(laabb);
		ERR_FAIL_COND_MSG(err2 != OK, "Invalid blend shape array format for surface.");

		blend_shape_data.push_back(vertex_array_shape);
	}

	mesh_add_surface(p_mesh, format, p_primitive, vertex_array, array_len, index_array, index_array_len, aabb, blend_shape_data, bone_aabb);
}

Array VisualServer::_get_array_from_surface(uint32_t p_format, PoolVector<uint8_t> p_vertex_data, int p_vertex_len, PoolVector<uint8_t> p_index_data, int p_index_len) const {
	bool use_split_stream = GLOBAL_GET("rendering/misc/mesh_storage/split_stream") && !(p_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE);

	uint32_t offsets[ARRAY_MAX];
	uint32_t strides[VS::ARRAY_MAX];

	int attributes_base_offset = 0;
	int attributes_stride = 0;
	int positions_stride = 0;

	for (int i = 0; i < VS::ARRAY_MAX; i++) {
		offsets[i] = 0; //reset

		if (!(p_format & (1 << i))) { // no array
			continue;
		}

		int elem_size = 0;
		switch (i) {
			case VS::ARRAY_VERTEX: {
				if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
					elem_size = 2;
				} else {
					elem_size = 3;
				}

				if (p_format & ARRAY_COMPRESS_VERTEX) {
					elem_size *= sizeof(int16_t);
				} else {
					elem_size *= sizeof(float);
				}

				if (elem_size == 6) {
					elem_size = 8;
				}

				offsets[i] = 0;
				positions_stride = elem_size;
				if (use_split_stream) {
					attributes_base_offset = elem_size * p_vertex_len;
				} else {
					attributes_base_offset = elem_size;
				}

			} break;
			case VS::ARRAY_NORMAL: {
				if (p_format & ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
					// normal will always be oct32 (4 byte) encoded
					// UNLESS tangent exists and is also compressed
					// then it will be oct16 encoded along with tangent
					if ((p_format & ARRAY_COMPRESS_NORMAL) && (p_format & ARRAY_FORMAT_TANGENT) && (p_format & ARRAY_COMPRESS_TANGENT)) {
						elem_size = sizeof(uint8_t) * 2;
					} else {
						elem_size = sizeof(uint16_t) * 2;
					}
				} else {
					if (p_format & ARRAY_COMPRESS_NORMAL) {
						elem_size = sizeof(uint32_t);
					} else {
						elem_size = sizeof(float) * 3;
					}
				}
				offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;

			case VS::ARRAY_TANGENT: {
				if (p_format & ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
					if (p_format & ARRAY_COMPRESS_TANGENT && (p_format & ARRAY_FORMAT_NORMAL) && (p_format & ARRAY_COMPRESS_NORMAL)) {
						elem_size = sizeof(uint8_t) * 2;
					} else {
						elem_size = sizeof(uint16_t) * 2;
					}
				} else {
					if (p_format & ARRAY_COMPRESS_TANGENT) {
						elem_size = sizeof(uint32_t);
					} else {
						elem_size = sizeof(float) * 4;
					}
				}
				offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;
			case VS::ARRAY_COLOR: {
				if (p_format & ARRAY_COMPRESS_COLOR) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 4;
				}
				offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;
			case VS::ARRAY_TEX_UV: {
				if (p_format & ARRAY_COMPRESS_TEX_UV) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}
				offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;

			case VS::ARRAY_TEX_UV2: {
				if (p_format & ARRAY_COMPRESS_TEX_UV2) {
					elem_size = sizeof(uint32_t);
				} else {
					elem_size = sizeof(float) * 2;
				}
				offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;
			case VS::ARRAY_WEIGHTS: {
				if (p_format & ARRAY_COMPRESS_WEIGHTS) {
					elem_size = sizeof(uint16_t) * 4;
				} else {
					elem_size = sizeof(float) * 4;
				}
				offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;
			case VS::ARRAY_BONES: {
				if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) {
					elem_size = sizeof(uint16_t) * 4;
				} else {
					elem_size = sizeof(uint32_t);
				}
				offsets[i] = attributes_base_offset + attributes_stride;
				attributes_stride += elem_size;

			} break;
			case VS::ARRAY_INDEX: {
				if (p_index_len <= 0) {
					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
					break;
				}
				/* determine whether using 16 or 32 bits indices */
				if (p_vertex_len >= (1 << 16)) {
					elem_size = 4;

				} else {
					elem_size = 2;
				}
				offsets[i] = elem_size;
				continue;
			}
			default: {
				ERR_FAIL_V(Array());
			}
		}
	}

	if (use_split_stream) {
		strides[VS::ARRAY_VERTEX] = positions_stride;
		for (int i = 1; i < VS::ARRAY_MAX - 1; i++) {
			strides[i] = attributes_stride;
		}
	} else {
		for (int i = 0; i < VS::ARRAY_MAX - 1; i++) {
			strides[i] = positions_stride + attributes_stride;
		}
	}

	Array ret;
	ret.resize(VS::ARRAY_MAX);

	PoolVector<uint8_t>::Read r = p_vertex_data.read();

	for (int i = 0; i < VS::ARRAY_MAX; i++) {
		if (!(p_format & (1 << i))) {
			continue;
		}

		switch (i) {
			case VS::ARRAY_VERTEX: {
				if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
					PoolVector<Vector2> arr_2d;
					arr_2d.resize(p_vertex_len);

					if (p_format & ARRAY_COMPRESS_VERTEX) {
						PoolVector<Vector2>::Write w = arr_2d.write();

						for (int j = 0; j < p_vertex_len; j++) {
							const uint16_t *v = (const uint16_t *)&r[j * strides[i] + offsets[i]];
							w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
						}
					} else {
						PoolVector<Vector2>::Write w = arr_2d.write();

						for (int j = 0; j < p_vertex_len; j++) {
							const float *v = (const float *)&r[j * strides[i] + offsets[i]];
							w[j] = Vector2(v[0], v[1]);
						}
					}

					ret[i] = arr_2d;
				} else {
					PoolVector<Vector3> arr_3d;
					arr_3d.resize(p_vertex_len);

					if (p_format & ARRAY_COMPRESS_VERTEX) {
						PoolVector<Vector3>::Write w = arr_3d.write();

						for (int j = 0; j < p_vertex_len; j++) {
							const uint16_t *v = (const uint16_t *)&r[j * strides[i] + offsets[i]];
							w[j] = Vector3(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]), Math::halfptr_to_float(&v[2]));
						}
					} else {
						PoolVector<Vector3>::Write w = arr_3d.write();

						for (int j = 0; j < p_vertex_len; j++) {
							const float *v = (const float *)&r[j * strides[i] + offsets[i]];
							w[j] = Vector3(v[0], v[1], v[2]);
						}
					}

					ret[i] = arr_3d;
				}

			} break;
			case VS::ARRAY_NORMAL: {
				PoolVector<Vector3> arr;
				arr.resize(p_vertex_len);

				if (p_format & ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
					if (p_format & ARRAY_COMPRESS_NORMAL && (p_format & ARRAY_FORMAT_TANGENT) && (p_format & ARRAY_COMPRESS_TANGENT)) {
						PoolVector<Vector3>::Write w = arr.write();

						for (int j = 0; j < p_vertex_len; j++) {
							const int8_t *n = (const int8_t *)&r[j * strides[i] + offsets[i]];
							Vector2 enc(n[0] / 127.0f, n[1] / 127.0f);

							w[j] = oct_to_norm(enc);
						}
					} else {
						PoolVector<Vector3>::Write w = arr.write();

						for (int j = 0; j < p_vertex_len; j++) {
							const int16_t *n = (const int16_t *)&r[j * strides[i] + offsets[i]];
							Vector2 enc(n[0] / 32767.0f, n[1] / 32767.0f);

							w[j] = oct_to_norm(enc);
						}
					}
				} else {
					if (p_format & ARRAY_COMPRESS_NORMAL) {
						PoolVector<Vector3>::Write w = arr.write();
						const float multiplier = 1.f / 127.f;

						for (int j = 0; j < p_vertex_len; j++) {
							const int8_t *v = (const int8_t *)&r[j * strides[i] + offsets[i]];
							w[j] = Vector3(float(v[0]) * multiplier, float(v[1]) * multiplier, float(v[2]) * multiplier);
						}
					} else {
						PoolVector<Vector3>::Write w = arr.write();

						for (int j = 0; j < p_vertex_len; j++) {
							const float *v = (const float *)&r[j * strides[i] + offsets[i]];
							w[j] = Vector3(v[0], v[1], v[2]);
						}
					}
				}

				ret[i] = arr;

			} break;

			case VS::ARRAY_TANGENT: {
				PoolVector<float> arr;
				arr.resize(p_vertex_len * 4);

				if (p_format & ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
					if (p_format & ARRAY_COMPRESS_TANGENT) {
						PoolVector<float>::Write w = arr.write();

						for (int j = 0; j < p_vertex_len; j++) {
							const int8_t *t = (const int8_t *)&r[j * strides[i] + offsets[i]];
							Vector2 enc(t[0] / 127.0f, t[1] / 127.0f);
							Vector3 dec = oct_to_tangent(enc, &w[j * 4 + 3]);

							w[j * 4 + 0] = dec.x;
							w[j * 4 + 1] = dec.y;
							w[j * 4 + 2] = dec.z;
						}
					} else {
						PoolVector<float>::Write w = arr.write();

						for (int j = 0; j < p_vertex_len; j++) {
							const int16_t *t = (const int16_t *)&r[j * strides[i] + offsets[i]];
							Vector2 enc(t[0] / 32767.0f, t[1] / 32767.0f);
							Vector3 dec = oct_to_tangent(enc, &w[j * 4 + 3]);

							w[j * 4 + 0] = dec.x;
							w[j * 4 + 1] = dec.y;
							w[j * 4 + 2] = dec.z;
						}
					}
				} else {
					if (p_format & ARRAY_COMPRESS_TANGENT) {
						PoolVector<float>::Write w = arr.write();

						for (int j = 0; j < p_vertex_len; j++) {
							const int8_t *v = (const int8_t *)&r[j * strides[i] + offsets[i]];
							for (int k = 0; k < 4; k++) {
								w[j * 4 + k] = float(v[k] / 127.0);
							}
						}
					} else {
						PoolVector<float>::Write w = arr.write();

						for (int j = 0; j < p_vertex_len; j++) {
							const float *v = (const float *)&r[j * strides[i] + offsets[i]];
							for (int k = 0; k < 4; k++) {
								w[j * 4 + k] = v[k];
							}
						}
					}
				}

				ret[i] = arr;

