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/*************************************************************************/
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/* renderer_scene_render_rd.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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. */
/*************************************************************************/
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# ifndef RENDERING_SERVER_SCENE_RENDER_RD_H
# define RENDERING_SERVER_SCENE_RENDER_RD_H
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# include "core/templates/local_vector.h"
# include "core/templates/rid_owner.h"
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# include "servers/rendering/renderer_compositor.h"
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# include "servers/rendering/renderer_rd/cluster_builder_rd.h"
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# include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
# include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h"
# include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
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# include "servers/rendering/renderer_rd/renderer_storage_rd.h"
# include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
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# include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h"
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# include "servers/rendering/renderer_scene.h"
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# include "servers/rendering/renderer_scene_render.h"
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# include "servers/rendering/rendering_device.h"
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struct RenderDataRD {
RID render_buffers = RID ( ) ;
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Transform3D cam_transform = Transform3D ( ) ;
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CameraMatrix cam_projection = CameraMatrix ( ) ;
bool cam_ortogonal = false ;
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// For stereo rendering
uint32_t view_count = 1 ;
CameraMatrix view_projection [ RendererSceneRender : : MAX_RENDER_VIEWS ] ;
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float z_near = 0.0 ;
float z_far = 0.0 ;
const PagedArray < RendererSceneRender : : GeometryInstance * > * instances = nullptr ;
const PagedArray < RID > * lights = nullptr ;
const PagedArray < RID > * reflection_probes = nullptr ;
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const PagedArray < RID > * voxel_gi_instances = nullptr ;
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const PagedArray < RID > * decals = nullptr ;
const PagedArray < RID > * lightmaps = nullptr ;
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const PagedArray < RID > * fog_volumes = nullptr ;
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RID environment = RID ( ) ;
RID camera_effects = RID ( ) ;
RID shadow_atlas = RID ( ) ;
RID reflection_atlas = RID ( ) ;
RID reflection_probe = RID ( ) ;
int reflection_probe_pass = 0 ;
float lod_distance_multiplier = 0.0 ;
Plane lod_camera_plane = Plane ( ) ;
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float screen_mesh_lod_threshold = 0.0 ;
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RID cluster_buffer = RID ( ) ;
uint32_t cluster_size = 0 ;
uint32_t cluster_max_elements = 0 ;
uint32_t directional_light_count = 0 ;
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bool directional_light_soft_shadows = false ;
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RendererScene : : RenderInfo * render_info = nullptr ;
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} ;
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class RendererSceneRenderRD : public RendererSceneRender {
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friend RendererSceneSkyRD ;
friend RendererSceneGIRD ;
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protected :
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RendererStorageRD * storage ;
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double time ;
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double time_step = 0 ;
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struct RenderBufferData {
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virtual void configure ( RID p_color_buffer , RID p_depth_buffer , RID p_target_buffer , int p_width , int p_height , RS : : ViewportMSAA p_msaa , uint32_t p_view_count ) = 0 ;
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virtual ~ RenderBufferData ( ) { }
} ;
virtual RenderBufferData * _create_render_buffer_data ( ) = 0 ;
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void _setup_lights ( const PagedArray < RID > & p_lights , const Transform3D & p_camera_transform , RID p_shadow_atlas , bool p_using_shadows , uint32_t & r_directional_light_count , uint32_t & r_positional_light_count , bool & r_directional_light_soft_shadows ) ;
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void _setup_decals ( const PagedArray < RID > & p_decals , const Transform3D & p_camera_inverse_xform ) ;
void _setup_reflections ( const PagedArray < RID > & p_reflections , const Transform3D & p_camera_inverse_transform , RID p_environment ) ;
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virtual void _render_scene ( RenderDataRD * p_render_data , const Color & p_default_color ) = 0 ;
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virtual void _render_shadow_begin ( ) = 0 ;
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virtual void _render_shadow_append ( RID p_framebuffer , const PagedArray < GeometryInstance * > & p_instances , const CameraMatrix & p_projection , const Transform3D & p_transform , float p_zfar , float p_bias , float p_normal_bias , bool p_use_dp , bool p_use_dp_flip , bool p_use_pancake , const Plane & p_camera_plane = Plane ( ) , float p_lod_distance_multiplier = 0.0 , float p_screen_mesh_lod_threshold = 0.0 , const Rect2i & p_rect = Rect2i ( ) , bool p_flip_y = false , bool p_clear_region = true , bool p_begin = true , bool p_end = true , RendererScene : : RenderInfo * p_render_info = nullptr ) = 0 ;
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virtual void _render_shadow_process ( ) = 0 ;
virtual void _render_shadow_end ( uint32_t p_barrier = RD : : BARRIER_MASK_ALL ) = 0 ;
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virtual void _render_material ( const Transform3D & p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_ortogonal , const PagedArray < GeometryInstance * > & p_instances , RID p_framebuffer , const Rect2i & p_region ) = 0 ;
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virtual void _render_uv2 ( const PagedArray < GeometryInstance * > & p_instances , RID p_framebuffer , const Rect2i & p_region ) = 0 ;
virtual void _render_sdfgi ( RID p_render_buffers , const Vector3i & p_from , const Vector3i & p_size , const AABB & p_bounds , const PagedArray < GeometryInstance * > & p_instances , const RID & p_albedo_texture , const RID & p_emission_texture , const RID & p_emission_aniso_texture , const RID & p_geom_facing_texture ) = 0 ;
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virtual void _render_particle_collider_heightfield ( RID p_fb , const Transform3D & p_cam_transform , const CameraMatrix & p_cam_projection , const PagedArray < GeometryInstance * > & p_instances ) = 0 ;
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void _debug_sdfgi_probes ( RID p_render_buffers , RD : : DrawListID p_draw_list , RID p_framebuffer , const CameraMatrix & p_camera_with_transform ) ;
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void _debug_draw_cluster ( RID p_render_buffers ) ;
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RenderBufferData * render_buffers_get_data ( RID p_render_buffers ) ;
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virtual void _base_uniforms_changed ( ) = 0 ;
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virtual RID _render_buffers_get_normal_texture ( RID p_render_buffers ) = 0 ;
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void _process_ssao ( RID p_render_buffers , RID p_environment , RID p_normal_buffer , const CameraMatrix & p_projection ) ;
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void _process_ssr ( RID p_render_buffers , RID p_dest_framebuffer , RID p_normal_buffer , RID p_specular_buffer , RID p_metallic , const Color & p_metallic_mask , RID p_environment , const CameraMatrix & p_projection , bool p_use_additive ) ;
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void _process_sss ( RID p_render_buffers , const CameraMatrix & p_camera ) ;
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void _process_ssil ( RID p_render_buffers , RID p_environment , RID p_normal_buffer , const CameraMatrix & p_projection , const Transform3D & p_transform ) ;
void _copy_framebuffer_to_ssil ( RID p_render_buffers ) ;
void _ensure_ss_effects ( RID p_render_buffers , bool p_using_ssil ) ;
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bool _needs_post_prepass_render ( RenderDataRD * p_render_data , bool p_use_gi ) ;
void _post_prepass_render ( RenderDataRD * p_render_data , bool p_use_gi ) ;
void _pre_resolve_render ( RenderDataRD * p_render_data , bool p_use_gi ) ;
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void _pre_opaque_render ( RenderDataRD * p_render_data , bool p_use_ssao , bool p_use_ssil , bool p_use_gi , RID p_normal_roughness_buffer , RID p_voxel_gi_buffer ) ;
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void _render_buffers_copy_screen_texture ( const RenderDataRD * p_render_data ) ;
void _render_buffers_copy_depth_texture ( const RenderDataRD * p_render_data ) ;
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void _render_buffers_post_process_and_tonemap ( const RenderDataRD * p_render_data ) ;
void _post_process_subpass ( RID p_source_texture , RID p_framebuffer , const RenderDataRD * p_render_data ) ;
void _disable_clear_request ( const RenderDataRD * p_render_data ) ;
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// needed for a single argument calls (material and uv2)
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PagedArrayPool < GeometryInstance * > cull_argument_pool ;
PagedArray < GeometryInstance * > cull_argument ; //need this to exist
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RendererSceneGIRD gi ;
RendererSceneSkyRD sky ;
RendererSceneEnvironmentRD * get_environment ( RID p_environment ) {
if ( p_environment . is_valid ( ) ) {
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return environment_owner . get_or_null ( p_environment ) ;
