text: /*************************************************************************/
  /*  visual_server.cpp                                                    */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)    */
  /*                                                                       */
  /* 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/method_bind_ext.gen.inc"
  #include "core/project_settings.h"
  
  VisualServer *VisualServer::singleton = NULL;
  VisualServer *(*VisualServer::create_func)() = NULL;
  
  VisualServer *VisualServer::get_singleton() {
  
  	return singleton;
  }
  
  VisualServer *VisualServer::create() {
  
  	ERR_FAIL_COND_V(singleton, NULL);
  
  	if (create_func)
  		return create_func();
  
  	return NULL;
  }
  
  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 = 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 = 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)
  
  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) };
  
  							copymem(&vw[p_offsets[ai] + i * p_stride], 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 };
  
  							copymem(&vw[p_offsets[ai] + i * p_stride], 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) };
  
  							copymem(&vw[p_offsets[ai] + i * p_stride], 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 };
  
  							copymem(&vw[p_offsets[ai] + i * p_stride], 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_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,
  						};
  
  						copymem(&vw[p_offsets[ai] + i * p_stride], 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 };
  						copymem(&vw[p_offsets[ai] + i * p_stride], 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_COMPRESS_TANGENT) {
  
  					for (int i = 0; i < p_vertex_array_len; i++) {
  
  						uint8_t xyzw[4] = {
  							(uint8_t)CLAMP(src[i * 4 + 0] * 127, -128, 127),
  							(uint8_t)CLAMP(src[i * 4 + 1] * 127, -128, 127),
  							(uint8_t)CLAMP(src[i * 4 + 2] * 127, -128, 127),
  							(uint8_t)CLAMP(src[i * 4 + 3] * 127, -128, 127)
  						};
  
  						copymem(&vw[p_offsets[ai] + i * p_stride], 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]
  						};
  
  						copymem(&vw[p_offsets[ai] + i * p_stride], 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);
  						}
  
  						copymem(&vw[p_offsets[ai] + i * p_stride], colors, 4);
  					}
  				} else {
  
  					for (int i = 0; i < p_vertex_array_len; i++) {
  
  						copymem(&vw[p_offsets[ai] + i * p_stride], &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) };
  						copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2);
  					}
  
  				} else {
  					for (int i = 0; i < p_vertex_array_len; i++) {
  
  						float uv[2] = { src[i].x, src[i].y };
  
  						copymem(&vw[p_offsets[ai] + i * p_stride], 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) };
  						copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2);
  					}
  
  				} else {
  					for (int i = 0; i < p_vertex_array_len; i++) {
  
  						float uv[2] = { src[i].x, src[i].y };
  
  						copymem(&vw[p_offsets[ai] + i * p_stride], 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);
  						}
  
  						copymem(&vw[p_offsets[ai] + i * p_stride], 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];
  						}
  
  						copymem(&vw[p_offsets[ai] + i * p_stride], 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);
  						}
  
  						copymem(&vw[p_offsets[ai] + i * p_stride], 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);
  						}
  
  						copymem(&vw[p_offsets[ai] + i * p_stride], 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);
  
  				/* 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];
  
  						copymem(&iw[i * 2], &v, 2);
  					} else {
  						uint32_t v = src[i];
  
  						copymem(&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->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 {
  	uint32_t offsets[ARRAY_MAX];
  	mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets);
  	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) const {
  	uint32_t offsets[ARRAY_MAX];
  	return mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets);
  }
  
  uint32_t VisualServer::mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets) const {
  
  	int total_elem_size = 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;
  				}
  
  			} break;
  			case VS::ARRAY_NORMAL: {
  
  				if (p_format & ARRAY_COMPRESS_NORMAL) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 3;
  				}
  
  			} break;
  
  			case VS::ARRAY_TANGENT: {
  				if (p_format & ARRAY_COMPRESS_TANGENT) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 4;
  				}
  
  			} break;
  			case VS::ARRAY_COLOR: {
  
  				if (p_format & ARRAY_COMPRESS_COLOR) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 4;
  				}
  			} break;
  			case VS::ARRAY_TEX_UV: {
  				if (p_format & ARRAY_COMPRESS_TEX_UV) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 2;
  				}
  
  			} break;
  
  			case VS::ARRAY_TEX_UV2: {
  				if (p_format & ARRAY_COMPRESS_TEX_UV2) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 2;
  				}
  
  			} break;
  			case VS::ARRAY_WEIGHTS: {
  
  				if (p_format & ARRAY_COMPRESS_WEIGHTS) {
  					elem_size = sizeof(uint16_t) * 4;
  				} else {
  					elem_size = sizeof(float) * 4;
  				}
  
  			} 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);
  				}
  
  			} 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;
  			} break;
  			default: {
  				ERR_FAIL_V(0);
  			}
  		}
  
  		r_offsets[i] = total_elem_size;
  		total_elem_size += elem_size;
  	}
  	return total_elem_size;
  }
  