			} break;
			case VS::ARRAY_COLOR: {
				PoolVector<Color> arr;
				arr.resize(p_vertex_len);

				if (p_format & ARRAY_COMPRESS_COLOR) {
					PoolVector<Color>::Write w = arr.write();

					for (int j = 0; j < p_vertex_len; j++) {
						const uint8_t *v = (const uint8_t *)&r[j * strides[i] + offsets[i]];
						w[j] = Color(float(v[0] / 255.0), float(v[1] / 255.0), float(v[2] / 255.0), float(v[3] / 255.0));
					}
				} else {
					PoolVector<Color>::Write w = arr.write();

					for (int j = 0; j < p_vertex_len; j++) {
						const float *v = (const float *)&r[j * strides[i] + offsets[i]];
						w[j] = Color(v[0], v[1], v[2], v[3]);
					}
				}

				ret[i] = arr;
			} break;
			case VS::ARRAY_TEX_UV: {
				PoolVector<Vector2> arr;
				arr.resize(p_vertex_len);

				if (p_format & ARRAY_COMPRESS_TEX_UV) {
					PoolVector<Vector2>::Write w = arr.write();

					for (int j = 0; j < p_vertex_len; j++) {
						const uint16_t *v = (const uint16_t *)&r[j * strides[i] + offsets[i]];
						w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
					}
				} else {
					PoolVector<Vector2>::Write w = arr.write();

					for (int j = 0; j < p_vertex_len; j++) {
						const float *v = (const float *)&r[j * strides[i] + offsets[i]];
						w[j] = Vector2(v[0], v[1]);
					}
				}

				ret[i] = arr;
			} break;

			case VS::ARRAY_TEX_UV2: {
				PoolVector<Vector2> arr;
				arr.resize(p_vertex_len);

				if (p_format & ARRAY_COMPRESS_TEX_UV2) {
					PoolVector<Vector2>::Write w = arr.write();

					for (int j = 0; j < p_vertex_len; j++) {
						const uint16_t *v = (const uint16_t *)&r[j * strides[i] + offsets[i]];
						w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
					}
				} else {
					PoolVector<Vector2>::Write w = arr.write();

					for (int j = 0; j < p_vertex_len; j++) {
						const float *v = (const float *)&r[j * strides[i] + offsets[i]];
						w[j] = Vector2(v[0], v[1]);
					}
				}

				ret[i] = arr;

			} break;
			case VS::ARRAY_WEIGHTS: {
				PoolVector<float> arr;
				arr.resize(p_vertex_len * 4);
				if (p_format & ARRAY_COMPRESS_WEIGHTS) {
					PoolVector<float>::Write w = arr.write();

					for (int j = 0; j < p_vertex_len; j++) {
						const uint16_t *v = (const uint16_t *)&r[j * strides[i] + offsets[i]];
						for (int k = 0; k < 4; k++) {
							w[j * 4 + k] = float(v[k] / 65535.0);
						}
					}
				} else {
					PoolVector<float>::Write w = arr.write();

					for (int j = 0; j < p_vertex_len; j++) {
						const float *v = (const float *)&r[j * strides[i] + offsets[i]];
						for (int k = 0; k < 4; k++) {
							w[j * 4 + k] = v[k];
						}
					}
				}

				ret[i] = arr;

			} break;
			case VS::ARRAY_BONES: {
				PoolVector<int> arr;
				arr.resize(p_vertex_len * 4);
				if (p_format & ARRAY_FLAG_USE_16_BIT_BONES) {
					PoolVector<int>::Write w = arr.write();

					for (int j = 0; j < p_vertex_len; j++) {
						const uint16_t *v = (const uint16_t *)&r[j * strides[i] + offsets[i]];
						for (int k = 0; k < 4; k++) {
							w[j * 4 + k] = v[k];
						}
					}
				} else {
					PoolVector<int>::Write w = arr.write();

					for (int j = 0; j < p_vertex_len; j++) {
						const uint8_t *v = (const uint8_t *)&r[j * strides[i] + offsets[i]];
						for (int k = 0; k < 4; k++) {
							w[j * 4 + k] = v[k];
						}
					}
				}

				ret[i] = arr;

			} break;
			case VS::ARRAY_INDEX: {
				/* determine whether using 16 or 32 bits indices */

				PoolVector<uint8_t>::Read ir = p_index_data.read();

				PoolVector<int> arr;
				arr.resize(p_index_len);
				if (p_vertex_len < (1 << 16)) {
					PoolVector<int>::Write w = arr.write();

					for (int j = 0; j < p_index_len; j++) {
						const uint16_t *v = (const uint16_t *)&ir[j * 2];
						w[j] = *v;
					}
				} else {
					PoolVector<int>::Write w = arr.write();

					for (int j = 0; j < p_index_len; j++) {
						const int *v = (const int *)&ir[j * 4];
						w[j] = *v;
					}
				}
				ret[i] = arr;
			} break;
			default: {
				ERR_FAIL_V(ret);
			}
		}
	}

	return ret;
}

Array VisualServer::mesh_surface_get_arrays(RID p_mesh, int p_surface) const {
	PoolVector<uint8_t> vertex_data = mesh_surface_get_array(p_mesh, p_surface);
	ERR_FAIL_COND_V(vertex_data.size() == 0, Array());
	int vertex_len = mesh_surface_get_array_len(p_mesh, p_surface);

	PoolVector<uint8_t> index_data = mesh_surface_get_index_array(p_mesh, p_surface);
	int index_len = mesh_surface_get_array_index_len(p_mesh, p_surface);

	uint32_t format = mesh_surface_get_format(p_mesh, p_surface);

	return _get_array_from_surface(format, vertex_data, vertex_len, index_data, index_len);
}

Array VisualServer::mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const {
	Vector<PoolVector<uint8_t>> blend_shape_data = mesh_surface_get_blend_shapes(p_mesh, p_surface);
	if (blend_shape_data.size() > 0) {
		int vertex_len = mesh_surface_get_array_len(p_mesh, p_surface);

		PoolVector<uint8_t> index_data = mesh_surface_get_index_array(p_mesh, p_surface);
		int index_len = mesh_surface_get_array_index_len(p_mesh, p_surface);

		uint32_t format = mesh_surface_get_format(p_mesh, p_surface);

		Array blend_shape_array;
		blend_shape_array.resize(blend_shape_data.size());
		for (int i = 0; i < blend_shape_data.size(); i++) {
			blend_shape_array.set(i, _get_array_from_surface(format, blend_shape_data[i], vertex_len, index_data, index_len));
		}

		return blend_shape_array;
	} else {
		return Array();
	}
}

Array VisualServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const {
	Vector<AABB> vec = VS::get_singleton()->mesh_surface_get_skeleton_aabb(p_mesh, p_surface);
	Array arr;
	for (int i = 0; i < vec.size(); i++) {
		arr[i] = vec[i];
	}
	return arr;
}

void VisualServer::_bind_methods() {
	ClassDB::bind_method(D_METHOD("force_sync"), &VisualServer::sync);
	ClassDB::bind_method(D_METHOD("force_draw", "swap_buffers", "frame_step"), &VisualServer::draw, DEFVAL(true), DEFVAL(0.0));

	// "draw" and "sync" are deprecated duplicates of "force_draw" and "force_sync"
	// FIXME: Add deprecation messages using GH-4397 once available, and retire
	// once the warnings have been enabled for a full release cycle
	ClassDB::bind_method(D_METHOD("sync"), &VisualServer::sync);
	ClassDB::bind_method(D_METHOD("draw", "swap_buffers", "frame_step"), &VisualServer::draw, DEFVAL(true), DEFVAL(0.0));

	ClassDB::bind_method(D_METHOD("texture_create"), &VisualServer::texture_create);
	ClassDB::bind_method(D_METHOD("texture_create_from_image", "image", "flags"), &VisualServer::texture_create_from_image, DEFVAL(TEXTURE_FLAGS_DEFAULT));
	ClassDB::bind_method(D_METHOD("texture_allocate", "texture", "width", "height", "depth_3d", "format", "type", "flags"), &VisualServer::texture_allocate, DEFVAL(TEXTURE_FLAGS_DEFAULT));
	ClassDB::bind_method(D_METHOD("texture_set_data", "texture", "image", "layer"), &VisualServer::texture_set_data, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("texture_set_data_partial", "texture", "image", "src_x", "src_y", "src_w", "src_h", "dst_x", "dst_y", "dst_mip", "layer"), &VisualServer::texture_set_data_partial, DEFVAL(0));
	ClassDB::bind_method(D_METHOD("texture_get_data", "texture", "cube_side"), &VisualServer::texture_get_data, DEFVAL(CUBEMAP_LEFT));
	ClassDB::bind_method(D_METHOD("texture_set_flags", "texture", "flags"), &VisualServer::texture_set_flags);
	ClassDB::bind_method(D_METHOD("texture_get_flags", "texture"), &VisualServer::texture_get_flags);
	ClassDB::bind_method(D_METHOD("texture_get_format", "texture"), &VisualServer::texture_get_format);
	ClassDB::bind_method(D_METHOD("texture_get_type", "texture"), &VisualServer::texture_get_type);
	ClassDB::bind_method(D_METHOD("texture_get_texid", "texture"), &VisualServer::texture_get_texid);
	ClassDB::bind_method(D_METHOD("texture_get_width", "texture"), &VisualServer::texture_get_width);
	ClassDB::bind_method(D_METHOD("texture_get_height", "texture"), &VisualServer::texture_get_height);
	ClassDB::bind_method(D_METHOD("texture_get_depth", "texture"), &VisualServer::texture_get_depth);
	ClassDB::bind_method(D_METHOD("texture_set_size_override", "texture", "width", "height", "depth"), &VisualServer::texture_set_size_override);
	ClassDB::bind_method(D_METHOD("texture_set_path", "texture", "path"), &VisualServer::texture_set_path);
	ClassDB::bind_method(D_METHOD("texture_get_path", "texture"), &VisualServer::texture_get_path);
	ClassDB::bind_method(D_METHOD("texture_set_shrink_all_x2_on_set_data", "shrink"), &VisualServer::texture_set_shrink_all_x2_on_set_data);
	ClassDB::bind_method(D_METHOD("texture_set_proxy", "proxy", "base"), &VisualServer::texture_set_proxy);
	ClassDB::bind_method(D_METHOD("texture_bind", "texture", "number"), &VisualServer::texture_bind);

	ClassDB::bind_method(D_METHOD("texture_debug_usage"), &VisualServer::_texture_debug_usage_bind);
	ClassDB::bind_method(D_METHOD("textures_keep_original", "enable"), &VisualServer::textures_keep_original);
#ifndef _3D_DISABLED
	ClassDB::bind_method(D_METHOD("sky_create"), &VisualServer::sky_create);
	ClassDB::bind_method(D_METHOD("sky_set_texture", "sky", "cube_map", "radiance_size"), &VisualServer::sky_set_texture);
#endif
	ClassDB::bind_method(D_METHOD("shader_create"), &VisualServer::shader_create);
	ClassDB::bind_method(D_METHOD("shader_set_code", "shader", "code"), &VisualServer::shader_set_code);
	ClassDB::bind_method(D_METHOD("shader_get_code", "shader"), &VisualServer::shader_get_code);
	ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &VisualServer::_shader_get_param_list_bind);
	ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "name", "texture"), &VisualServer::shader_set_default_texture_param);
	ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "name"), &VisualServer::shader_get_default_texture_param);
	ClassDB::bind_method(D_METHOD("set_shader_async_hidden_forbidden", "forbidden"), &VisualServer::set_shader_async_hidden_forbidden);

	ClassDB::bind_method(D_METHOD("material_create"), &VisualServer::material_create);
	ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &VisualServer::material_set_shader);
	ClassDB::bind_method(D_METHOD("material_get_shader", "shader_material"), &VisualServer::material_get_shader);
	ClassDB::bind_method(D_METHOD("material_set_param", "material", "parameter", "value"), &VisualServer::material_set_param);
	ClassDB::bind_method(D_METHOD("material_get_param", "material", "parameter"), &VisualServer::material_get_param);
	ClassDB::bind_method(D_METHOD("material_get_param_default", "material", "parameter"), &VisualServer::material_get_param_default);
	ClassDB::bind_method(D_METHOD("material_set_render_priority", "material", "priority"), &VisualServer::material_set_render_priority);
	ClassDB::bind_method(D_METHOD("material_set_line_width", "material", "width"), &VisualServer::material_set_line_width);
	ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &VisualServer::material_set_next_pass);