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} else {
return nullptr ;
}
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} ;
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//used for mobile renderer mostly
typedef int32_t ForwardID ;
enum ForwardIDType {
FORWARD_ID_TYPE_OMNI_LIGHT ,
FORWARD_ID_TYPE_SPOT_LIGHT ,
FORWARD_ID_TYPE_REFLECTION_PROBE ,
FORWARD_ID_TYPE_DECAL ,
FORWARD_ID_MAX ,
} ;
virtual ForwardID _allocate_forward_id ( ForwardIDType p_type ) { return - 1 ; }
virtual void _free_forward_id ( ForwardIDType p_type , ForwardID p_id ) { }
virtual void _map_forward_id ( ForwardIDType p_type , ForwardID p_id , uint32_t p_index ) { }
virtual bool _uses_forward_ids ( ) const { return false ; }
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virtual void _update_shader_quality_settings ( ) { }
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private :
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RS : : ViewportDebugDraw debug_draw = RS : : VIEWPORT_DEBUG_DRAW_DISABLED ;
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static RendererSceneRenderRD * singleton ;
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/* REFLECTION ATLAS */
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struct ReflectionAtlas {
int count = 0 ;
int size = 0 ;
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RID reflection ;
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RID depth_buffer ;
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RID depth_fb ;
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struct Reflection {
RID owner ;
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RendererSceneSkyRD : : ReflectionData data ;
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RID fbs [ 6 ] ;
} ;
Vector < Reflection > reflections ;
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ClusterBuilderRD * cluster_builder = nullptr ;
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} ;
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mutable RID_Owner < ReflectionAtlas > reflection_atlas_owner ;
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/* REFLECTION PROBE INSTANCE */
struct ReflectionProbeInstance {
RID probe ;
int atlas_index = - 1 ;
RID atlas ;
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bool dirty = true ;
bool rendering = false ;
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int processing_layer = 1 ;
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int processing_side = 0 ;
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uint32_t render_step = 0 ;
uint64_t last_pass = 0 ;
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uint32_t cull_mask = 0 ;
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ForwardID forward_id = - 1 ;
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Transform3D transform ;
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} ;
mutable RID_Owner < ReflectionProbeInstance > reflection_probe_instance_owner ;
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/* DECAL INSTANCE */
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struct DecalInstance {
RID decal ;
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Transform3D transform ;
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uint32_t cull_mask ;
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ForwardID forward_id = - 1 ;
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} ;
mutable RID_Owner < DecalInstance > decal_instance_owner ;
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/* LIGHTMAP INSTANCE */
struct LightmapInstance {
RID lightmap ;
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Transform3D transform ;
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} ;
mutable RID_Owner < LightmapInstance > lightmap_instance_owner ;
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/* SHADOW ATLAS */
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struct ShadowShrinkStage {
RID texture ;
RID filter_texture ;
uint32_t size ;
} ;
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struct ShadowAtlas {
enum {
QUADRANT_SHIFT = 27 ,
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OMNI_LIGHT_FLAG = 1 < < 26 ,
SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1 ,
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SHADOW_INVALID = 0xFFFFFFFF
} ;
struct Quadrant {
uint32_t subdivision ;
struct Shadow {
RID owner ;
uint64_t version ;
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uint64_t fog_version ; // used for fog
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uint64_t alloc_tick ;
Shadow ( ) {
version = 0 ;
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fog_version = 0 ;
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alloc_tick = 0 ;
}
} ;
Vector < Shadow > shadows ;
Quadrant ( ) {
subdivision = 0 ; //not in use
}
} quadrants [ 4 ] ;
int size_order [ 4 ] = { 0 , 1 , 2 , 3 } ;
uint32_t smallest_subdiv = 0 ;
int size = 0 ;
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bool use_16_bits = false ;
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RID depth ;
RID fb ; //for copying
Map < RID , uint32_t > shadow_owners ;
} ;
RID_Owner < ShadowAtlas > shadow_atlas_owner ;
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void _update_shadow_atlas ( ShadowAtlas * shadow_atlas ) ;
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void _shadow_atlas_invalidate_shadow ( RendererSceneRenderRD : : ShadowAtlas : : Quadrant : : Shadow * p_shadow , RID p_atlas , RendererSceneRenderRD : : ShadowAtlas * p_shadow_atlas , uint32_t p_quadrant , uint32_t p_shadow_idx ) ;
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bool _shadow_atlas_find_shadow ( ShadowAtlas * shadow_atlas , int * p_in_quadrants , int p_quadrant_count , int p_current_subdiv , uint64_t p_tick , int & r_quadrant , int & r_shadow ) ;
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bool _shadow_atlas_find_omni_shadows ( ShadowAtlas * shadow_atlas , int * p_in_quadrants , int p_quadrant_count , int p_current_subdiv , uint64_t p_tick , int & r_quadrant , int & r_shadow ) ;
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RS : : ShadowQuality shadows_quality = RS : : SHADOW_QUALITY_MAX ; //So it always updates when first set
RS : : ShadowQuality directional_shadow_quality = RS : : SHADOW_QUALITY_MAX ;
float shadows_quality_radius = 1.0 ;
float directional_shadow_quality_radius = 1.0 ;
float * directional_penumbra_shadow_kernel ;
float * directional_soft_shadow_kernel ;
float * penumbra_shadow_kernel ;
float * soft_shadow_kernel ;
int directional_penumbra_shadow_samples = 0 ;
int directional_soft_shadow_samples = 0 ;
int penumbra_shadow_samples = 0 ;
int soft_shadow_samples = 0 ;
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RS : : DecalFilter decals_filter = RS : : DECAL_FILTER_LINEAR_MIPMAPS ;
RS : : LightProjectorFilter light_projectors_filter = RS : : LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS ;
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/* DIRECTIONAL SHADOW */
struct DirectionalShadow {
RID depth ;
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RID fb ; //when renderign direct
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int light_count = 0 ;
int size = 0 ;
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bool use_16_bits = false ;
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int current_light = 0 ;
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} directional_shadow ;
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void _update_directional_shadow_atlas ( ) ;
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/* SHADOW CUBEMAPS */
struct ShadowCubemap {
RID cubemap ;
RID side_fb [ 6 ] ;
} ;
Map < int , ShadowCubemap > shadow_cubemaps ;
ShadowCubemap * _get_shadow_cubemap ( int p_size ) ;
void _create_shadow_cubemaps ( ) ;
/* LIGHT INSTANCE */
struct LightInstance {
struct ShadowTransform {
CameraMatrix camera ;
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Transform3D transform ;
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float farplane ;
float split ;
float bias_scale ;
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float shadow_texel_size ;
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float range_begin ;
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Rect2 atlas_rect ;
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Vector2 uv_scale ;
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} ;
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RS : : LightType light_type = RS : : LIGHT_DIRECTIONAL ;
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ShadowTransform shadow_transform [ 6 ] ;
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AABB aabb ;
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RID self ;
RID light ;
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Transform3D transform ;
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Vector3 light_vector ;
Vector3 spot_vector ;
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float linear_att = 0.0 ;
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uint64_t shadow_pass = 0 ;
uint64_t last_scene_pass = 0 ;
uint64_t last_scene_shadow_pass = 0 ;
uint64_t last_pass = 0 ;
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uint32_t cull_mask = 0 ;
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uint32_t light_directional_index = 0 ;
Rect2 directional_rect ;
Set < RID > shadow_atlases ; //shadow atlases where this light is registered
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ForwardID forward_id = - 1 ;
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LightInstance ( ) { }
} ;
mutable RID_Owner < LightInstance > light_instance_owner ;
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/* FOG VOLUMES */
struct FogVolumeInstance {
RID volume ;
Transform3D transform ;
bool active = false ;
} ;
mutable RID_Owner < FogVolumeInstance > fog_volume_instance_owner ;
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/* ENVIRONMENT */
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RS : : EnvironmentSSAOQuality ssao_quality = RS : : ENV_SSAO_QUALITY_MEDIUM ;
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bool ssao_half_size = false ;
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bool ssao_using_half_size = false ;
float ssao_adaptive_target = 0.5 ;
int ssao_blur_passes = 2 ;
float ssao_fadeout_from = 50.0 ;
float ssao_fadeout_to = 300.0 ;
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RS : : EnvironmentSSILQuality ssil_quality = RS : : ENV_SSIL_QUALITY_MEDIUM ;
bool ssil_half_size = false ;
bool ssil_using_half_size = false ;