  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) {
  
  	ERR_FAIL_INDEX(p_primitive, VS::PRIMITIVE_MAX);
  	ERR_FAIL_COND(p_arrays.size() != VS::ARRAY_MAX);
  
  	uint32_t format = 0;
  
  	// validation
  	int index_array_len = 0;
  	int array_len = 0;
  
  	for (int i = 0; i < p_arrays.size(); i++) {
  
  		if (p_arrays[i].get_type() == Variant::NIL)
  			continue;
  
  		format |= (1 << i);
  
  		if (i == VS::ARRAY_VERTEX) {
  
  			Variant var = p_arrays[i];
  			switch (var.get_type()) {
  				case Variant::POOL_VECTOR2_ARRAY: {
  					PoolVector<Vector2> v2 = var;
  					array_len = v2.size();
  				} break;
  				case Variant::POOL_VECTOR3_ARRAY: {
  					PoolVector<Vector3> v3 = var;
  					array_len = v3.size();
  				} break;
  				default: {
  					Array v = var;
  					array_len = v.size();
  				} break;
  			}
  
  			array_len = PoolVector3Array(p_arrays[i]).size();
  			ERR_FAIL_COND(array_len == 0);
  		} else if (i == VS::ARRAY_INDEX) {
  
  			index_array_len = PoolIntArray(p_arrays[i]).size();
  		}
  	}
  
  	ERR_FAIL_COND((format & VS::ARRAY_FORMAT_VERTEX) == 0); // 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((bsformat) != (format & (VS::ARRAY_FORMAT_INDEX - 1)));
  		}
  	}
  
  	uint32_t offsets[VS::ARRAY_MAX];
  
  	int total_elem_size = 0;
  
  	for (int i = 0; i < VS::ARRAY_MAX; i++) {
  
  		offsets[i] = 0; //reset
  
  		if (!(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 |= ARRAY_FLAG_USE_2D_VERTICES;
  				} else if (arr.get_type() == Variant::POOL_VECTOR3_ARRAY) {
  					p_compress_format &= ~ARRAY_FLAG_USE_2D_VERTICES;
  					elem_size = 3;
  				} else {
  					elem_size = (p_compress_format & ARRAY_FLAG_USE_2D_VERTICES) ? 2 : 3;
  				}
  
  				if (p_compress_format & ARRAY_COMPRESS_VERTEX) {
  					elem_size *= sizeof(int16_t);
  				} else {
  					elem_size *= sizeof(float);
  				}
  
  				if (elem_size == 6) {
  					//had to pad
  					elem_size = 8;
  				}
  
  			} break;
  			case VS::ARRAY_NORMAL: {
  
  				if (p_compress_format & ARRAY_COMPRESS_NORMAL) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 3;
  				}
  
  			} break;
  
  			case VS::ARRAY_TANGENT: {
  				if (p_compress_format & ARRAY_COMPRESS_TANGENT) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 4;
  				}
  
  			} break;
  			case VS::ARRAY_COLOR: {
  
  				if (p_compress_format & ARRAY_COMPRESS_COLOR) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 4;
  				}
  			} break;
  			case VS::ARRAY_TEX_UV: {
  				if (p_compress_format & ARRAY_COMPRESS_TEX_UV) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 2;
  				}
  
  			} break;
  
  			case VS::ARRAY_TEX_UV2: {
  				if (p_compress_format & ARRAY_COMPRESS_TEX_UV2) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 2;
  				}
  
  			} break;
  			case VS::ARRAY_WEIGHTS: {
  
  				if (p_compress_format & ARRAY_COMPRESS_WEIGHTS) {
  					elem_size = sizeof(uint16_t) * 4;
  				} else {
  					elem_size = sizeof(float) * 4;
  				}
  
  			} 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 |= ARRAY_FLAG_USE_16_BIT_BONES;
  					elem_size = sizeof(uint16_t) * 4;
  				} else {
  					p_compress_format &= ~ARRAY_FLAG_USE_16_BIT_BONES;
  					elem_size = sizeof(uint32_t);
  				}
  
  			} break;
  			case VS::ARRAY_INDEX: {
  
  				if (index_array_len <= 0) {
  					ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
  					break;
  				}
  				/* determine whether using 16 or 32 bits indices */
  				if (array_len >= (1 << 16)) {
  
  					elem_size = 4;
  
  				} else {
  					elem_size = 2;
  				}
  				offsets[i] = elem_size;
  				continue;
  			} break;
  			default: {
  				ERR_FAIL();
  			}
  		}
  
  		offsets[i] = total_elem_size;
  		total_elem_size += elem_size;
  	}
  
  	uint32_t mask = (1 << ARRAY_MAX) - 1;
  	format |= (~mask) & p_compress_format; //make the full format
  
  	int array_size = total_elem_size * 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, total_elem_size, vertex_array, array_len, index_array, index_array_len, aabb, bone_aabb);
  
  	if (err) {
  		ERR_EXPLAIN("Invalid array format for surface");
  		ERR_FAIL_COND(err != OK);
  	}
  