	ClassDB::bind_method(D_METHOD("mesh_create"), &VisualServer::mesh_create);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_format_offset", "format", "vertex_len", "index_len", "array_index"), &VisualServer::mesh_surface_get_format_offset);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_format_stride", "format", "vertex_len", "index_len", "array_index"), &VisualServer::mesh_surface_get_format_stride);
	ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primitive", "arrays", "blend_shapes", "compress_format"), &VisualServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
	ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_count", "mesh", "amount"), &VisualServer::mesh_set_blend_shape_count);
	ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_count", "mesh"), &VisualServer::mesh_get_blend_shape_count);
	ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_mode", "mesh", "mode"), &VisualServer::mesh_set_blend_shape_mode);
	ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_mode", "mesh"), &VisualServer::mesh_get_blend_shape_mode);
	ClassDB::bind_method(D_METHOD("mesh_surface_update_region", "mesh", "surface", "offset", "data"), &VisualServer::mesh_surface_update_region);
	ClassDB::bind_method(D_METHOD("mesh_surface_set_material", "mesh", "surface", "material"), &VisualServer::mesh_surface_set_material);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_material", "mesh", "surface"), &VisualServer::mesh_surface_get_material);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_array_len", "mesh", "surface"), &VisualServer::mesh_surface_get_array_len);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_array_index_len", "mesh", "surface"), &VisualServer::mesh_surface_get_array_index_len);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_array", "mesh", "surface"), &VisualServer::mesh_surface_get_array);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_index_array", "mesh", "surface"), &VisualServer::mesh_surface_get_index_array);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_arrays", "mesh", "surface"), &VisualServer::mesh_surface_get_arrays);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_blend_shape_arrays", "mesh", "surface"), &VisualServer::mesh_surface_get_blend_shape_arrays);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_format", "mesh", "surface"), &VisualServer::mesh_surface_get_format);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_primitive_type", "mesh", "surface"), &VisualServer::mesh_surface_get_primitive_type);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_aabb", "mesh", "surface"), &VisualServer::mesh_surface_get_aabb);
	ClassDB::bind_method(D_METHOD("mesh_surface_get_skeleton_aabb", "mesh", "surface"), &VisualServer::_mesh_surface_get_skeleton_aabb_bind);
	ClassDB::bind_method(D_METHOD("mesh_remove_surface", "mesh", "index"), &VisualServer::mesh_remove_surface);
	ClassDB::bind_method(D_METHOD("mesh_get_surface_count", "mesh"), &VisualServer::mesh_get_surface_count);
	ClassDB::bind_method(D_METHOD("mesh_set_custom_aabb", "mesh", "aabb"), &VisualServer::mesh_set_custom_aabb);
	ClassDB::bind_method(D_METHOD("mesh_get_custom_aabb", "mesh"), &VisualServer::mesh_get_custom_aabb);
	ClassDB::bind_method(D_METHOD("mesh_clear", "mesh"), &VisualServer::mesh_clear);

	ClassDB::bind_method(D_METHOD("multimesh_create"), &VisualServer::multimesh_create);
	ClassDB::bind_method(D_METHOD("multimesh_allocate", "multimesh", "instances", "transform_format", "color_format", "custom_data_format"), &VisualServer::multimesh_allocate, DEFVAL(MULTIMESH_CUSTOM_DATA_NONE));
	ClassDB::bind_method(D_METHOD("multimesh_get_instance_count", "multimesh"), &VisualServer::multimesh_get_instance_count);
	ClassDB::bind_method(D_METHOD("multimesh_set_mesh", "multimesh", "mesh"), &VisualServer::multimesh_set_mesh);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform", "multimesh", "index", "transform"), &VisualServer::multimesh_instance_set_transform);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform_2d", "multimesh", "index", "transform"), &VisualServer::multimesh_instance_set_transform_2d);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_color", "multimesh", "index", "color"), &VisualServer::multimesh_instance_set_color);
	ClassDB::bind_method(D_METHOD("multimesh_instance_set_custom_data", "multimesh", "index", "custom_data"), &VisualServer::multimesh_instance_set_custom_data);
	ClassDB::bind_method(D_METHOD("multimesh_get_mesh", "multimesh"), &VisualServer::multimesh_get_mesh);
	ClassDB::bind_method(D_METHOD("multimesh_get_aabb", "multimesh"), &VisualServer::multimesh_get_aabb);
	ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform", "multimesh", "index"), &VisualServer::multimesh_instance_get_transform);
	ClassDB::bind_method(D_METHOD("multimesh_instance_get_transform_2d", "multimesh", "index"), &VisualServer::multimesh_instance_get_transform_2d);
	ClassDB::bind_method(D_METHOD("multimesh_instance_get_color", "multimesh", "index"), &VisualServer::multimesh_instance_get_color);
	ClassDB::bind_method(D_METHOD("multimesh_instance_get_custom_data", "multimesh", "index"), &VisualServer::multimesh_instance_get_custom_data);
	ClassDB::bind_method(D_METHOD("multimesh_set_visible_instances", "multimesh", "visible"), &VisualServer::multimesh_set_visible_instances);
	ClassDB::bind_method(D_METHOD("multimesh_get_visible_instances", "multimesh"), &VisualServer::multimesh_get_visible_instances);
	ClassDB::bind_method(D_METHOD("multimesh_set_as_bulk_array", "multimesh", "array"), &VisualServer::multimesh_set_as_bulk_array);
	ClassDB::bind_method(D_METHOD("multimesh_set_as_bulk_array_interpolated", "multimesh", "array", "array_previous"), &VisualServer::multimesh_set_as_bulk_array_interpolated);
	ClassDB::bind_method(D_METHOD("multimesh_set_physics_interpolated", "multimesh", "interpolated"), &VisualServer::multimesh_set_physics_interpolated);
	ClassDB::bind_method(D_METHOD("multimesh_set_physics_interpolation_quality", "multimesh", "quality"), &VisualServer::multimesh_set_physics_interpolation_quality);
	ClassDB::bind_method(D_METHOD("multimesh_instance_reset_physics_interpolation", "multimesh", "index"), &VisualServer::multimesh_instance_reset_physics_interpolation);
#ifndef _3D_DISABLED
	ClassDB::bind_method(D_METHOD("immediate_create"), &VisualServer::immediate_create);
	ClassDB::bind_method(D_METHOD("immediate_begin", "immediate", "primitive", "texture"), &VisualServer::immediate_begin, DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("immediate_vertex", "immediate", "vertex"), &VisualServer::immediate_vertex);
	ClassDB::bind_method(D_METHOD("immediate_vertex_2d", "immediate", "vertex"), &VisualServer::immediate_vertex_2d);
	ClassDB::bind_method(D_METHOD("immediate_normal", "immediate", "normal"), &VisualServer::immediate_normal);
	ClassDB::bind_method(D_METHOD("immediate_tangent", "immediate", "tangent"), &VisualServer::immediate_tangent);
	ClassDB::bind_method(D_METHOD("immediate_color", "immediate", "color"), &VisualServer::immediate_color);
	ClassDB::bind_method(D_METHOD("immediate_uv", "immediate", "tex_uv"), &VisualServer::immediate_uv);
	ClassDB::bind_method(D_METHOD("immediate_uv2", "immediate", "tex_uv"), &VisualServer::immediate_uv2);
	ClassDB::bind_method(D_METHOD("immediate_end", "immediate"), &VisualServer::immediate_end);
	ClassDB::bind_method(D_METHOD("immediate_clear", "immediate"), &VisualServer::immediate_clear);
	ClassDB::bind_method(D_METHOD("immediate_set_material", "immediate", "material"), &VisualServer::immediate_set_material);
	ClassDB::bind_method(D_METHOD("immediate_get_material", "immediate"), &VisualServer::immediate_get_material);
#endif

	ClassDB::bind_method(D_METHOD("skeleton_create"), &VisualServer::skeleton_create);
	ClassDB::bind_method(D_METHOD("skeleton_allocate", "skeleton", "bones", "is_2d_skeleton"), &VisualServer::skeleton_allocate, DEFVAL(false));
	ClassDB::bind_method(D_METHOD("skeleton_get_bone_count", "skeleton"), &VisualServer::skeleton_get_bone_count);
	ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform", "skeleton", "bone", "transform"), &VisualServer::skeleton_bone_set_transform);
	ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform", "skeleton", "bone"), &VisualServer::skeleton_bone_get_transform);
	ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform_2d", "skeleton", "bone", "transform"), &VisualServer::skeleton_bone_set_transform_2d);
	ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform_2d", "skeleton", "bone"), &VisualServer::skeleton_bone_get_transform_2d);

#ifndef _3D_DISABLED
	ClassDB::bind_method(D_METHOD("directional_light_create"), &VisualServer::directional_light_create);
	ClassDB::bind_method(D_METHOD("omni_light_create"), &VisualServer::omni_light_create);
	ClassDB::bind_method(D_METHOD("spot_light_create"), &VisualServer::spot_light_create);

	ClassDB::bind_method(D_METHOD("light_set_color", "light", "color"), &VisualServer::light_set_color);
	ClassDB::bind_method(D_METHOD("light_set_param", "light", "param", "value"), &VisualServer::light_set_param);
	ClassDB::bind_method(D_METHOD("light_set_shadow", "light", "enabled"), &VisualServer::light_set_shadow);
	ClassDB::bind_method(D_METHOD("light_set_shadow_color", "light", "color"), &VisualServer::light_set_shadow_color);
	ClassDB::bind_method(D_METHOD("light_set_projector", "light", "texture"), &VisualServer::light_set_projector);
	ClassDB::bind_method(D_METHOD("light_set_negative", "light", "enable"), &VisualServer::light_set_negative);
	ClassDB::bind_method(D_METHOD("light_set_cull_mask", "light", "mask"), &VisualServer::light_set_cull_mask);
	ClassDB::bind_method(D_METHOD("light_set_reverse_cull_face_mode", "light", "enabled"), &VisualServer::light_set_reverse_cull_face_mode);
	ClassDB::bind_method(D_METHOD("light_set_use_gi", "light", "enabled"), &VisualServer::light_set_use_gi);
	ClassDB::bind_method(D_METHOD("light_set_bake_mode", "light", "bake_mode"), &VisualServer::light_set_bake_mode);

	ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &VisualServer::light_omni_set_shadow_mode);
	ClassDB::bind_method(D_METHOD("light_omni_set_shadow_detail", "light", "detail"), &VisualServer::light_omni_set_shadow_detail);

	ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &VisualServer::light_directional_set_shadow_mode);
	ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &VisualServer::light_directional_set_blend_splits);
	ClassDB::bind_method(D_METHOD("light_directional_set_shadow_depth_range_mode", "light", "range_mode"), &VisualServer::light_directional_set_shadow_depth_range_mode);