float ssil_adaptive_target = 0.5 ;
int ssil_blur_passes = 4 ;
float ssil_fadeout_from = 50.0 ;
float ssil_fadeout_to = 300.0 ;
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bool glow_bicubic_upscale = false ;
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bool glow_high_quality = false ;
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RS : : EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS : : ENV_SSR_ROUGNESS_QUALITY_LOW ;
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mutable RID_Owner < RendererSceneEnvironmentRD , true > environment_owner ;
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/* CAMERA EFFECTS */
struct CameraEffects {
bool dof_blur_far_enabled = false ;
float dof_blur_far_distance = 10 ;
float dof_blur_far_transition = 5 ;
bool dof_blur_near_enabled = false ;
float dof_blur_near_distance = 2 ;
float dof_blur_near_transition = 1 ;
float dof_blur_amount = 0.1 ;
bool override_exposure_enabled = false ;
float override_exposure = 1 ;
} ;
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RS : : DOFBlurQuality dof_blur_quality = RS : : DOF_BLUR_QUALITY_MEDIUM ;
RS : : DOFBokehShape dof_blur_bokeh_shape = RS : : DOF_BOKEH_HEXAGON ;
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bool dof_blur_use_jitter = false ;
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RS : : SubSurfaceScatteringQuality sss_quality = RS : : SUB_SURFACE_SCATTERING_QUALITY_MEDIUM ;
float sss_scale = 0.05 ;
float sss_depth_scale = 0.01 ;
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mutable RID_Owner < CameraEffects , true > camera_effects_owner ;
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/* RENDER BUFFERS */
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ClusterBuilderSharedDataRD cluster_builder_shared ;
ClusterBuilderRD * current_cluster_builder = nullptr ;
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struct VolumetricFog ;
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struct RenderBuffers {
RenderBufferData * data = nullptr ;
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int internal_width = 0 ;
int internal_height = 0 ;
int width = 0 ;
int height = 0 ;
float fsr_sharpness = 0.2f ;
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RS : : ViewportMSAA msaa = RS : : VIEWPORT_MSAA_DISABLED ;
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RS : : ViewportScreenSpaceAA screen_space_aa = RS : : VIEWPORT_SCREEN_SPACE_AA_DISABLED ;
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bool use_debanding = false ;
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uint32_t view_count = 1 ;
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RID render_target ;
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uint64_t auto_exposure_version = 1 ;
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RID sss_texture ; //texture for sss. This needs to be a different resolution than blur[0]
RID internal_texture ; //main texture for rendering to, must be filled after done rendering
RID texture ; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling)
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RID depth_texture ; //main depth texture
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RID texture_fb ; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
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RID upscale_texture ; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling)
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RendererSceneGIRD : : SDFGI * sdfgi = nullptr ;
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VolumetricFog * volumetric_fog = nullptr ;
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RendererSceneGIRD : : RenderBuffersGI gi ;
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ClusterBuilderRD * cluster_builder = nullptr ;
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//built-in textures used for ping pong image processing and blurring
struct Blur {
RID texture ;
struct Mipmap {
RID texture ;
int width ;
int height ;
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// only used on mobile renderer
RID fb ;
RID half_texture ;
RID half_fb ;
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} ;
Vector < Mipmap > mipmaps ;
} ;
Blur blur [ 2 ] ; //the second one starts from the first mipmap
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struct WeightBuffers {
RID weight ;
RID fb ; // FB with both texture and weight
} ;
// 2 full size, 2 half size
WeightBuffers weight_buffers [ 4 ] ; // Only used in raster
RID base_weight_fb ; // base buffer for weight
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RID depth_back_texture ;
RID depth_back_fb ; // only used on mobile
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struct Luminance {
Vector < RID > reduce ;
RID current ;
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// used only on mobile renderer
Vector < RID > fb ;
RID current_fb ;
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} luminance ;
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struct SSEffects {
RID linear_depth ;
Vector < RID > linear_depth_slices ;
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RID downsample_uniform_set ;
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RID last_frame ;
Vector < RID > last_frame_slices ;
CameraMatrix last_frame_projection ;
Transform3D last_frame_transform ;
struct SSAO {
RID ao_deinterleaved ;
Vector < RID > ao_deinterleaved_slices ;
RID ao_pong ;
Vector < RID > ao_pong_slices ;
RID ao_final ;
RID importance_map [ 2 ] ;
RID depth_texture_view ;
RID gather_uniform_set ;
RID importance_map_uniform_set ;
} ssao ;
struct SSIL {
RID ssil_final ;
RID deinterleaved ;
Vector < RID > deinterleaved_slices ;
RID pong ;
Vector < RID > pong_slices ;
RID edges ;
Vector < RID > edges_slices ;
RID importance_map [ 2 ] ;
RID depth_texture_view ;
RID gather_uniform_set ;
RID importance_map_uniform_set ;
RID projection_uniform_set ;
} ssil ;
} ss_effects ;
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struct SSR {
RID normal_scaled ;
RID depth_scaled ;
RID blur_radius [ 2 ] ;
} ssr ;
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RID ambient_buffer ;
RID reflection_buffer ;
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} ;
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/* GI */
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bool screen_space_roughness_limiter = false ;
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float screen_space_roughness_limiter_amount = 0.25 ;
float screen_space_roughness_limiter_limit = 0.18 ;
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mutable RID_Owner < RenderBuffers > render_buffers_owner ;
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void _free_render_buffer_data ( RenderBuffers * rb ) ;
void _allocate_blur_textures ( RenderBuffers * rb ) ;
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void _allocate_depth_backbuffer_textures ( RenderBuffers * rb ) ;
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void _allocate_luminance_textures ( RenderBuffers * rb ) ;
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void _render_buffers_debug_draw ( RID p_render_buffers , RID p_shadow_atlas , RID p_occlusion_buffer ) ;
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/* Cluster */
struct Cluster {
/* Scene State UBO */
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// !BAS! Most data here is not just used by our clustering logic but also by other lighting implementations. Maybe rename this struct to something more appropriate
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enum {
REFLECTION_AMBIENT_DISABLED = 0 ,
REFLECTION_AMBIENT_ENVIRONMENT = 1 ,
REFLECTION_AMBIENT_COLOR = 2 ,
} ;
struct ReflectionData {
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float box_extents [ 3 ] ;
float index ;
float box_offset [ 3 ] ;
uint32_t mask ;
float ambient [ 3 ] ; // ambient color,
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float intensity ;
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uint32_t exterior ;
uint32_t box_project ;
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uint32_t ambient_mode ;
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uint32_t pad ;
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float local_matrix [ 16 ] ; // up to here for spot and omni, rest is for directional
} ;
struct LightData {
float position [ 3 ] ;
float inv_radius ;
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float direction [ 3 ] ; // in omni, x and y are used for dual paraboloid offset
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float size ;
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float color [ 3 ] ;
float attenuation ;
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float inv_spot_attenuation ;
float cos_spot_angle ;
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float specular_amount ;
uint32_t shadow_enabled ;
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float atlas_rect [ 4 ] ; // in omni, used for atlas uv, in spot, used for projector uv
float shadow_matrix [ 16 ] ;
float shadow_bias ;
float shadow_normal_bias ;
float transmittance_bias ;
float soft_shadow_size ;
float soft_shadow_scale ;
uint32_t mask ;
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float shadow_volumetric_fog_fade ;
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uint32_t bake_mode ;
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float projector_rect [ 4 ] ;
} ;
struct DirectionalLightData {
float direction [ 3 ] ;
float energy ;
float color [ 3 ] ;
float size ;
float specular ;
uint32_t mask ;
float softshadow_angle ;
float soft_shadow_scale ;
uint32_t blend_splits ;
uint32_t shadow_enabled ;
float fade_from ;
float fade_to ;
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uint32_t pad [ 2 ] ;
uint32_t bake_mode ;
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float shadow_volumetric_fog_fade ;
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float shadow_bias [ 4 ] ;
float shadow_normal_bias [ 4 ] ;
float shadow_transmittance_bias [ 4 ] ;
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float shadow_z_range [ 4 ] ;
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float shadow_range_begin [ 4 ] ;
float shadow_split_offsets [ 4 ] ;
float shadow_matrices [ 4 ] [ 16 ] ;
float shadow_color1 [ 4 ] ;
float shadow_color2 [ 4 ] ;
float shadow_color3 [ 4 ] ;
float shadow_color4 [ 4 ] ;
float uv_scale1 [ 2 ] ;
float uv_scale2 [ 2 ] ;
float uv_scale3 [ 2 ] ;
float uv_scale4 [ 2 ] ;
} ;
struct DecalData {
float xform [ 16 ] ;
float inv_extents [ 3 ] ;
float albedo_mix ;
float albedo_rect [ 4 ] ;
float normal_rect [ 4 ] ;