  	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 err = _surface_set_data(p_blend_shapes[i], format & ~ARRAY_FORMAT_INDEX, offsets, total_elem_size, vertex_array_shape, array_len, noindex, 0, laabb, bone_aabb);
  		aabb.merge_with(laabb);
  		if (err) {
  			ERR_EXPLAIN("Invalid blend shape array format for surface");
  			ERR_FAIL_COND(err != OK);
  		}
  
  		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 {
  
  	uint32_t offsets[ARRAY_MAX];
  
  	int total_elem_size = 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;
  				}
  
  			} break;
  			case VS::ARRAY_NORMAL: {
  
  				if (p_format & ARRAY_COMPRESS_NORMAL) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 3;
  				}
  
  			} break;
  
  			case VS::ARRAY_TANGENT: {
  				if (p_format & ARRAY_COMPRESS_TANGENT) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 4;
  				}
  
  			} break;
  			case VS::ARRAY_COLOR: {
  
  				if (p_format & ARRAY_COMPRESS_COLOR) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 4;
  				}
  			} break;
  			case VS::ARRAY_TEX_UV: {
  				if (p_format & ARRAY_COMPRESS_TEX_UV) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 2;
  				}
  
  			} break;
  
  			case VS::ARRAY_TEX_UV2: {
  				if (p_format & ARRAY_COMPRESS_TEX_UV2) {
  					elem_size = sizeof(uint32_t);
  				} else {
  					elem_size = sizeof(float) * 2;
  				}
  
  			} break;
  			case VS::ARRAY_WEIGHTS: {
  
  				if (p_format & ARRAY_COMPRESS_WEIGHTS) {
  					elem_size = sizeof(uint16_t) * 4;
  				} else {
  					elem_size = sizeof(float) * 4;
  				}
  
  			} 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);
  				}
  
  			} 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;
  			} break;
  			default: {
  				ERR_FAIL_V(Array());
  			}
  		}
  
  		offsets[i] = total_elem_size;
  		total_elem_size += elem_size;
  	}
  
  	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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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_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 * total_elem_size + 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 * total_elem_size + 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_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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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 * total_elem_size + 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_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("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_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"), &VisualServer::mesh_surface_get_format_stride);
  	ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primtive", "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_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);
  #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_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);
  #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_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_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_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_layer", "viewport", "canvas", "layer"), &VisualServer::viewport_set_canvas_layer);
  	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_hdr", "viewport", "enabled"), &VisualServer::viewport_set_hdr);
  	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_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", "bicubic_upscale"), &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_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", "p_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_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"), &VisualServer::instance_set_use_lightmap);
  	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_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &VisualServer::instance_geometry_set_draw_range);
  	ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &VisualServer::instance_geometry_set_as_instance_lod);
  
  	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"), &VisualServer::canvas_item_add_triangle_array, DEFVAL(Vector<Point2>()), DEFVAL(Vector<int>()), DEFVAL(Vector<float>()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID()));
  	ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "texture", "normal_map"), &VisualServer::canvas_item_add_mesh, 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", "h_frames", "v_frames"), &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_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("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_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_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"), &VisualServer::has_changed);
  	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);
  #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"), &VisualServer::set_boot_image);
  	ClassDB::bind_method(D_METHOD("set_default_clear_color", "color"), &VisualServer::set_default_clear_color);
  
  	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);
  
  	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_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_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_MAX);
  
  	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_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_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_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_SURFACE_CHANGES_IN_FRAME);
  	BIND_ENUM_CONSTANT(INFO_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(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_REINHARDT);
  	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_FILMIC);
  	BIND_ENUM_CONSTANT(ENV_TONE_MAPPER_ACES);
  
  	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);
  
  	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);
  	return instance;
  }
  
  VisualServer::VisualServer() {
  
  	//ERR_FAIL_COND(singleton);
  	singleton = this;
  
  	GLOBAL_DEF("rendering/vram_compression/import_bptc", false);
  	GLOBAL_DEF("rendering/vram_compression/import_s3tc", true);
  	GLOBAL_DEF("rendering/vram_compression/import_etc", false);
  	GLOBAL_DEF("rendering/vram_compression/import_etc2", true);
  	GLOBAL_DEF("rendering/vram_compression/import_pvrtc", false);
  
  	GLOBAL_DEF("rendering/quality/directional_shadow/size", 4096);
  	GLOBAL_DEF("rendering/quality/directional_shadow/size.mobile", 2048);
  	GLOBAL_DEF("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"));
  	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/shading/force_vertex_shading", false);
  	GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true);
  
  	GLOBAL_DEF("rendering/quality/depth_prepass/enable", true);
  	GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno");
  }
  
  VisualServer::~VisualServer() {
  
  	singleton = NULL;
  }
  