	ClassDB::bind_method(D_METHOD("reflection_probe_create"), &VisualServer::reflection_probe_create);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_update_mode", "probe", "mode"), &VisualServer::reflection_probe_set_update_mode);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_intensity", "probe", "intensity"), &VisualServer::reflection_probe_set_intensity);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient", "probe", "color"), &VisualServer::reflection_probe_set_interior_ambient);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_energy", "probe", "energy"), &VisualServer::reflection_probe_set_interior_ambient_energy);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_interior_ambient_probe_contribution", "probe", "contrib"), &VisualServer::reflection_probe_set_interior_ambient_probe_contribution);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_max_distance", "probe", "distance"), &VisualServer::reflection_probe_set_max_distance);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_extents", "probe", "extents"), &VisualServer::reflection_probe_set_extents);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_origin_offset", "probe", "offset"), &VisualServer::reflection_probe_set_origin_offset);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_as_interior", "probe", "enable"), &VisualServer::reflection_probe_set_as_interior);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_box_projection", "probe", "enable"), &VisualServer::reflection_probe_set_enable_box_projection);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &VisualServer::reflection_probe_set_enable_shadows);
	ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &VisualServer::reflection_probe_set_cull_mask);

	ClassDB::bind_method(D_METHOD("gi_probe_create"), &VisualServer::gi_probe_create);
	ClassDB::bind_method(D_METHOD("gi_probe_set_bounds", "probe", "bounds"), &VisualServer::gi_probe_set_bounds);
	ClassDB::bind_method(D_METHOD("gi_probe_get_bounds", "probe"), &VisualServer::gi_probe_get_bounds);
	ClassDB::bind_method(D_METHOD("gi_probe_set_cell_size", "probe", "range"), &VisualServer::gi_probe_set_cell_size);
	ClassDB::bind_method(D_METHOD("gi_probe_get_cell_size", "probe"), &VisualServer::gi_probe_get_cell_size);
	ClassDB::bind_method(D_METHOD("gi_probe_set_to_cell_xform", "probe", "xform"), &VisualServer::gi_probe_set_to_cell_xform);
	ClassDB::bind_method(D_METHOD("gi_probe_get_to_cell_xform", "probe"), &VisualServer::gi_probe_get_to_cell_xform);
	ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_data", "probe", "data"), &VisualServer::gi_probe_set_dynamic_data);
	ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_data", "probe"), &VisualServer::gi_probe_get_dynamic_data);
	ClassDB::bind_method(D_METHOD("gi_probe_set_dynamic_range", "probe", "range"), &VisualServer::gi_probe_set_dynamic_range);
	ClassDB::bind_method(D_METHOD("gi_probe_get_dynamic_range", "probe"), &VisualServer::gi_probe_get_dynamic_range);
	ClassDB::bind_method(D_METHOD("gi_probe_set_energy", "probe", "energy"), &VisualServer::gi_probe_set_energy);
	ClassDB::bind_method(D_METHOD("gi_probe_get_energy", "probe"), &VisualServer::gi_probe_get_energy);
	ClassDB::bind_method(D_METHOD("gi_probe_set_bias", "probe", "bias"), &VisualServer::gi_probe_set_bias);
	ClassDB::bind_method(D_METHOD("gi_probe_get_bias", "probe"), &VisualServer::gi_probe_get_bias);
	ClassDB::bind_method(D_METHOD("gi_probe_set_normal_bias", "probe", "bias"), &VisualServer::gi_probe_set_normal_bias);
	ClassDB::bind_method(D_METHOD("gi_probe_get_normal_bias", "probe"), &VisualServer::gi_probe_get_normal_bias);
	ClassDB::bind_method(D_METHOD("gi_probe_set_propagation", "probe", "propagation"), &VisualServer::gi_probe_set_propagation);
	ClassDB::bind_method(D_METHOD("gi_probe_get_propagation", "probe"), &VisualServer::gi_probe_get_propagation);
	ClassDB::bind_method(D_METHOD("gi_probe_set_interior", "probe", "enable"), &VisualServer::gi_probe_set_interior);
	ClassDB::bind_method(D_METHOD("gi_probe_is_interior", "probe"), &VisualServer::gi_probe_is_interior);
	ClassDB::bind_method(D_METHOD("gi_probe_set_compress", "probe", "enable"), &VisualServer::gi_probe_set_compress);
	ClassDB::bind_method(D_METHOD("gi_probe_is_compressed", "probe"), &VisualServer::gi_probe_is_compressed);

	ClassDB::bind_method(D_METHOD("lightmap_capture_create"), &VisualServer::lightmap_capture_create);
	ClassDB::bind_method(D_METHOD("lightmap_capture_set_bounds", "capture", "bounds"), &VisualServer::lightmap_capture_set_bounds);
	ClassDB::bind_method(D_METHOD("lightmap_capture_get_bounds", "capture"), &VisualServer::lightmap_capture_get_bounds);
	ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree", "capture", "octree"), &VisualServer::lightmap_capture_set_octree);
	ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_transform", "capture", "xform"), &VisualServer::lightmap_capture_set_octree_cell_transform);
	ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_transform", "capture"), &VisualServer::lightmap_capture_get_octree_cell_transform);
	ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_subdiv", "capture", "subdiv"), &VisualServer::lightmap_capture_set_octree_cell_subdiv);
	ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_subdiv", "capture"), &VisualServer::lightmap_capture_get_octree_cell_subdiv);
	ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree", "capture"), &VisualServer::lightmap_capture_get_octree);
	ClassDB::bind_method(D_METHOD("lightmap_capture_set_energy", "capture", "energy"), &VisualServer::lightmap_capture_set_energy);
	ClassDB::bind_method(D_METHOD("lightmap_capture_get_energy", "capture"), &VisualServer::lightmap_capture_get_energy);
	ClassDB::bind_method(D_METHOD("lightmap_capture_set_interior", "capture", "interior"), &VisualServer::lightmap_capture_set_interior);
	ClassDB::bind_method(D_METHOD("lightmap_capture_is_interior", "capture"), &VisualServer::lightmap_capture_is_interior);
#endif
	ClassDB::bind_method(D_METHOD("particles_create"), &VisualServer::particles_create);
	ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &VisualServer::particles_set_emitting);
	ClassDB::bind_method(D_METHOD("particles_get_emitting", "particles"), &VisualServer::particles_get_emitting);
	ClassDB::bind_method(D_METHOD("particles_set_amount", "particles", "amount"), &VisualServer::particles_set_amount);
	ClassDB::bind_method(D_METHOD("particles_set_lifetime", "particles", "lifetime"), &VisualServer::particles_set_lifetime);
	ClassDB::bind_method(D_METHOD("particles_set_one_shot", "particles", "one_shot"), &VisualServer::particles_set_one_shot);
	ClassDB::bind_method(D_METHOD("particles_set_pre_process_time", "particles", "time"), &VisualServer::particles_set_pre_process_time);
	ClassDB::bind_method(D_METHOD("particles_set_explosiveness_ratio", "particles", "ratio"), &VisualServer::particles_set_explosiveness_ratio);
	ClassDB::bind_method(D_METHOD("particles_set_randomness_ratio", "particles", "ratio"), &VisualServer::particles_set_randomness_ratio);
	ClassDB::bind_method(D_METHOD("particles_set_custom_aabb", "particles", "aabb"), &VisualServer::particles_set_custom_aabb);
	ClassDB::bind_method(D_METHOD("particles_set_speed_scale", "particles", "scale"), &VisualServer::particles_set_speed_scale);
	ClassDB::bind_method(D_METHOD("particles_set_use_local_coordinates", "particles", "enable"), &VisualServer::particles_set_use_local_coordinates);
	ClassDB::bind_method(D_METHOD("particles_set_process_material", "particles", "material"), &VisualServer::particles_set_process_material);
	ClassDB::bind_method(D_METHOD("particles_set_fixed_fps", "particles", "fps"), &VisualServer::particles_set_fixed_fps);
	ClassDB::bind_method(D_METHOD("particles_set_fractional_delta", "particles", "enable"), &VisualServer::particles_set_fractional_delta);
	ClassDB::bind_method(D_METHOD("particles_is_inactive", "particles"), &VisualServer::particles_is_inactive);
	ClassDB::bind_method(D_METHOD("particles_request_process", "particles"), &VisualServer::particles_request_process);
	ClassDB::bind_method(D_METHOD("particles_restart", "particles"), &VisualServer::particles_restart);
	ClassDB::bind_method(D_METHOD("particles_set_draw_order", "particles", "order"), &VisualServer::particles_set_draw_order);
	ClassDB::bind_method(D_METHOD("particles_set_draw_passes", "particles", "count"), &VisualServer::particles_set_draw_passes);
	ClassDB::bind_method(D_METHOD("particles_set_draw_pass_mesh", "particles", "pass", "mesh"), &VisualServer::particles_set_draw_pass_mesh);
	ClassDB::bind_method(D_METHOD("particles_get_current_aabb", "particles"), &VisualServer::particles_get_current_aabb);
	ClassDB::bind_method(D_METHOD("particles_set_emission_transform", "particles", "transform"), &VisualServer::particles_set_emission_transform);

	ClassDB::bind_method(D_METHOD("camera_create"), &VisualServer::camera_create);
	ClassDB::bind_method(D_METHOD("camera_set_perspective", "camera", "fovy_degrees", "z_near", "z_far"), &VisualServer::camera_set_perspective);
	ClassDB::bind_method(D_METHOD("camera_set_orthogonal", "camera", "size", "z_near", "z_far"), &VisualServer::camera_set_orthogonal);
	ClassDB::bind_method(D_METHOD("camera_set_frustum", "camera", "size", "offset", "z_near", "z_far"), &VisualServer::camera_set_frustum);
	ClassDB::bind_method(D_METHOD("camera_set_transform", "camera", "transform"), &VisualServer::camera_set_transform);
	ClassDB::bind_method(D_METHOD("camera_set_cull_mask", "camera", "layers"), &VisualServer::camera_set_cull_mask);
	ClassDB::bind_method(D_METHOD("camera_set_environment", "camera", "env"), &VisualServer::camera_set_environment);
	ClassDB::bind_method(D_METHOD("camera_set_use_vertical_aspect", "camera", "enable"), &VisualServer::camera_set_use_vertical_aspect);