float orm_rect [ 4 ] ;
float emission_rect [ 4 ] ;
float modulate [ 4 ] ;
float emission_energy ;
uint32_t mask ;
float upper_fade ;
float lower_fade ;
float normal_xform [ 12 ] ;
float normal [ 3 ] ;
float normal_fade ;
} ;
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template < class T >
struct InstanceSort {
float depth ;
T * instance ;
bool operator < ( const InstanceSort & p_sort ) const {
return depth < p_sort . depth ;
}
} ;
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ReflectionData * reflections ;
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InstanceSort < ReflectionProbeInstance > * reflection_sort ;
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uint32_t max_reflections ;
RID reflection_buffer ;
uint32_t max_reflection_probes_per_instance ;
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uint32_t reflection_count = 0 ;
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DecalData * decals ;
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InstanceSort < DecalInstance > * decal_sort ;
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uint32_t max_decals ;
RID decal_buffer ;
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uint32_t decal_count ;
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LightData * omni_lights ;
LightData * spot_lights ;
InstanceSort < LightInstance > * omni_light_sort ;
InstanceSort < LightInstance > * spot_light_sort ;
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uint32_t max_lights ;
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RID omni_light_buffer ;
RID spot_light_buffer ;
uint32_t omni_light_count = 0 ;
uint32_t spot_light_count = 0 ;
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DirectionalLightData * directional_lights ;
uint32_t max_directional_lights ;
RID directional_light_buffer ;
} cluster ;
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struct RenderState {
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const RendererSceneRender : : RenderShadowData * render_shadows = nullptr ;
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int render_shadow_count = 0 ;
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const RendererSceneRender : : RenderSDFGIData * render_sdfgi_regions = nullptr ;
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int render_sdfgi_region_count = 0 ;
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const RendererSceneRender : : RenderSDFGIUpdateData * sdfgi_update_data = nullptr ;
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uint32_t voxel_gi_count = 0 ;
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LocalVector < int > cube_shadows ;
LocalVector < int > shadows ;
LocalVector < int > directional_shadows ;
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bool depth_prepass_used ; // this does not seem used anywhere...
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} render_state ;
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struct VolumetricFog {
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enum {
MAX_TEMPORAL_FRAMES = 16
} ;
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uint32_t width = 0 ;
uint32_t height = 0 ;
uint32_t depth = 0 ;
float length ;
float spread ;
RID light_density_map ;
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RID prev_light_density_map ;
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RID fog_map ;
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RID density_map ;
RID light_map ;
RID emissive_map ;
RID fog_uniform_set ;
RID copy_uniform_set ;
RID process_uniform_set ;
RID process_uniform_set2 ;
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RID sdfgi_uniform_set ;
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RID sky_uniform_set ;
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int last_shadow_filter = - 1 ;
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Transform3D prev_cam_transform ;
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} ;
struct VolumetricFogShader {
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enum FogSet {
FOG_SET_BASE ,
FOG_SET_UNIFORMS ,
FOG_SET_MATERIAL ,
FOG_SET_MAX ,
} ;
struct FogPushConstant {
float position [ 3 ] ;
float pad ;
float extents [ 3 ] ;
float pad2 ;
int32_t corner [ 3 ] ;
uint32_t shape ;
float transform [ 16 ] ;
} ;
struct VolumeUBO {
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float fog_frustum_size_begin [ 2 ] ;
float fog_frustum_size_end [ 2 ] ;
float fog_frustum_end ;
float z_near ;
float z_far ;
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float time ;
int32_t fog_volume_size [ 3 ] ;
uint32_t directional_light_count ;
uint32_t use_temporal_reprojection ;
uint32_t temporal_frame ;
float detail_spread ;
float temporal_blend ;
float to_prev_view [ 16 ] ;
float transform [ 16 ] ;
} ;
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ShaderCompiler compiler ;
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VolumetricFogShaderRD shader ;
FogPushConstant push_constant ;
RID volume_ubo ;
RID default_shader ;
RID default_material ;
RID default_shader_rd ;
RID base_uniform_set ;
RID params_ubo ;
enum {
VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY ,
VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI ,
VOLUMETRIC_FOG_PROCESS_SHADER_FILTER ,
VOLUMETRIC_FOG_PROCESS_SHADER_FOG ,
VOLUMETRIC_FOG_PROCESS_SHADER_COPY ,
VOLUMETRIC_FOG_PROCESS_SHADER_MAX ,
} ;
struct ParamsUBO {
float fog_frustum_size_begin [ 2 ] ;
float fog_frustum_size_end [ 2 ] ;
float fog_frustum_end ;
float ambient_inject ;
float z_far ;
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uint32_t filter_axis ;
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float ambient_color [ 3 ] ;
float sky_contribution ;
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int32_t fog_volume_size [ 3 ] ;
uint32_t directional_light_count ;
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float base_emission [ 3 ] ;
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float base_density ;
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float base_scattering [ 3 ] ;
float phase_g ;
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float detail_spread ;
float gi_inject ;
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uint32_t max_voxel_gi_instances ;
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uint32_t cluster_type_size ;
float screen_size [ 2 ] ;
uint32_t cluster_shift ;
uint32_t cluster_width ;
uint32_t max_cluster_element_count_div_32 ;
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uint32_t use_temporal_reprojection ;
uint32_t temporal_frame ;
float temporal_blend ;
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float cam_rotation [ 12 ] ;
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float to_prev_view [ 16 ] ;
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float radiance_inverse_xform [ 12 ] ;
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} ;
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VolumetricFogProcessShaderRD process_shader ;
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RID process_shader_version ;
RID process_pipelines [ VOLUMETRIC_FOG_PROCESS_SHADER_MAX ] ;
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} volumetric_fog ;
uint32_t volumetric_fog_depth = 128 ;
uint32_t volumetric_fog_size = 128 ;
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bool volumetric_fog_filter_active = true ;
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Vector3i _point_get_position_in_froxel_volume ( const Vector3 & p_point , float fog_end , const Vector2 & fog_near_size , const Vector2 & fog_far_size , float volumetric_fog_detail_spread , const Vector3 & fog_size , const Transform3D & p_cam_transform ) ;
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void _volumetric_fog_erase ( RenderBuffers * rb ) ;
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void _update_volumetric_fog ( RID p_render_buffers , RID p_environment , const CameraMatrix & p_cam_projection , const Transform3D & p_cam_transform , RID p_shadow_atlas , int p_directional_light_count , bool p_use_directional_shadows , int p_positional_light_count , int p_voxel_gi_count , const PagedArray < RID > & p_fog_volumes ) ;
struct FogShaderData : public RendererStorageRD : : ShaderData {
bool valid ;
RID version ;
RID pipeline ;
Map < StringName , ShaderLanguage : : ShaderNode : : Uniform > uniforms ;
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Vector < ShaderCompiler : : GeneratedCode : : Texture > texture_uniforms ;
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Vector < uint32_t > ubo_offsets ;
uint32_t ubo_size ;
String path ;
String code ;
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Map < StringName , Map < int , RID > > default_texture_params ;
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bool uses_time ;
virtual void set_code ( const String & p_Code ) ;
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virtual void set_default_texture_param ( const StringName & p_name , RID p_texture , int p_index ) ;
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virtual void get_param_list ( List < PropertyInfo > * p_param_list ) const ;
virtual void get_instance_param_list ( List < RendererStorage : : InstanceShaderParam > * p_param_list ) const ;
virtual bool is_param_texture ( const StringName & p_param ) const ;
virtual bool is_animated ( ) const ;
virtual bool casts_shadows ( ) const ;
virtual Variant get_default_parameter ( const StringName & p_parameter ) const ;
virtual RS : : ShaderNativeSourceCode get_native_source_code ( ) const ;
FogShaderData ( ) ;
virtual ~ FogShaderData ( ) ;
} ;
struct FogMaterialData : public RendererStorageRD : : MaterialData {
FogShaderData * shader_data ;
RID uniform_set ;
bool uniform_set_updated ;
virtual void set_render_priority ( int p_priority ) { }
virtual void set_next_pass ( RID p_pass ) { }
virtual bool update_parameters ( const Map < StringName , Variant > & p_parameters , bool p_uniform_dirty , bool p_textures_dirty ) ;
virtual ~ FogMaterialData ( ) ;
} ;
RendererStorageRD : : ShaderData * _create_fog_shader_func ( ) ;
static RendererStorageRD : : ShaderData * _create_fog_shader_funcs ( ) ;
RendererStorageRD : : MaterialData * _create_fog_material_func ( FogShaderData * p_shader ) ;
static RendererStorageRD : : MaterialData * _create_fog_material_funcs ( RendererStorageRD : : ShaderData * p_shader ) ;
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RID shadow_sampler ;
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uint64_t scene_pass = 0 ;
uint64_t shadow_atlas_realloc_tolerance_msec = 500 ;
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/* !BAS! is this used anywhere?