	ClassDB::bind_method(D_METHOD("viewport_create"), &VisualServer::viewport_create);
	ClassDB::bind_method(D_METHOD("viewport_set_use_arvr", "viewport", "use_arvr"), &VisualServer::viewport_set_use_arvr);
	ClassDB::bind_method(D_METHOD("viewport_set_size", "viewport", "width", "height"), &VisualServer::viewport_set_size);
	ClassDB::bind_method(D_METHOD("viewport_set_active", "viewport", "active"), &VisualServer::viewport_set_active);
	ClassDB::bind_method(D_METHOD("viewport_set_parent_viewport", "viewport", "parent_viewport"), &VisualServer::viewport_set_parent_viewport);
	ClassDB::bind_method(D_METHOD("viewport_attach_to_screen", "viewport", "rect", "screen"), &VisualServer::viewport_attach_to_screen, DEFVAL(Rect2()), DEFVAL(0));
	ClassDB::bind_method(D_METHOD("viewport_set_render_direct_to_screen", "viewport", "enabled"), &VisualServer::viewport_set_render_direct_to_screen);
	ClassDB::bind_method(D_METHOD("viewport_detach", "viewport"), &VisualServer::viewport_detach);
	ClassDB::bind_method(D_METHOD("viewport_set_update_mode", "viewport", "update_mode"), &VisualServer::viewport_set_update_mode);
	ClassDB::bind_method(D_METHOD("viewport_set_vflip", "viewport", "enabled"), &VisualServer::viewport_set_vflip);
	ClassDB::bind_method(D_METHOD("viewport_set_clear_mode", "viewport", "clear_mode"), &VisualServer::viewport_set_clear_mode);
	ClassDB::bind_method(D_METHOD("viewport_get_texture", "viewport"), &VisualServer::viewport_get_texture);
	ClassDB::bind_method(D_METHOD("viewport_set_hide_scenario", "viewport", "hidden"), &VisualServer::viewport_set_hide_scenario);
	ClassDB::bind_method(D_METHOD("viewport_set_hide_canvas", "viewport", "hidden"), &VisualServer::viewport_set_hide_canvas);
	ClassDB::bind_method(D_METHOD("viewport_set_disable_environment", "viewport", "disabled"), &VisualServer::viewport_set_disable_environment);
	ClassDB::bind_method(D_METHOD("viewport_set_disable_3d", "viewport", "disabled"), &VisualServer::viewport_set_disable_3d);
	ClassDB::bind_method(D_METHOD("viewport_attach_camera", "viewport", "camera"), &VisualServer::viewport_attach_camera);
	ClassDB::bind_method(D_METHOD("viewport_set_scenario", "viewport", "scenario"), &VisualServer::viewport_set_scenario);
	ClassDB::bind_method(D_METHOD("viewport_attach_canvas", "viewport", "canvas"), &VisualServer::viewport_attach_canvas);
	ClassDB::bind_method(D_METHOD("viewport_remove_canvas", "viewport", "canvas"), &VisualServer::viewport_remove_canvas);
	ClassDB::bind_method(D_METHOD("viewport_set_canvas_transform", "viewport", "canvas", "offset"), &VisualServer::viewport_set_canvas_transform);
	ClassDB::bind_method(D_METHOD("viewport_set_transparent_background", "viewport", "enabled"), &VisualServer::viewport_set_transparent_background);
	ClassDB::bind_method(D_METHOD("viewport_set_global_canvas_transform", "viewport", "transform"), &VisualServer::viewport_set_global_canvas_transform);
	ClassDB::bind_method(D_METHOD("viewport_set_canvas_stacking", "viewport", "canvas", "layer", "sublayer"), &VisualServer::viewport_set_canvas_stacking);
	ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_size", "viewport", "size"), &VisualServer::viewport_set_shadow_atlas_size);
	ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &VisualServer::viewport_set_shadow_atlas_quadrant_subdivision);
	ClassDB::bind_method(D_METHOD("viewport_set_msaa", "viewport", "msaa"), &VisualServer::viewport_set_msaa);
	ClassDB::bind_method(D_METHOD("viewport_set_use_fxaa", "viewport", "fxaa"), &VisualServer::viewport_set_use_fxaa);
	ClassDB::bind_method(D_METHOD("viewport_set_use_debanding", "viewport", "debanding"), &VisualServer::viewport_set_use_debanding);
	ClassDB::bind_method(D_METHOD("viewport_set_sharpen_intensity", "viewport", "intensity"), &VisualServer::viewport_set_sharpen_intensity);
	ClassDB::bind_method(D_METHOD("viewport_set_hdr", "viewport", "enabled"), &VisualServer::viewport_set_hdr);
	ClassDB::bind_method(D_METHOD("viewport_set_use_32_bpc_depth", "viewport", "enabled"), &VisualServer::viewport_set_use_32_bpc_depth);
	ClassDB::bind_method(D_METHOD("viewport_set_usage", "viewport", "usage"), &VisualServer::viewport_set_usage);
	ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "info"), &VisualServer::viewport_get_render_info);
	ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &VisualServer::viewport_set_debug_draw);

	ClassDB::bind_method(D_METHOD("environment_create"), &VisualServer::environment_create);
	ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &VisualServer::environment_set_background);
	ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &VisualServer::environment_set_sky);
	ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &VisualServer::environment_set_sky_custom_fov);
	ClassDB::bind_method(D_METHOD("environment_set_sky_orientation", "env", "orientation"), &VisualServer::environment_set_sky_orientation);
	ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &VisualServer::environment_set_bg_color);
	ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &VisualServer::environment_set_bg_energy);
	ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &VisualServer::environment_set_canvas_max_layer);
	ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "energy", "sky_contibution"), &VisualServer::environment_set_ambient_light, DEFVAL(1.0), DEFVAL(0.0));
	ClassDB::bind_method(D_METHOD("environment_set_dof_blur_near", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_near);
	ClassDB::bind_method(D_METHOD("environment_set_dof_blur_far", "env", "enable", "distance", "transition", "far_amount", "quality"), &VisualServer::environment_set_dof_blur_far);
	ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "level_flags", "intensity", "strength", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap", "bicubic_upscale", "high_quality"), &VisualServer::environment_set_glow);
	ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &VisualServer::environment_set_tonemap);
	ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &VisualServer::environment_set_adjustment);
	ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance", "roughness"), &VisualServer::environment_set_ssr);
	ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "radius2", "intensity2", "bias", "light_affect", "ao_channel_affect", "color", "quality", "blur", "bilateral_sharpness"), &VisualServer::environment_set_ssao);
	ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "color", "sun_color", "sun_amount"), &VisualServer::environment_set_fog);

	ClassDB::bind_method(D_METHOD("environment_set_fog_depth", "env", "enable", "depth_begin", "depth_end", "depth_curve", "transmit", "transmit_curve"), &VisualServer::environment_set_fog_depth);

	ClassDB::bind_method(D_METHOD("environment_set_fog_height", "env", "enable", "min_height", "max_height", "height_curve"), &VisualServer::environment_set_fog_height);

	ClassDB::bind_method(D_METHOD("scenario_create"), &VisualServer::scenario_create);
	ClassDB::bind_method(D_METHOD("scenario_set_debug", "scenario", "debug_mode"), &VisualServer::scenario_set_debug);
	ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &VisualServer::scenario_set_environment);
	ClassDB::bind_method(D_METHOD("scenario_set_reflection_atlas_size", "scenario", "size", "subdiv"), &VisualServer::scenario_set_reflection_atlas_size);
	ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &VisualServer::scenario_set_fallback_environment);

#ifndef _3D_DISABLED

	ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &VisualServer::instance_create2);
	ClassDB::bind_method(D_METHOD("instance_create"), &VisualServer::instance_create);
	ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &VisualServer::instance_set_base);
	ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &VisualServer::instance_set_scenario);
	ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &VisualServer::instance_set_layer_mask);
	ClassDB::bind_method(D_METHOD("instance_set_transform", "instance", "transform"), &VisualServer::instance_set_transform);
	ClassDB::bind_method(D_METHOD("instance_set_interpolated", "instance", "interpolated"), &VisualServer::instance_set_interpolated);
	ClassDB::bind_method(D_METHOD("instance_reset_physics_interpolation", "instance"), &VisualServer::instance_reset_physics_interpolation);
	ClassDB::bind_method(D_METHOD("instance_attach_object_instance_id", "instance", "id"), &VisualServer::instance_attach_object_instance_id);
	ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &VisualServer::instance_set_blend_shape_weight);
	ClassDB::bind_method(D_METHOD("instance_set_surface_material", "instance", "surface", "material"), &VisualServer::instance_set_surface_material);
	ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &VisualServer::instance_set_visible);
	ClassDB::bind_method(D_METHOD("instance_set_use_lightmap", "instance", "lightmap_instance", "lightmap", "lightmap_slice", "lightmap_uv_rect"), &VisualServer::instance_set_use_lightmap, DEFVAL(-1), DEFVAL(Rect2(0, 0, 1, 1)));
	ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &VisualServer::instance_set_custom_aabb);
	ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &VisualServer::instance_attach_skeleton);
	ClassDB::bind_method(D_METHOD("instance_set_exterior", "instance", "enabled"), &VisualServer::instance_set_exterior);
	ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &VisualServer::instance_set_extra_visibility_margin);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &VisualServer::instance_geometry_set_flag);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &VisualServer::instance_geometry_set_cast_shadows_setting);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &VisualServer::instance_geometry_set_material_override);
	ClassDB::bind_method(D_METHOD("instance_geometry_set_material_overlay", "instance", "material"), &VisualServer::instance_geometry_set_material_overlay);

	ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &VisualServer::_instances_cull_aabb_bind, DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &VisualServer::_instances_cull_ray_bind, DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &VisualServer::_instances_cull_convex_bind, DEFVAL(RID()));
#endif
	ClassDB::bind_method(D_METHOD("canvas_create"), &VisualServer::canvas_create);
	ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &VisualServer::canvas_set_item_mirroring);
	ClassDB::bind_method(D_METHOD("canvas_set_modulate", "canvas", "color"), &VisualServer::canvas_set_modulate);

	ClassDB::bind_method(D_METHOD("canvas_item_create"), &VisualServer::canvas_item_create);
	ClassDB::bind_method(D_METHOD("canvas_item_set_parent", "item", "parent"), &VisualServer::canvas_item_set_parent);
	ClassDB::bind_method(D_METHOD("canvas_item_set_visible", "item", "visible"), &VisualServer::canvas_item_set_visible);
	ClassDB::bind_method(D_METHOD("canvas_item_set_light_mask", "item", "mask"), &VisualServer::canvas_item_set_light_mask);
	ClassDB::bind_method(D_METHOD("canvas_item_set_transform", "item", "transform"), &VisualServer::canvas_item_set_transform);
	ClassDB::bind_method(D_METHOD("canvas_item_set_clip", "item", "clip"), &VisualServer::canvas_item_set_clip);
	ClassDB::bind_method(D_METHOD("canvas_item_set_distance_field_mode", "item", "enabled"), &VisualServer::canvas_item_set_distance_field_mode);
	ClassDB::bind_method(D_METHOD("canvas_item_set_custom_rect", "item", "use_custom_rect", "rect"), &VisualServer::canvas_item_set_custom_rect, DEFVAL(Rect2()));
	ClassDB::bind_method(D_METHOD("canvas_item_set_modulate", "item", "color"), &VisualServer::canvas_item_set_modulate);
	ClassDB::bind_method(D_METHOD("canvas_item_set_self_modulate", "item", "color"), &VisualServer::canvas_item_set_self_modulate);
	ClassDB::bind_method(D_METHOD("canvas_item_set_draw_behind_parent", "item", "enabled"), &VisualServer::canvas_item_set_draw_behind_parent);
	ClassDB::bind_method(D_METHOD("canvas_item_add_line", "item", "from", "to", "color", "width", "antialiased"), &VisualServer::canvas_item_add_line, DEFVAL(1.0), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("canvas_item_add_polyline", "item", "points", "colors", "width", "antialiased"), &VisualServer::canvas_item_add_polyline, DEFVAL(1.0), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("canvas_item_add_rect", "item", "rect", "color"), &VisualServer::canvas_item_add_rect);
	ClassDB::bind_method(D_METHOD("canvas_item_add_circle", "item", "pos", "radius", "color"), &VisualServer::canvas_item_add_circle);
	ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect", "item", "rect", "texture", "tile", "modulate", "transpose", "normal_map"), &VisualServer::canvas_item_add_texture_rect, DEFVAL(false), DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect_region", "item", "rect", "texture", "src_rect", "modulate", "transpose", "normal_map", "clip_uv"), &VisualServer::canvas_item_add_texture_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID()), DEFVAL(true));
	ClassDB::bind_method(D_METHOD("canvas_item_add_nine_patch", "item", "rect", "source", "texture", "topleft", "bottomright", "x_axis_mode", "y_axis_mode", "draw_center", "modulate", "normal_map"), &VisualServer::canvas_item_add_nine_patch, DEFVAL(NINE_PATCH_STRETCH), DEFVAL(NINE_PATCH_STRETCH), DEFVAL(true), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture", "width", "normal_map"), &VisualServer::canvas_item_add_primitive, DEFVAL(1.0), DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("canvas_item_add_polygon", "item", "points", "colors", "uvs", "texture", "normal_map", "antialiased"), &VisualServer::canvas_item_add_polygon, DEFVAL(Vector<Point2>()), DEFVAL(RID()), DEFVAL(RID()), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "bones", "weights", "texture", "count", "normal_map", "antialiased", "antialiasing_use_indices"), &VisualServer::canvas_item_add_triangle_array, DEFVAL(Vector<Point2>()), DEFVAL(Vector<int>()), DEFVAL(Vector<float>()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID()), DEFVAL(false), DEFVAL(false));
	ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "transform", "modulate", "texture", "normal_map"), &VisualServer::canvas_item_add_mesh, DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()), DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "texture", "normal_map"), &VisualServer::canvas_item_add_multimesh, DEFVAL(RID()));
	ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture", "normal_map"), &VisualServer::canvas_item_add_particles);
	ClassDB::bind_method(D_METHOD("canvas_item_add_set_transform", "item", "transform"), &VisualServer::canvas_item_add_set_transform);
	ClassDB::bind_method(D_METHOD("canvas_item_add_clip_ignore", "item", "ignore"), &VisualServer::canvas_item_add_clip_ignore);
	ClassDB::bind_method(D_METHOD("canvas_item_set_sort_children_by_y", "item", "enabled"), &VisualServer::canvas_item_set_sort_children_by_y);
	ClassDB::bind_method(D_METHOD("canvas_item_set_z_index", "item", "z_index"), &VisualServer::canvas_item_set_z_index);
	ClassDB::bind_method(D_METHOD("canvas_item_set_z_as_relative_to_parent", "item", "enabled"), &VisualServer::canvas_item_set_z_as_relative_to_parent);
	ClassDB::bind_method(D_METHOD("canvas_item_set_copy_to_backbuffer", "item", "enabled", "rect"), &VisualServer::canvas_item_set_copy_to_backbuffer);
	ClassDB::bind_method(D_METHOD("canvas_item_set_interpolated", "item", "interpolated"), &VisualServer::canvas_item_set_interpolated);
	ClassDB::bind_method(D_METHOD("canvas_item_reset_physics_interpolation", "item"), &VisualServer::canvas_item_reset_physics_interpolation);
	ClassDB::bind_method(D_METHOD("canvas_item_transform_physics_interpolation", "item", "xform"), &VisualServer::canvas_item_transform_physics_interpolation);
	ClassDB::bind_method(D_METHOD("canvas_item_clear", "item"), &VisualServer::canvas_item_clear);
	ClassDB::bind_method(D_METHOD("canvas_item_set_draw_index", "item", "index"), &VisualServer::canvas_item_set_draw_index);
	ClassDB::bind_method(D_METHOD("canvas_item_set_material", "item", "material"), &VisualServer::canvas_item_set_material);
	ClassDB::bind_method(D_METHOD("canvas_item_set_use_parent_material", "item", "enabled"), &VisualServer::canvas_item_set_use_parent_material);
	ClassDB::bind_method(D_METHOD("debug_canvas_item_get_rect", "item"), &VisualServer::debug_canvas_item_get_rect);
	ClassDB::bind_method(D_METHOD("debug_canvas_item_get_local_bound", "item"), &VisualServer::debug_canvas_item_get_local_bound);
	ClassDB::bind_method(D_METHOD("canvas_light_create"), &VisualServer::canvas_light_create);
	ClassDB::bind_method(D_METHOD("canvas_light_attach_to_canvas", "light", "canvas"), &VisualServer::canvas_light_attach_to_canvas);
	ClassDB::bind_method(D_METHOD("canvas_light_set_enabled", "light", "enabled"), &VisualServer::canvas_light_set_enabled);
	ClassDB::bind_method(D_METHOD("canvas_light_set_scale", "light", "scale"), &VisualServer::canvas_light_set_scale);
	ClassDB::bind_method(D_METHOD("canvas_light_set_transform", "light", "transform"), &VisualServer::canvas_light_set_transform);
	ClassDB::bind_method(D_METHOD("canvas_light_set_texture", "light", "texture"), &VisualServer::canvas_light_set_texture);
	ClassDB::bind_method(D_METHOD("canvas_light_set_texture_offset", "light", "offset"), &VisualServer::canvas_light_set_texture_offset);
	ClassDB::bind_method(D_METHOD("canvas_light_set_color", "light", "color"), &VisualServer::canvas_light_set_color);
	ClassDB::bind_method(D_METHOD("canvas_light_set_height", "light", "height"), &VisualServer::canvas_light_set_height);
	ClassDB::bind_method(D_METHOD("canvas_light_set_energy", "light", "energy"), &VisualServer::canvas_light_set_energy);
	ClassDB::bind_method(D_METHOD("canvas_light_set_z_range", "light", "min_z", "max_z"), &VisualServer::canvas_light_set_z_range);
	ClassDB::bind_method(D_METHOD("canvas_light_set_layer_range", "light", "min_layer", "max_layer"), &VisualServer::canvas_light_set_layer_range);
	ClassDB::bind_method(D_METHOD("canvas_light_set_item_cull_mask", "light", "mask"), &VisualServer::canvas_light_set_item_cull_mask);
	ClassDB::bind_method(D_METHOD("canvas_light_set_item_shadow_cull_mask", "light", "mask"), &VisualServer::canvas_light_set_item_shadow_cull_mask);
	ClassDB::bind_method(D_METHOD("canvas_light_set_mode", "light", "mode"), &VisualServer::canvas_light_set_mode);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_enabled", "light", "enabled"), &VisualServer::canvas_light_set_shadow_enabled);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_buffer_size", "light", "size"), &VisualServer::canvas_light_set_shadow_buffer_size);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_gradient_length", "light", "length"), &VisualServer::canvas_light_set_shadow_gradient_length);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_filter", "light", "filter"), &VisualServer::canvas_light_set_shadow_filter);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_color", "light", "color"), &VisualServer::canvas_light_set_shadow_color);
	ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_smooth", "light", "smooth"), &VisualServer::canvas_light_set_shadow_smooth);
	ClassDB::bind_method(D_METHOD("canvas_light_set_interpolated", "light", "interpolated"), &VisualServer::canvas_light_set_interpolated);
	ClassDB::bind_method(D_METHOD("canvas_light_reset_physics_interpolation", "light"), &VisualServer::canvas_light_reset_physics_interpolation);
	ClassDB::bind_method(D_METHOD("canvas_light_transform_physics_interpolation", "light", "xform"), &VisualServer::canvas_light_transform_physics_interpolation);

	ClassDB::bind_method(D_METHOD("canvas_light_occluder_create"), &VisualServer::canvas_light_occluder_create);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_attach_to_canvas", "occluder", "canvas"), &VisualServer::canvas_light_occluder_attach_to_canvas);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_enabled", "occluder", "enabled"), &VisualServer::canvas_light_occluder_set_enabled);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_polygon", "occluder", "polygon"), &VisualServer::canvas_light_occluder_set_polygon);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_transform", "occluder", "transform"), &VisualServer::canvas_light_occluder_set_transform);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_light_mask", "occluder", "mask"), &VisualServer::canvas_light_occluder_set_light_mask);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_interpolated", "occluder", "interpolated"), &VisualServer::canvas_light_occluder_set_interpolated);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_reset_physics_interpolation", "occluder"), &VisualServer::canvas_light_occluder_reset_physics_interpolation);
	ClassDB::bind_method(D_METHOD("canvas_light_occluder_transform_physics_interpolation", "occluder", "xform"), &VisualServer::canvas_light_occluder_transform_physics_interpolation);

	ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_create"), &VisualServer::canvas_occluder_polygon_create);
	ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape", "occluder_polygon", "shape", "closed"), &VisualServer::canvas_occluder_polygon_set_shape);
	ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape_as_lines", "occluder_polygon", "shape"), &VisualServer::canvas_occluder_polygon_set_shape_as_lines);
	ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_cull_mode", "occluder_polygon", "mode"), &VisualServer::canvas_occluder_polygon_set_cull_mode);

	ClassDB::bind_method(D_METHOD("black_bars_set_margins", "left", "top", "right", "bottom"), &VisualServer::black_bars_set_margins);
	ClassDB::bind_method(D_METHOD("black_bars_set_images", "left", "top", "right", "bottom"), &VisualServer::black_bars_set_images);

	ClassDB::bind_method(D_METHOD("free_rid", "rid"), &VisualServer::free); // shouldn't conflict with Object::free()

	ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &VisualServer::request_frame_drawn_callback);
	ClassDB::bind_method(D_METHOD("has_changed", "queried_priority"), &VisualServer::has_changed, DEFVAL(CHANGED_PRIORITY_ANY));
	ClassDB::bind_method(D_METHOD("init"), &VisualServer::init);
	ClassDB::bind_method(D_METHOD("finish"), &VisualServer::finish);
	ClassDB::bind_method(D_METHOD("get_render_info", "info"), &VisualServer::get_render_info);
	ClassDB::bind_method(D_METHOD("get_video_adapter_name"), &VisualServer::get_video_adapter_name);
	ClassDB::bind_method(D_METHOD("get_video_adapter_vendor"), &VisualServer::get_video_adapter_vendor);
#ifndef _3D_DISABLED

	ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &VisualServer::make_sphere_mesh);
	ClassDB::bind_method(D_METHOD("get_test_cube"), &VisualServer::get_test_cube);
#endif
	ClassDB::bind_method(D_METHOD("get_test_texture"), &VisualServer::get_test_texture);
	ClassDB::bind_method(D_METHOD("get_white_texture"), &VisualServer::get_white_texture);

	ClassDB::bind_method(D_METHOD("set_boot_image", "image", "color", "scale", "use_filter"), &VisualServer::set_boot_image, DEFVAL(true));
	ClassDB::bind_method(D_METHOD("set_default_clear_color", "color"), &VisualServer::set_default_clear_color);
	ClassDB::bind_method(D_METHOD("set_shader_time_scale", "scale"), &VisualServer::set_shader_time_scale);

	ClassDB::bind_method(D_METHOD("has_feature", "feature"), &VisualServer::has_feature);
	ClassDB::bind_method(D_METHOD("has_os_feature", "feature"), &VisualServer::has_os_feature);
	ClassDB::bind_method(D_METHOD("set_debug_generate_wireframes", "generate"), &VisualServer::set_debug_generate_wireframes);
	ClassDB::bind_method(D_METHOD("set_use_occlusion_culling", "enable"), &VisualServer::set_use_occlusion_culling);

	ClassDB::bind_method(D_METHOD("is_render_loop_enabled"), &VisualServer::is_render_loop_enabled);
	ClassDB::bind_method(D_METHOD("set_render_loop_enabled", "enabled"), &VisualServer::set_render_loop_enabled);
	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "render_loop_enabled"), "set_render_loop_enabled", "is_render_loop_enabled");

	BIND_CONSTANT(NO_INDEX_ARRAY);
	BIND_CONSTANT(ARRAY_WEIGHTS_SIZE);
	BIND_CONSTANT(CANVAS_ITEM_Z_MIN);
	BIND_CONSTANT(CANVAS_ITEM_Z_MAX);
	BIND_CONSTANT(MAX_GLOW_LEVELS);
	BIND_CONSTANT(MAX_CURSORS);
	BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN);
	BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MAX);