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struct SDFGICosineNeighbour {
uint32_t neighbour ;
float weight ;
} ;
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*/
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uint32_t max_cluster_elements = 512 ;
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void _render_shadow_pass ( RID p_light , RID p_shadow_atlas , int p_pass , const PagedArray < GeometryInstance * > & p_instances , const Plane & p_camera_plane = Plane ( ) , float p_lod_distance_multiplier = 0 , float p_screen_mesh_lod_threshold = 0.0 , bool p_open_pass = true , bool p_close_pass = true , bool p_clear_region = true , RendererScene : : RenderInfo * p_render_info = nullptr ) ;
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public :
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virtual Transform3D geometry_instance_get_transform ( GeometryInstance * p_instance ) = 0 ;
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virtual AABB geometry_instance_get_aabb ( GeometryInstance * p_instance ) = 0 ;
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/* SHADOW ATLAS API */
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virtual RID shadow_atlas_create ( ) override ;
virtual void shadow_atlas_set_size ( RID p_atlas , int p_size , bool p_16_bits = false ) override ;
virtual void shadow_atlas_set_quadrant_subdivision ( RID p_atlas , int p_quadrant , int p_subdivision ) override ;
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virtual bool shadow_atlas_update_light ( RID p_atlas , RID p_light_instance , float p_coverage , uint64_t p_light_version ) override ;
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_FORCE_INLINE_ bool shadow_atlas_owns_light_instance ( RID p_atlas , RID p_light_intance ) {
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ShadowAtlas * atlas = shadow_atlas_owner . get_or_null ( p_atlas ) ;
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ERR_FAIL_COND_V ( ! atlas , false ) ;
return atlas - > shadow_owners . has ( p_light_intance ) ;
}
_FORCE_INLINE_ RID shadow_atlas_get_texture ( RID p_atlas ) {
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ShadowAtlas * atlas = shadow_atlas_owner . get_or_null ( p_atlas ) ;
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ERR_FAIL_COND_V ( ! atlas , RID ( ) ) ;
return atlas - > depth ;
}
_FORCE_INLINE_ Size2i shadow_atlas_get_size ( RID p_atlas ) {
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ShadowAtlas * atlas = shadow_atlas_owner . get_or_null ( p_atlas ) ;
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ERR_FAIL_COND_V ( ! atlas , Size2i ( ) ) ;
return Size2 ( atlas - > size , atlas - > size ) ;
}
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virtual void directional_shadow_atlas_set_size ( int p_size , bool p_16_bits = false ) override ;
virtual int get_directional_light_shadow_size ( RID p_light_intance ) override ;
virtual void set_directional_shadow_count ( int p_count ) override ;
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_FORCE_INLINE_ RID directional_shadow_get_texture ( ) {
return directional_shadow . depth ;
}
_FORCE_INLINE_ Size2i directional_shadow_get_size ( ) {
return Size2i ( directional_shadow . size , directional_shadow . size ) ;
}
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/* SDFGI UPDATE */
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virtual void sdfgi_update ( RID p_render_buffers , RID p_environment , const Vector3 & p_world_position ) override ;
virtual int sdfgi_get_pending_region_count ( RID p_render_buffers ) const override ;
virtual AABB sdfgi_get_pending_region_bounds ( RID p_render_buffers , int p_region ) const override ;
virtual uint32_t sdfgi_get_pending_region_cascade ( RID p_render_buffers , int p_region ) const override ;
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RID sdfgi_get_ubo ( ) const { return gi . sdfgi_ubo ; }
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/* SKY API */
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virtual RID sky_allocate ( ) override ;
virtual void sky_initialize ( RID p_rid ) override ;
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virtual void sky_set_radiance_size ( RID p_sky , int p_radiance_size ) override ;
virtual void sky_set_mode ( RID p_sky , RS : : SkyMode p_mode ) override ;
virtual void sky_set_material ( RID p_sky , RID p_material ) override ;
virtual Ref < Image > sky_bake_panorama ( RID p_sky , float p_energy , bool p_bake_irradiance , const Size2i & p_size ) override ;
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/* ENVIRONMENT API */
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virtual RID environment_allocate ( ) override ;
virtual void environment_initialize ( RID p_rid ) override ;
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virtual void environment_set_background ( RID p_env , RS : : EnvironmentBG p_bg ) override ;
virtual void environment_set_sky ( RID p_env , RID p_sky ) override ;
virtual void environment_set_sky_custom_fov ( RID p_env , float p_scale ) override ;
virtual void environment_set_sky_orientation ( RID p_env , const Basis & p_orientation ) override ;
virtual void environment_set_bg_color ( RID p_env , const Color & p_color ) override ;
virtual void environment_set_bg_energy ( RID p_env , float p_energy ) override ;
virtual void environment_set_canvas_max_layer ( RID p_env , int p_max_layer ) override ;
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virtual void environment_set_ambient_light ( RID p_env , const Color & p_color , RS : : EnvironmentAmbientSource p_ambient = RS : : ENV_AMBIENT_SOURCE_BG , float p_energy = 1.0 , float p_sky_contribution = 0.0 , RS : : EnvironmentReflectionSource p_reflection_source = RS : : ENV_REFLECTION_SOURCE_BG ) override ;
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virtual RS : : EnvironmentBG environment_get_background ( RID p_env ) const override ;
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RID environment_get_sky ( RID p_env ) const ;
float environment_get_sky_custom_fov ( RID p_env ) const ;
Basis environment_get_sky_orientation ( RID p_env ) const ;
Color environment_get_bg_color ( RID p_env ) const ;
float environment_get_bg_energy ( RID p_env ) const ;
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virtual int environment_get_canvas_max_layer ( RID p_env ) const override ;
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Color environment_get_ambient_light_color ( RID p_env ) const ;
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RS : : EnvironmentAmbientSource environment_get_ambient_source ( RID p_env ) const ;
float environment_get_ambient_light_energy ( RID p_env ) const ;
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float environment_get_ambient_sky_contribution ( RID p_env ) const ;
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RS : : EnvironmentReflectionSource environment_get_reflection_source ( RID p_env ) const ;
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virtual bool is_environment ( RID p_env ) const override ;
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virtual void environment_set_glow ( RID p_env , bool p_enable , Vector < float > p_levels , float p_intensity , float p_strength , float p_mix , float p_bloom_threshold , RS : : EnvironmentGlowBlendMode p_blend_mode , float p_hdr_bleed_threshold , float p_hdr_bleed_scale , float p_hdr_luminance_cap , float p_glow_map_strength , RID p_glow_map ) override ;
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virtual void environment_glow_set_use_bicubic_upscale ( bool p_enable ) override ;
virtual void environment_glow_set_use_high_quality ( bool p_enable ) override ;
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virtual void environment_set_fog ( RID p_env , bool p_enable , const Color & p_light_color , float p_light_energy , float p_sun_scatter , float p_density , float p_height , float p_height_density , float p_aerial_perspective ) override ;
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bool environment_is_fog_enabled ( RID p_env ) const ;
Color environment_get_fog_light_color ( RID p_env ) const ;
float environment_get_fog_light_energy ( RID p_env ) const ;
float environment_get_fog_sun_scatter ( RID p_env ) const ;
float environment_get_fog_density ( RID p_env ) const ;
float environment_get_fog_height ( RID p_env ) const ;
float environment_get_fog_height_density ( RID p_env ) const ;
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float environment_get_fog_aerial_perspective ( RID p_env ) const ;
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virtual void environment_set_volumetric_fog ( RID p_env , bool p_enable , float p_density , const Color & p_albedo , const Color & p_emission , float p_emission_energy , float p_anisotropy , float p_length , float p_detail_spread , float p_gi_inject , bool p_temporal_reprojection , float p_temporal_reprojection_amount , float p_ambient_inject ) override ;
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virtual void environment_set_volumetric_fog_volume_size ( int p_size , int p_depth ) override ;
virtual void environment_set_volumetric_fog_filter_active ( bool p_enable ) override ;
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virtual void environment_set_ssr ( RID p_env , bool p_enable , int p_max_steps , float p_fade_int , float p_fade_out , float p_depth_tolerance ) override ;
virtual void environment_set_ssao ( RID p_env , bool p_enable , float p_radius , float p_intensity , float p_power , float p_detail , float p_horizon , float p_sharpness , float p_light_affect , float p_ao_channel_affect ) override ;