	BIND_ENUM_CONSTANT(CUBEMAP_LEFT);
	BIND_ENUM_CONSTANT(CUBEMAP_RIGHT);
	BIND_ENUM_CONSTANT(CUBEMAP_BOTTOM);
	BIND_ENUM_CONSTANT(CUBEMAP_TOP);
	BIND_ENUM_CONSTANT(CUBEMAP_FRONT);
	BIND_ENUM_CONSTANT(CUBEMAP_BACK);

	BIND_ENUM_CONSTANT(TEXTURE_TYPE_2D);
	BIND_ENUM_CONSTANT(TEXTURE_TYPE_CUBEMAP);
	BIND_ENUM_CONSTANT(TEXTURE_TYPE_2D_ARRAY);
	BIND_ENUM_CONSTANT(TEXTURE_TYPE_3D);

	BIND_ENUM_CONSTANT(TEXTURE_FLAG_MIPMAPS);
	BIND_ENUM_CONSTANT(TEXTURE_FLAG_REPEAT);
	BIND_ENUM_CONSTANT(TEXTURE_FLAG_FILTER);
	BIND_ENUM_CONSTANT(TEXTURE_FLAG_ANISOTROPIC_FILTER);
	BIND_ENUM_CONSTANT(TEXTURE_FLAG_CONVERT_TO_LINEAR);
	BIND_ENUM_CONSTANT(TEXTURE_FLAG_MIRRORED_REPEAT);
	BIND_ENUM_CONSTANT(TEXTURE_FLAG_USED_FOR_STREAMING);
	BIND_ENUM_CONSTANT(TEXTURE_FLAGS_DEFAULT);

	BIND_ENUM_CONSTANT(SHADER_SPATIAL);
	BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
	BIND_ENUM_CONSTANT(SHADER_PARTICLES);
	BIND_ENUM_CONSTANT(SHADER_MAX);

	BIND_ENUM_CONSTANT(ARRAY_VERTEX);
	BIND_ENUM_CONSTANT(ARRAY_NORMAL);
	BIND_ENUM_CONSTANT(ARRAY_TANGENT);
	BIND_ENUM_CONSTANT(ARRAY_COLOR);
	BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
	BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
	BIND_ENUM_CONSTANT(ARRAY_BONES);
	BIND_ENUM_CONSTANT(ARRAY_WEIGHTS);
	BIND_ENUM_CONSTANT(ARRAY_INDEX);
	BIND_ENUM_CONSTANT(ARRAY_MAX);

	BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
	BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_VERTEX);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_NORMAL);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TANGENT);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_COLOR);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV2);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_BONES);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_WEIGHTS);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_INDEX);
	BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
	BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_16_BIT_BONES);
	BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION);
	BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);

	BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
	BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
	BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP);
	BIND_ENUM_CONSTANT(PRIMITIVE_LINE_LOOP);
	BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES);
	BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP);
	BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_FAN);
	BIND_ENUM_CONSTANT(PRIMITIVE_MAX);

	BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
	BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);

	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL);
	BIND_ENUM_CONSTANT(LIGHT_OMNI);
	BIND_ENUM_CONSTANT(LIGHT_SPOT);

	BIND_ENUM_CONSTANT(LIGHT_PARAM_ENERGY);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_INDIRECT_ENERGY);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SIZE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SPECULAR);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_RANGE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ANGLE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ATTENUATION);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_CONTACT_SHADOW_SIZE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_MAX_DISTANCE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_FADE_START);
	BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);

	BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED);
	BIND_ENUM_CONSTANT(LIGHT_BAKE_INDIRECT);
	BIND_ENUM_CONSTANT(LIGHT_BAKE_ALL);

	BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
	BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
	BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_VERTICAL);
	BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL);

	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
	BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED);

	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE);
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE);
	BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ALWAYS);

	BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ALWAYS);
	BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_NEVER);
	BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ONLY_NEXT_FRAME);

	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_2X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_16X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_EXT_2X);
	BIND_ENUM_CONSTANT(VIEWPORT_MSAA_EXT_4X);

	BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D);
	BIND_ENUM_CONSTANT(VIEWPORT_USAGE_2D_NO_SAMPLING);
	BIND_ENUM_CONSTANT(VIEWPORT_USAGE_3D);
	BIND_ENUM_CONSTANT(VIEWPORT_USAGE_3D_NO_EFFECTS);

	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_2D_ITEMS_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_2D_DRAW_CALLS_IN_FRAME);
	BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MAX);

	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DISABLED);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_UNSHADED);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OVERDRAW);
	BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_WIREFRAME);

	BIND_ENUM_CONSTANT(SCENARIO_DEBUG_DISABLED);
	BIND_ENUM_CONSTANT(SCENARIO_DEBUG_WIREFRAME);
	BIND_ENUM_CONSTANT(SCENARIO_DEBUG_OVERDRAW);
	BIND_ENUM_CONSTANT(SCENARIO_DEBUG_SHADELESS);

	BIND_ENUM_CONSTANT(INSTANCE_NONE);
	BIND_ENUM_CONSTANT(INSTANCE_MESH);
	BIND_ENUM_CONSTANT(INSTANCE_MULTIMESH);
	BIND_ENUM_CONSTANT(INSTANCE_IMMEDIATE);
	BIND_ENUM_CONSTANT(INSTANCE_PARTICLES);
	BIND_ENUM_CONSTANT(INSTANCE_LIGHT);
	BIND_ENUM_CONSTANT(INSTANCE_REFLECTION_PROBE);
	BIND_ENUM_CONSTANT(INSTANCE_GI_PROBE);
	BIND_ENUM_CONSTANT(INSTANCE_LIGHTMAP_CAPTURE);
	BIND_ENUM_CONSTANT(INSTANCE_MAX);
	BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);

	BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
	BIND_ENUM_CONSTANT(INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
	BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX);

	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_ON);
	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);

	BIND_ENUM_CONSTANT(NINE_PATCH_STRETCH);
	BIND_ENUM_CONSTANT(NINE_PATCH_TILE);
	BIND_ENUM_CONSTANT(NINE_PATCH_TILE_FIT);

	BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_ADD);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_SUB);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MIX);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MASK);

	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_NONE);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF3);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF5);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF7);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF9);
	BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF13);

	BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_DISABLED);
	BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE);
	BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE);

	BIND_ENUM_CONSTANT(INFO_OBJECTS_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_VERTICES_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_MATERIAL_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_SHADER_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_SHADER_COMPILES_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_SURFACE_CHANGES_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_DRAW_CALLS_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_2D_ITEMS_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_2D_DRAW_CALLS_IN_FRAME);
	BIND_ENUM_CONSTANT(INFO_USAGE_VIDEO_MEM_TOTAL);
	BIND_ENUM_CONSTANT(INFO_VIDEO_MEM_USED);
	BIND_ENUM_CONSTANT(INFO_TEXTURE_MEM_USED);
	BIND_ENUM_CONSTANT(INFO_VERTEX_MEM_USED);

	BIND_ENUM_CONSTANT(FEATURE_SHADERS);
	BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED);

	BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D);
	BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D);
	BIND_ENUM_CONSTANT(MULTIMESH_COLOR_NONE);
	BIND_ENUM_CONSTANT(MULTIMESH_COLOR_8BIT);
	BIND_ENUM_CONSTANT(MULTIMESH_COLOR_FLOAT);
	BIND_ENUM_CONSTANT(MULTIMESH_CUSTOM_DATA_NONE);
	BIND_ENUM_CONSTANT(MULTIMESH_CUSTOM_DATA_8BIT);
	BIND_ENUM_CONSTANT(MULTIMESH_CUSTOM_DATA_FLOAT);
	BIND_ENUM_CONSTANT(MULTIMESH_INTERP_QUALITY_FAST);
	BIND_ENUM_CONSTANT(MULTIMESH_INTERP_QUALITY_HIGH);

	BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE);
	BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);

	BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX);
	BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME);
	BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_VIEW_DEPTH);

	BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR);
	BIND_ENUM_CONSTANT(ENV_BG_COLOR);
	BIND_ENUM_CONSTANT(ENV_BG_SKY);
	BIND_ENUM_CONSTANT(ENV_BG_COLOR_SKY);
	BIND_ENUM_CONSTANT(ENV_BG_CANVAS);
	BIND_ENUM_CONSTANT(ENV_BG_KEEP);
	BIND_ENUM_CONSTANT(ENV_BG_MAX);

	BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_LOW);
	BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(ENV_DOF_BLUR_QUALITY_HIGH);

	BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_ADDITIVE);
	BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SCREEN);
	BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
	BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);

	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_LINEAR);
	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_REINHARD);
	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES_FITTED);

	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW);
	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM);
	BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);

	BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_DISABLED);
	BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_1x1);
	BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_2x2);
	BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_3x3);

	BIND_ENUM_CONSTANT(CHANGED_PRIORITY_ANY);
	BIND_ENUM_CONSTANT(CHANGED_PRIORITY_LOW);
	BIND_ENUM_CONSTANT(CHANGED_PRIORITY_HIGH);

	ADD_SIGNAL(MethodInfo("frame_pre_draw"));
	ADD_SIGNAL(MethodInfo("frame_post_draw"));
}

void VisualServer::_canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &p_margins, const Color &p_modulate) {
	ERR_FAIL_COND(p_margins.size() != 4);
	//canvas_item_add_style_box(p_item,p_rect,p_source,p_texture,Vector2(p_margins[0],p_margins[1]),Vector2(p_margins[2],p_margins[3]),true,p_modulate);
}

void VisualServer::_camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
	camera_set_orthogonal(p_camera, p_size, p_z_near, p_z_far);
}

void VisualServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry::MeshData &p_mesh_data) {
	PoolVector<Vector3> vertices;
	PoolVector<Vector3> normals;

	for (int i = 0; i < p_mesh_data.faces.size(); i++) {
		const Geometry::MeshData::Face &f = p_mesh_data.faces[i];

		for (int j = 2; j < f.indices.size(); j++) {
#define _ADD_VERTEX(m_idx)                                      \
	vertices.push_back(p_mesh_data.vertices[f.indices[m_idx]]); \
	normals.push_back(f.plane.normal);

			_ADD_VERTEX(0);
			_ADD_VERTEX(j - 1);
			_ADD_VERTEX(j);
		}
	}

	Array d;
	d.resize(VS::ARRAY_MAX);
	d[ARRAY_VERTEX] = vertices;
	d[ARRAY_NORMAL] = normals;
	mesh_add_surface_from_arrays(p_mesh, PRIMITIVE_TRIANGLES, d);
}

void VisualServer::mesh_add_surface_from_planes(RID p_mesh, const PoolVector<Plane> &p_planes) {
	Geometry::MeshData mdata = Geometry::build_convex_mesh(p_planes);
	mesh_add_surface_from_mesh_data(p_mesh, mdata);
}

void VisualServer::immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex) {
	immediate_vertex(p_immediate, Vector3(p_vertex.x, p_vertex.y, 0));
}

RID VisualServer::instance_create2(RID p_base, RID p_scenario) {
	RID instance = instance_create();
	instance_set_base(instance, p_base);
	instance_set_scenario(instance, p_scenario);

	// instance_create2 is used mainly by editor instances.
	// These should not be culled by the portal system when it is active, so we set their mode to global,
	// for frustum culling only.
	instance_set_portal_mode(instance, VisualServer::INSTANCE_PORTAL_MODE_GLOBAL);
	return instance;
}

bool VisualServer::is_render_loop_enabled() const {
	return render_loop_enabled;
}

void VisualServer::set_render_loop_enabled(bool p_enabled) {
	render_loop_enabled = p_enabled;
}

#ifdef DEBUG_ENABLED
bool VisualServer::is_force_shader_fallbacks_enabled() const {
	return force_shader_fallbacks;
}

void VisualServer::set_force_shader_fallbacks_enabled(bool p_enabled) {
	force_shader_fallbacks = p_enabled;
}
#endif

VisualServer::VisualServer() {
	//ERR_FAIL_COND(singleton);
	singleton = this;

	GLOBAL_DEF_RST("rendering/vram_compression/import_bptc", false);
	GLOBAL_DEF_RST("rendering/vram_compression/import_s3tc", true);
	GLOBAL_DEF_RST("rendering/vram_compression/import_etc", false);
	GLOBAL_DEF_RST("rendering/vram_compression/import_etc2", true);
	GLOBAL_DEF_RST("rendering/vram_compression/import_pvrtc", false);

	GLOBAL_DEF("rendering/misc/lossless_compression/force_png", false);
	GLOBAL_DEF("rendering/misc/lossless_compression/webp_compression_level", 2);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/misc/lossless_compression/webp_compression_level", PropertyInfo(Variant::INT, "rendering/misc/lossless_compression/webp_compression_level", PROPERTY_HINT_RANGE, "0,9,1"));

	GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/time/time_rollover_secs", PropertyInfo(Variant::REAL, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater"));

	GLOBAL_DEF("rendering/quality/directional_shadow/size", 4096);
	GLOBAL_DEF("rendering/quality/directional_shadow/size.mobile", 2048);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384,256"));
	GLOBAL_DEF_RST("rendering/quality/shadow_atlas/size", 4096);
	GLOBAL_DEF("rendering/quality/shadow_atlas/size.mobile", 2048);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/size", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/size", PROPERTY_HINT_RANGE, "256,16384,256"));
	GLOBAL_DEF_RST("rendering/quality/shadow_atlas/cubemap_size", 512);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/cubemap_size", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/cubemap_size", PROPERTY_HINT_RANGE, "64,16384,64"));
	GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_0_subdiv", 1);
	GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_1_subdiv", 2);
	GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_2_subdiv", 3);
	GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_3_subdiv", 4);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_0_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_1_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_2_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_3_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));

	GLOBAL_DEF("rendering/quality/shadows/filter_mode", 1);
	GLOBAL_DEF("rendering/quality/shadows/filter_mode.mobile", 0);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadows/filter_mode", PropertyInfo(Variant::INT, "rendering/quality/shadows/filter_mode", PROPERTY_HINT_ENUM, "Disabled,PCF5,PCF13"));

	GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true);
	GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections.mobile", false);
	GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx", true);
	GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx.mobile", false);
	GLOBAL_DEF("rendering/quality/reflections/irradiance_max_size", 128);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/reflections/irradiance_max_size", PropertyInfo(Variant::INT, "rendering/quality/reflections/irradiance_max_size", PROPERTY_HINT_RANGE, "32,2048"));

	GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false);
	GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true);
	GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley", false);
	GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley.mobile", true);
	GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx", false);
	GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx.mobile", true);

	GLOBAL_DEF_RST("rendering/misc/mesh_storage/split_stream", false);

	GLOBAL_DEF_RST("rendering/quality/shading/use_physical_light_attenuation", false);

	GLOBAL_DEF("rendering/quality/depth_prepass/enable", true);
	GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");

	GLOBAL_DEF("rendering/quality/filters/anisotropic_filter_level", 4);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/filters/anisotropic_filter_level", PropertyInfo(Variant::INT, "rendering/quality/filters/anisotropic_filter_level", PROPERTY_HINT_RANGE, "1,16,1"));
	GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false);

	GLOBAL_DEF("rendering/quality/skinning/software_skinning_fallback", true);
	GLOBAL_DEF("rendering/quality/skinning/force_software_skinning", false);

	const char *sz_balance_render_tree = "rendering/quality/spatial_partitioning/render_tree_balance";
	GLOBAL_DEF(sz_balance_render_tree, 0.0f);
	ProjectSettings::get_singleton()->set_custom_property_info(sz_balance_render_tree, PropertyInfo(Variant::REAL, sz_balance_render_tree, PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));

	GLOBAL_DEF_RST("rendering/2d/options/use_software_skinning", true);
	GLOBAL_DEF_RST("rendering/2d/options/ninepatch_mode", 1);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/options/ninepatch_mode", PropertyInfo(Variant::INT, "rendering/2d/options/ninepatch_mode", PROPERTY_HINT_ENUM, "Fixed,Scaling"));

	GLOBAL_DEF_RST("rendering/2d/opengl/batching_send_null", 0);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/batching_send_null", PropertyInfo(Variant::INT, "rendering/2d/opengl/batching_send_null", PROPERTY_HINT_ENUM, "Default (On),Off,On"));
	GLOBAL_DEF_RST("rendering/2d/opengl/batching_stream", 0);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/batching_stream", PropertyInfo(Variant::INT, "rendering/2d/opengl/batching_stream", PROPERTY_HINT_ENUM, "Default (Off),Off,On"));
	GLOBAL_DEF_RST("rendering/2d/opengl/legacy_orphan_buffers", 0);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/legacy_orphan_buffers", PropertyInfo(Variant::INT, "rendering/2d/opengl/legacy_orphan_buffers", PROPERTY_HINT_ENUM, "Default (On),Off,On"));
	GLOBAL_DEF_RST("rendering/2d/opengl/legacy_stream", 0);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/legacy_stream", PropertyInfo(Variant::INT, "rendering/2d/opengl/legacy_stream", PROPERTY_HINT_ENUM, "Default (On),Off,On"));

	GLOBAL_DEF("rendering/batching/options/use_batching", true);
	GLOBAL_DEF_RST("rendering/batching/options/use_batching_in_editor", true);
	GLOBAL_DEF("rendering/batching/options/single_rect_fallback", false);
	GLOBAL_DEF("rendering/batching/options/use_multirect", true);
	GLOBAL_DEF("rendering/batching/parameters/max_join_item_commands", 16);
	GLOBAL_DEF("rendering/batching/parameters/colored_vertex_format_threshold", 0.25f);
	GLOBAL_DEF("rendering/batching/lights/scissor_area_threshold", 1.0f);
	GLOBAL_DEF("rendering/batching/lights/max_join_items", 32);
	GLOBAL_DEF("rendering/batching/parameters/batch_buffer_size", 16384);
	GLOBAL_DEF("rendering/batching/parameters/item_reordering_lookahead", 4);
	GLOBAL_DEF("rendering/batching/debug/flash_batching", false);
	GLOBAL_DEF("rendering/batching/debug/diagnose_frame", false);
	GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float", false);
	GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float.iOS", true);
	GLOBAL_DEF("rendering/gles2/compatibility/enable_high_float.Android", false);
	GLOBAL_DEF("rendering/batching/precision/uv_contract", false);
	GLOBAL_DEF("rendering/batching/precision/uv_contract_amount", 100);

	ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/max_join_item_commands", PropertyInfo(Variant::INT, "rendering/batching/parameters/max_join_item_commands", PROPERTY_HINT_RANGE, "0,65535"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/colored_vertex_format_threshold", PropertyInfo(Variant::REAL, "rendering/batching/parameters/colored_vertex_format_threshold", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/batch_buffer_size", PropertyInfo(Variant::INT, "rendering/batching/parameters/batch_buffer_size", PROPERTY_HINT_RANGE, "8192,65536,1024"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/lights/scissor_area_threshold", PropertyInfo(Variant::REAL, "rendering/batching/lights/scissor_area_threshold", PROPERTY_HINT_RANGE, "0.0,1.0"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/lights/max_join_items", PropertyInfo(Variant::INT, "rendering/batching/lights/max_join_items", PROPERTY_HINT_RANGE, "0,512"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/item_reordering_lookahead", PropertyInfo(Variant::INT, "rendering/batching/parameters/item_reordering_lookahead", PROPERTY_HINT_RANGE, "0,256"));
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/precision/uv_contract_amount", PropertyInfo(Variant::INT, "rendering/batching/precision/uv_contract_amount", PROPERTY_HINT_RANGE, "0,10000"));

	// Portal rendering settings
	GLOBAL_DEF("rendering/portals/pvs/use_simple_pvs", false);
	GLOBAL_DEF("rendering/portals/pvs/pvs_logging", false);
	GLOBAL_DEF("rendering/portals/gameplay/use_signals", true);
	GLOBAL_DEF("rendering/portals/optimize/remove_danglers", true);
	GLOBAL_DEF("rendering/portals/debug/logging", true);
	GLOBAL_DEF("rendering/portals/advanced/flip_imported_portals", false);

	// Occlusion culling
	GLOBAL_DEF("rendering/misc/occlusion_culling/max_active_spheres", 8);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/misc/occlusion_culling/max_active_spheres", PropertyInfo(Variant::INT, "rendering/misc/occlusion_culling/max_active_spheres", PROPERTY_HINT_RANGE, "0,64"));
	GLOBAL_DEF("rendering/misc/occlusion_culling/max_active_polygons", 8);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/misc/occlusion_culling/max_active_polygons", PropertyInfo(Variant::INT, "rendering/misc/occlusion_culling/max_active_polygons", PROPERTY_HINT_RANGE, "0,64"));

	// Async. compilation and caching
#ifdef DEBUG_ENABLED
	if (!Engine::get_singleton()->is_editor_hint()) {
		force_shader_fallbacks = GLOBAL_GET("rendering/gles3/shaders/debug_shader_fallbacks");
	}
#endif
	GLOBAL_DEF("rendering/gles3/shaders/shader_compilation_mode", 0);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/gles3/shaders/shader_compilation_mode", PropertyInfo(Variant::INT, "rendering/gles3/shaders/shader_compilation_mode", PROPERTY_HINT_ENUM, "Synchronous,Asynchronous,Asynchronous + Cache"));
	GLOBAL_DEF("rendering/gles3/shaders/shader_compilation_mode.mobile", 0);
	GLOBAL_DEF("rendering/gles3/shaders/shader_compilation_mode.web", 0);
	GLOBAL_DEF("rendering/gles3/shaders/max_simultaneous_compiles", 2);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/gles3/shaders/max_simultaneous_compiles", PropertyInfo(Variant::INT, "rendering/gles3/shaders/max_simultaneous_compiles", PROPERTY_HINT_RANGE, "1,8,1"));
	GLOBAL_DEF("rendering/gles3/shaders/max_simultaneous_compiles.mobile", 1);
	GLOBAL_DEF("rendering/gles3/shaders/max_simultaneous_compiles.web", 1);
	GLOBAL_DEF("rendering/gles3/shaders/log_active_async_compiles_count", false);
	GLOBAL_DEF("rendering/gles3/shaders/shader_cache_size_mb", 512);
	ProjectSettings::get_singleton()->set_custom_property_info("rendering/gles3/shaders/shader_cache_size_mb", PropertyInfo(Variant::INT, "rendering/gles3/shaders/shader_cache_size_mb", PROPERTY_HINT_RANGE, "128,4096,128"));
	GLOBAL_DEF("rendering/gles3/shaders/shader_cache_size_mb.mobile", 128);
	GLOBAL_DEF("rendering/gles3/shaders/shader_cache_size_mb.web", 128);
}

VisualServer::~VisualServer() {
	singleton = nullptr;
}