virtual void environment_set_ssao_quality ( RS : : EnvironmentSSAOQuality p_quality , bool p_half_size , float p_adaptive_target , int p_blur_passes , float p_fadeout_from , float p_fadeout_to ) override ;
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virtual void environment_set_ssil ( RID p_env , bool p_enable , float p_radius , float p_intensity , float p_sharpness , float p_normal_rejection ) override ;
virtual void environment_set_ssil_quality ( RS : : EnvironmentSSILQuality p_quality , bool p_half_size , float p_adaptive_target , int p_blur_passes , float p_fadeout_from , float p_fadeout_to ) override ;
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bool environment_is_ssao_enabled ( RID p_env ) const ;
float environment_get_ssao_ao_affect ( RID p_env ) const ;
float environment_get_ssao_light_affect ( RID p_env ) const ;
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bool environment_is_ssil_enabled ( RID p_env ) const ;
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bool environment_is_ssr_enabled ( RID p_env ) const ;
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bool environment_is_sdfgi_enabled ( RID p_env ) const ;
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virtual void environment_set_sdfgi ( RID p_env , bool p_enable , int p_cascades , float p_min_cell_size , RS : : EnvironmentSDFGIYScale p_y_scale , bool p_use_occlusion , float p_bounce_feedback , bool p_read_sky , float p_energy , float p_normal_bias , float p_probe_bias ) override ;
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virtual void environment_set_sdfgi_ray_count ( RS : : EnvironmentSDFGIRayCount p_ray_count ) override ;
virtual void environment_set_sdfgi_frames_to_converge ( RS : : EnvironmentSDFGIFramesToConverge p_frames ) override ;
virtual void environment_set_sdfgi_frames_to_update_light ( RS : : EnvironmentSDFGIFramesToUpdateLight p_update ) override ;
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virtual void environment_set_ssr_roughness_quality ( RS : : EnvironmentSSRRoughnessQuality p_quality ) override ;
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RS : : EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality ( ) const ;
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virtual void environment_set_tonemap ( RID p_env , RS : : EnvironmentToneMapper p_tone_mapper , float p_exposure , float p_white , bool p_auto_exposure , float p_min_luminance , float p_max_luminance , float p_auto_exp_speed , float p_auto_exp_scale ) override ;
virtual void environment_set_adjustment ( RID p_env , bool p_enable , float p_brightness , float p_contrast , float p_saturation , bool p_use_1d_color_correction , RID p_color_correction ) override ;
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virtual Ref < Image > environment_bake_panorama ( RID p_env , bool p_bake_irradiance , const Size2i & p_size ) override ;
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/* CAMERA EFFECTS */
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virtual RID camera_effects_allocate ( ) override ;
virtual void camera_effects_initialize ( RID p_rid ) override ;
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virtual void camera_effects_set_dof_blur_quality ( RS : : DOFBlurQuality p_quality , bool p_use_jitter ) override ;
virtual void camera_effects_set_dof_blur_bokeh_shape ( RS : : DOFBokehShape p_shape ) override ;
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virtual void camera_effects_set_dof_blur ( RID p_camera_effects , bool p_far_enable , float p_far_distance , float p_far_transition , bool p_near_enable , float p_near_distance , float p_near_transition , float p_amount ) override ;
virtual void camera_effects_set_custom_exposure ( RID p_camera_effects , bool p_enable , float p_exposure ) override ;
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bool camera_effects_uses_dof ( RID p_camera_effects ) {
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CameraEffects * camfx = camera_effects_owner . get_or_null ( p_camera_effects ) ;
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return camfx & & ( camfx - > dof_blur_near_enabled | | camfx - > dof_blur_far_enabled ) & & camfx - > dof_blur_amount > 0.0 ;
}
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/* LIGHT INSTANCE API */
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virtual RID light_instance_create ( RID p_light ) override ;
virtual void light_instance_set_transform ( RID p_light_instance , const Transform3D & p_transform ) override ;
virtual void light_instance_set_aabb ( RID p_light_instance , const AABB & p_aabb ) override ;
virtual void light_instance_set_shadow_transform ( RID p_light_instance , const CameraMatrix & p_projection , const Transform3D & p_transform , float p_far , float p_split , int p_pass , float p_shadow_texel_size , float p_bias_scale = 1.0 , float p_range_begin = 0 , const Vector2 & p_uv_scale = Vector2 ( ) ) override ;
virtual void light_instance_mark_visible ( RID p_light_instance ) override ;
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_FORCE_INLINE_ RID light_instance_get_base_light ( RID p_light_instance ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > light ;
}
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_FORCE_INLINE_ Transform3D light_instance_get_base_transform ( RID p_light_instance ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > transform ;
}
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_FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect ( RID p_light_instance , RID p_shadow_atlas , Vector2i & r_omni_offset ) {
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . get_or_null ( p_shadow_atlas ) ;
LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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uint32_t key = shadow_atlas - > shadow_owners [ li - > self ] ;
uint32_t quadrant = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
uint32_t shadow = key & ShadowAtlas : : SHADOW_INDEX_MASK ;
ERR_FAIL_COND_V ( shadow > = ( uint32_t ) shadow_atlas - > quadrants [ quadrant ] . shadows . size ( ) , Rect2 ( ) ) ;
uint32_t atlas_size = shadow_atlas - > size ;
uint32_t quadrant_size = atlas_size > > 1 ;
uint32_t x = ( quadrant & 1 ) * quadrant_size ;
uint32_t y = ( quadrant > > 1 ) * quadrant_size ;
uint32_t shadow_size = ( quadrant_size / shadow_atlas - > quadrants [ quadrant ] . subdivision ) ;
x + = ( shadow % shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
y + = ( shadow / shadow_atlas - > quadrants [ quadrant ] . subdivision ) * shadow_size ;
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if ( key & ShadowAtlas : : OMNI_LIGHT_FLAG ) {
if ( ( ( shadow + 1 ) % shadow_atlas - > quadrants [ quadrant ] . subdivision ) = = 0 ) {
r_omni_offset . x = 1 - int ( shadow_atlas - > quadrants [ quadrant ] . subdivision ) ;
r_omni_offset . y = 1 ;
} else {
r_omni_offset . x = 1 ;
r_omni_offset . y = 0 ;
}
}
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uint32_t width = shadow_size ;
uint32_t height = shadow_size ;
return Rect2 ( x / float ( shadow_atlas - > size ) , y / float ( shadow_atlas - > size ) , width / float ( shadow_atlas - > size ) , height / float ( shadow_atlas - > size ) ) ;
}
_FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera ( RID p_light_instance , int p_index ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > shadow_transform [ p_index ] . camera ;
}
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_FORCE_INLINE_ float light_instance_get_shadow_texel_size ( RID p_light_instance , RID p_shadow_atlas ) {
# ifdef DEBUG_ENABLED
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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ERR_FAIL_COND_V ( ! li - > shadow_atlases . has ( p_shadow_atlas ) , 0 ) ;
# endif
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ShadowAtlas * shadow_atlas = shadow_atlas_owner . get_or_null ( p_shadow_atlas ) ;
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ERR_FAIL_COND_V ( ! shadow_atlas , 0 ) ;
# ifdef DEBUG_ENABLED
ERR_FAIL_COND_V ( ! shadow_atlas - > shadow_owners . has ( p_light_instance ) , 0 ) ;
# endif
uint32_t key = shadow_atlas - > shadow_owners [ p_light_instance ] ;
uint32_t quadrant = ( key > > ShadowAtlas : : QUADRANT_SHIFT ) & 0x3 ;
uint32_t quadrant_size = shadow_atlas - > size > > 1 ;
uint32_t shadow_size = ( quadrant_size / shadow_atlas - > quadrants [ quadrant ] . subdivision ) ;
return float ( 1.0 ) / shadow_size ;
}
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_FORCE_INLINE_ Transform3D
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light_instance_get_shadow_transform ( RID p_light_instance , int p_index ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > shadow_transform [ p_index ] . transform ;
}
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_FORCE_INLINE_ float light_instance_get_shadow_bias_scale ( RID p_light_instance , int p_index ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > shadow_transform [ p_index ] . bias_scale ;
}
_FORCE_INLINE_ float light_instance_get_shadow_range ( RID p_light_instance , int p_index ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > shadow_transform [ p_index ] . farplane ;
}
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_FORCE_INLINE_ float light_instance_get_shadow_range_begin ( RID p_light_instance , int p_index ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > shadow_transform [ p_index ] . range_begin ;
}
_FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale ( RID p_light_instance , int p_index ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > shadow_transform [ p_index ] . uv_scale ;
}
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_FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect ( RID p_light_instance , int p_index ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > shadow_transform [ p_index ] . atlas_rect ;
}
_FORCE_INLINE_ float light_instance_get_directional_shadow_split ( RID p_light_instance , int p_index ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > shadow_transform [ p_index ] . split ;
}
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_FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size ( RID p_light_instance , int p_index ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > shadow_transform [ p_index ] . shadow_texel_size ;
}
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_FORCE_INLINE_ void light_instance_set_render_pass ( RID p_light_instance , uint64_t p_pass ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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li - > last_pass = p_pass ;
}
_FORCE_INLINE_ uint64_t light_instance_get_render_pass ( RID p_light_instance ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > last_pass ;
}
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_FORCE_INLINE_ ForwardID light_instance_get_forward_id ( RID p_light_instance ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > forward_id ;
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}
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_FORCE_INLINE_ RS : : LightType light_instance_get_type ( RID p_light_instance ) {
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LightInstance * li = light_instance_owner . get_or_null ( p_light_instance ) ;
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return li - > light_type ;
}
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/* FOG VOLUMES */
virtual RID fog_volume_instance_create ( RID p_fog_volume ) override ;
virtual void fog_volume_instance_set_transform ( RID p_fog_volume_instance , const Transform3D & p_transform ) override ;
virtual void fog_volume_instance_set_active ( RID p_fog_volume_instance , bool p_active ) override ;
virtual RID fog_volume_instance_get_volume ( RID p_fog_volume_instance ) const override ;
virtual Vector3 fog_volume_instance_get_position ( RID p_fog_volume_instance ) const override ;
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virtual RID reflection_atlas_create ( ) override ;
virtual void reflection_atlas_set_size ( RID p_ref_atlas , int p_reflection_size , int p_reflection_count ) override ;
virtual int reflection_atlas_get_size ( RID p_ref_atlas ) const override ;
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_FORCE_INLINE_ RID reflection_atlas_get_texture ( RID p_ref_atlas ) {
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ReflectionAtlas * atlas = reflection_atlas_owner . get_or_null ( p_ref_atlas ) ;
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ERR_FAIL_COND_V ( ! atlas , RID ( ) ) ;
return atlas - > reflection ;
}
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virtual RID reflection_probe_instance_create ( RID p_probe ) override ;
virtual void reflection_probe_instance_set_transform ( RID p_instance , const Transform3D & p_transform ) override ;
virtual void reflection_probe_release_atlas_index ( RID p_instance ) override ;
virtual bool reflection_probe_instance_needs_redraw ( RID p_instance ) override ;
virtual bool reflection_probe_instance_has_reflection ( RID p_instance ) override ;
virtual bool reflection_probe_instance_begin_render ( RID p_instance , RID p_reflection_atlas ) override ;
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virtual RID reflection_probe_create_framebuffer ( RID p_color , RID p_depth ) ;
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virtual bool reflection_probe_instance_postprocess_step ( RID p_instance ) override ;
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uint32_t reflection_probe_instance_get_resolution ( RID p_instance ) ;
RID reflection_probe_instance_get_framebuffer ( RID p_instance , int p_index ) ;
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RID reflection_probe_instance_get_depth_framebuffer ( RID p_instance , int p_index ) ;
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_FORCE_INLINE_ RID reflection_probe_instance_get_probe ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , RID ( ) ) ;
return rpi - > probe ;
}
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_FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , 0 ) ;
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return rpi - > forward_id ;
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}
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_FORCE_INLINE_ void reflection_probe_instance_set_render_pass ( RID p_instance , uint32_t p_render_pass ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND ( ! rpi ) ;
rpi - > last_pass = p_render_pass ;
}
_FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , 0 ) ;
return rpi - > last_pass ;
}
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_FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , Transform3D ( ) ) ;
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return rpi - > transform ;
}
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_FORCE_INLINE_ int reflection_probe_instance_get_atlas_index ( RID p_instance ) {
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ReflectionProbeInstance * rpi = reflection_probe_instance_owner . get_or_null ( p_instance ) ;
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ERR_FAIL_COND_V ( ! rpi , - 1 ) ;
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return rpi - > atlas_index ;
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}
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virtual RID decal_instance_create ( RID p_decal ) override ;
virtual void decal_instance_set_transform ( RID p_decal , const Transform3D & p_transform ) override ;
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_FORCE_INLINE_ RID decal_instance_get_base ( RID p_decal ) const {
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DecalInstance * decal = decal_instance_owner . get_or_null ( p_decal ) ;
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return decal - > decal ;
}
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_FORCE_INLINE_ ForwardID decal_instance_get_forward_id ( RID p_decal ) const {
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DecalInstance * decal = decal_instance_owner . get_or_null ( p_decal ) ;
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return decal - > forward_id ;
}
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_FORCE_INLINE_ Transform3D decal_instance_get_transform ( RID p_decal ) const {
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DecalInstance * decal = decal_instance_owner . get_or_null ( p_decal ) ;
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return decal - > transform ;
}
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virtual RID lightmap_instance_create ( RID p_lightmap ) override ;
virtual void lightmap_instance_set_transform ( RID p_lightmap , const Transform3D & p_transform ) override ;
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_FORCE_INLINE_ bool lightmap_instance_is_valid ( RID p_lightmap_instance ) {
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return lightmap_instance_owner . get_or_null ( p_lightmap_instance ) ! = nullptr ;
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}
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_FORCE_INLINE_ RID lightmap_instance_get_lightmap ( RID p_lightmap_instance ) {
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LightmapInstance * li = lightmap_instance_owner . get_or_null ( p_lightmap_instance ) ;
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return li - > lightmap ;
}
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_FORCE_INLINE_ Transform3D lightmap_instance_get_transform ( RID p_lightmap_instance ) {
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LightmapInstance * li = lightmap_instance_owner . get_or_null ( p_lightmap_instance ) ;
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return li - > transform ;
}
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/* gi light probes */
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virtual RID voxel_gi_instance_create ( RID p_base ) override ;
virtual void voxel_gi_instance_set_transform_to_data ( RID p_probe , const Transform3D & p_xform ) override ;
virtual bool voxel_gi_needs_update ( RID p_probe ) const override ;
virtual void voxel_gi_update ( RID p_probe , bool p_update_light_instances , const Vector < RID > & p_light_instances , const PagedArray < RendererSceneRender : : GeometryInstance * > & p_dynamic_objects ) override ;
virtual void voxel_gi_set_quality ( RS : : VoxelGIQuality p_quality ) override { gi . voxel_gi_quality = p_quality ; }
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/* render buffers */
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virtual float _render_buffers_get_luminance_multiplier ( ) ;
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virtual RD : : DataFormat _render_buffers_get_color_format ( ) ;
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virtual bool _render_buffers_can_be_storage ( ) ;
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virtual RID render_buffers_create ( ) override ;
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virtual void render_buffers_configure ( RID p_render_buffers , RID p_render_target , int p_internal_width , int p_internal_height , int p_width , int p_height , float p_fsr_sharpness , float p_fsr_mipmap_bias , RS : : ViewportMSAA p_msaa , RS : : ViewportScreenSpaceAA p_screen_space_aa , bool p_use_debanding , uint32_t p_view_count ) override ;
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virtual void gi_set_use_half_resolution ( bool p_enable ) override ;
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RID render_buffers_get_depth_texture ( RID p_render_buffers ) ;
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RID render_buffers_get_ao_texture ( RID p_render_buffers ) ;
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RID render_buffers_get_ssil_texture ( RID p_render_buffers ) ;
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RID render_buffers_get_back_buffer_texture ( RID p_render_buffers ) ;
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RID render_buffers_get_back_depth_texture ( RID p_render_buffers ) ;
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RID render_buffers_get_voxel_gi_buffer ( RID p_render_buffers ) ;
RID render_buffers_get_default_voxel_gi_buffer ( ) ;
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RID render_buffers_get_gi_ambient_texture ( RID p_render_buffers ) ;
RID render_buffers_get_gi_reflection_texture ( RID p_render_buffers ) ;
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uint32_t render_buffers_get_sdfgi_cascade_count ( RID p_render_buffers ) const ;
bool render_buffers_is_sdfgi_enabled ( RID p_render_buffers ) const ;
RID render_buffers_get_sdfgi_irradiance_probes ( RID p_render_buffers ) const ;
Vector3 render_buffers_get_sdfgi_cascade_offset ( RID p_render_buffers , uint32_t p_cascade ) const ;
Vector3i render_buffers_get_sdfgi_cascade_probe_offset ( RID p_render_buffers , uint32_t p_cascade ) const ;
float render_buffers_get_sdfgi_cascade_probe_size ( RID p_render_buffers , uint32_t p_cascade ) const ;
float render_buffers_get_sdfgi_normal_bias ( RID p_render_buffers ) const ;
uint32_t render_buffers_get_sdfgi_cascade_probe_count ( RID p_render_buffers ) const ;
uint32_t render_buffers_get_sdfgi_cascade_size ( RID p_render_buffers ) const ;
bool render_buffers_is_sdfgi_using_occlusion ( RID p_render_buffers ) const ;
float render_buffers_get_sdfgi_energy ( RID p_render_buffers ) const ;
RID render_buffers_get_sdfgi_occlusion_texture ( RID p_render_buffers ) const ;
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bool render_buffers_has_volumetric_fog ( RID p_render_buffers ) const ;
RID render_buffers_get_volumetric_fog_texture ( RID p_render_buffers ) ;
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RID render_buffers_get_volumetric_fog_sky_uniform_set ( RID p_render_buffers ) ;
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float render_buffers_get_volumetric_fog_end ( RID p_render_buffers ) ;
float render_buffers_get_volumetric_fog_detail_spread ( RID p_render_buffers ) ;
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virtual void update_uniform_sets ( ) { } ;
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virtual void render_scene ( RID p_render_buffers , const CameraData * p_camera_data , const PagedArray < GeometryInstance * > & p_instances , const PagedArray < RID > & p_lights , const PagedArray < RID > & p_reflection_probes , const PagedArray < RID > & p_voxel_gi_instances , const PagedArray < RID > & p_decals , const PagedArray < RID > & p_lightmaps , const PagedArray < RID > & p_fog_volumes , RID p_environment , RID p_camera_effects , RID p_shadow_atlas , RID p_occluder_debug_tex , RID p_reflection_atlas , RID p_reflection_probe , int p_reflection_probe_pass , float p_screen_mesh_lod_threshold , const RenderShadowData * p_render_shadows , int p_render_shadow_count , const RenderSDFGIData * p_render_sdfgi_regions , int p_render_sdfgi_region_count , const RenderSDFGIUpdateData * p_sdfgi_update_data = nullptr , RendererScene : : RenderInfo * r_render_info = nullptr ) override ;
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virtual void render_material ( const Transform3D & p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_ortogonal , const PagedArray < GeometryInstance * > & p_instances , RID p_framebuffer , const Rect2i & p_region ) override ;
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virtual void render_particle_collider_heightfield ( RID p_collider , const Transform3D & p_transform , const PagedArray < GeometryInstance * > & p_instances ) override ;
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virtual void set_scene_pass ( uint64_t p_pass ) override {
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scene_pass = p_pass ;
}
_FORCE_INLINE_ uint64_t get_scene_pass ( ) {
return scene_pass ;
}
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virtual void screen_space_roughness_limiter_set_active ( bool p_enable , float p_amount , float p_limit ) override ;
virtual bool screen_space_roughness_limiter_is_active ( ) const override ;
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virtual float screen_space_roughness_limiter_get_amount ( ) const ;
virtual float screen_space_roughness_limiter_get_limit ( ) const ;
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virtual void sub_surface_scattering_set_quality ( RS : : SubSurfaceScatteringQuality p_quality ) override ;
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RS : : SubSurfaceScatteringQuality sub_surface_scattering_get_quality ( ) const ;
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virtual void sub_surface_scattering_set_scale ( float p_scale , float p_depth_scale ) override ;
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virtual void shadows_quality_set ( RS : : ShadowQuality p_quality ) override ;
virtual void directional_shadow_quality_set ( RS : : ShadowQuality p_quality ) override ;
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virtual void decals_set_filter ( RS : : DecalFilter p_filter ) override ;
virtual void light_projectors_set_filter ( RS : : LightProjectorFilter p_filter ) override ;
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_FORCE_INLINE_ RS : : ShadowQuality shadows_quality_get ( ) const { return shadows_quality ; }
_FORCE_INLINE_ RS : : ShadowQuality directional_shadow_quality_get ( ) const { return directional_shadow_quality ; }
_FORCE_INLINE_ float shadows_quality_radius_get ( ) const { return shadows_quality_radius ; }
_FORCE_INLINE_ float directional_shadow_quality_radius_get ( ) const { return directional_shadow_quality_radius ; }
_FORCE_INLINE_ float * directional_penumbra_shadow_kernel_get ( ) { return directional_penumbra_shadow_kernel ; }
_FORCE_INLINE_ float * directional_soft_shadow_kernel_get ( ) { return directional_soft_shadow_kernel ; }
_FORCE_INLINE_ float * penumbra_shadow_kernel_get ( ) { return penumbra_shadow_kernel ; }
_FORCE_INLINE_ float * soft_shadow_kernel_get ( ) { return soft_shadow_kernel ; }
_FORCE_INLINE_ int directional_penumbra_shadow_samples_get ( ) const { return directional_penumbra_shadow_samples ; }
_FORCE_INLINE_ int directional_soft_shadow_samples_get ( ) const { return directional_soft_shadow_samples ; }
_FORCE_INLINE_ int penumbra_shadow_samples_get ( ) const { return penumbra_shadow_samples ; }
_FORCE_INLINE_ int soft_shadow_samples_get ( ) const { return soft_shadow_samples ; }
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_FORCE_INLINE_ RS : : LightProjectorFilter light_projectors_get_filter ( ) const { return light_projectors_filter ; }
_FORCE_INLINE_ RS : : DecalFilter decals_get_filter ( ) const { return decals_filter ; }
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int get_roughness_layers ( ) const ;
bool is_using_radiance_cubemap_array ( ) const ;
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virtual TypedArray < Image > bake_render_uv2 ( RID p_base , const Vector < RID > & p_material_overrides , const Size2i & p_image_size ) override ;
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virtual bool free ( RID p_rid ) override ;
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virtual void update ( ) override ;
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virtual void set_debug_draw_mode ( RS : : ViewportDebugDraw p_debug_draw ) override ;
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_FORCE_INLINE_ RS : : ViewportDebugDraw get_debug_draw_mode ( ) const {
return debug_draw ;
}
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virtual void set_time ( double p_time , double p_step ) override ;
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RID get_reflection_probe_buffer ( ) ;
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RID get_omni_light_buffer ( ) ;
RID get_spot_light_buffer ( ) ;
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RID get_directional_light_buffer ( ) ;
RID get_decal_buffer ( ) ;
int get_max_directional_lights ( ) const ;
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virtual void sdfgi_set_debug_probe_select ( const Vector3 & p_position , const Vector3 & p_dir ) override ;
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virtual bool is_dynamic_gi_supported ( ) const ;
virtual bool is_clustered_enabled ( ) const ;
virtual bool is_volumetric_supported ( ) const ;
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virtual uint32_t get_max_elements ( ) const ;
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void init ( ) ;
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RendererSceneRenderRD ( RendererStorageRD * p_storage ) ;
~ RendererSceneRenderRD ( ) ;
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} ;
# endif // RASTERIZER_SCENE_RD_H