GPULightmapper: execute dilate before denoise
Dilate fills gaps that are caused by the rasterization. Previously denoise was done before dilate which caused the gaps to become filled (non-zero). This resulted that the gaps were not recognized by dilate and the background color leaked. This is fixed by executing dilate before denoise.
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90a1e51933
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a7599076d2
2 changed files with 67 additions and 60 deletions
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@ -611,6 +611,61 @@ void LightmapperRD::_raster_geometry(RenderingDevice *rd, Size2i atlas_size, int
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}
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}
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LightmapperRD::BakeError LightmapperRD::_dilate(RenderingDevice *rd, Ref<RDShaderFile> &compute_shader, RID &compute_base_uniform_set, PushConstant &push_constant, RID &source_light_tex, RID &dest_light_tex, const Size2i &atlas_size, int atlas_slices) {
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Vector<RD::Uniform> uniforms;
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{
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
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u.binding = 0;
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u.ids.push_back(dest_light_tex);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 1;
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u.ids.push_back(source_light_tex);
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uniforms.push_back(u);
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}
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}
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RID compute_shader_dilate = rd->shader_create_from_spirv(compute_shader->get_spirv_stages("dilate"));
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ERR_FAIL_COND_V(compute_shader_dilate.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); //internal check, should not happen
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RID compute_shader_dilate_pipeline = rd->compute_pipeline_create(compute_shader_dilate);
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RID dilate_uniform_set = rd->uniform_set_create(uniforms, compute_shader_dilate, 1);
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RD::ComputeListID compute_list = rd->compute_list_begin();
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rd->compute_list_bind_compute_pipeline(compute_list, compute_shader_dilate_pipeline);
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rd->compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0);
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rd->compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1);
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push_constant.region_ofs[0] = 0;
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push_constant.region_ofs[1] = 0;
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Vector3i group_size((atlas_size.x - 1) / 8 + 1, (atlas_size.y - 1) / 8 + 1, 1); //restore group size
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for (int i = 0; i < atlas_slices; i++) {
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push_constant.atlas_slice = i;
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rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
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rd->compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z);
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//no barrier, let them run all together
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}
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rd->compute_list_end();
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rd->free(compute_shader_dilate);
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#ifdef DEBUG_TEXTURES
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for (int i = 0; i < atlas_slices; i++) {
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Vector<uint8_t> s = rd->texture_get_data(light_accum_tex, i);
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Ref<Image> img;
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img.instantiate();
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img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s);
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img->convert(Image::FORMAT_RGBA8);
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img->save_png("res://5_dilated_" + itos(i) + ".png");
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}
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#endif
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return BAKE_OK;
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}
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LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_denoiser, int p_bounces, float p_bias, int p_max_texture_size, bool p_bake_sh, GenerateProbes p_generate_probes, const Ref<Image> &p_environment_panorama, const Basis &p_environment_transform, BakeStepFunc p_step_function, void *p_bake_userdata) {
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if (p_step_function) {
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p_step_function(0.0, TTR("Begin Bake"), p_bake_userdata, true);
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@ -943,11 +998,6 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
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ERR_FAIL_COND_V(compute_shader_secondary.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); //internal check, should not happen
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RID compute_shader_secondary_pipeline = rd->compute_pipeline_create(compute_shader_secondary);
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// Dilate
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RID compute_shader_dilate = rd->shader_create_from_spirv(compute_shader->get_spirv_stages("dilate"));
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ERR_FAIL_COND_V(compute_shader_dilate.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); //internal check, should not happen
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RID compute_shader_dilate_pipeline = rd->compute_pipeline_create(compute_shader_dilate);
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// Light probes
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RID compute_shader_light_probes = rd->shader_create_from_spirv(compute_shader->get_spirv_stages("light_probes"));
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ERR_FAIL_COND_V(compute_shader_light_probes.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); //internal check, should not happen
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@ -959,7 +1009,6 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
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rd->free(compute_shader_unocclude); \
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rd->free(compute_shader_primary); \
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rd->free(compute_shader_secondary); \
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rd->free(compute_shader_dilate); \
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rd->free(compute_shader_light_probes);
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PushConstant push_constant;
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@ -1270,7 +1319,7 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
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push_constant.environment_xform[3] = 0.0f;
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}
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/* LIGHPROBES */
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/* LIGHTPROBES */
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RID light_probe_buffer;
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@ -1377,6 +1426,14 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
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}
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#endif
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{
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SWAP(light_accum_tex, light_accum_tex2);
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BakeError error = _dilate(rd, compute_shader, compute_base_uniform_set, push_constant, light_accum_tex2, light_accum_tex, atlas_size, atlas_slices * (p_bake_sh ? 4 : 1));
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if (unlikely(error != BAKE_OK)) {
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return error;
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}
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}
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/* DENOISE */
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if (p_use_denoiser) {
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@ -1422,59 +1479,6 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
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}
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#endif
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/* DILATE LIGHTMAP */
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{
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SWAP(light_accum_tex, light_accum_tex2);
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Vector<RD::Uniform> uniforms;
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{
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
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u.binding = 0;
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u.ids.push_back(light_accum_tex);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 1;
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u.ids.push_back(light_accum_tex2);
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uniforms.push_back(u);
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}
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}
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RID dilate_uniform_set = rd->uniform_set_create(uniforms, compute_shader_dilate, 1);
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RD::ComputeListID compute_list = rd->compute_list_begin();
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rd->compute_list_bind_compute_pipeline(compute_list, compute_shader_dilate_pipeline);
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rd->compute_list_bind_uniform_set(compute_list, compute_base_uniform_set, 0);
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rd->compute_list_bind_uniform_set(compute_list, dilate_uniform_set, 1);
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push_constant.region_ofs[0] = 0;
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push_constant.region_ofs[1] = 0;
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group_size = Vector3i((atlas_size.x - 1) / 8 + 1, (atlas_size.y - 1) / 8 + 1, 1); //restore group size
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for (int i = 0; i < atlas_slices * (p_bake_sh ? 4 : 1); i++) {
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push_constant.atlas_slice = i;
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rd->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
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rd->compute_list_dispatch(compute_list, group_size.x, group_size.y, group_size.z);
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//no barrier, let them run all together
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}
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rd->compute_list_end();
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}
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#ifdef DEBUG_TEXTURES
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for (int i = 0; i < atlas_slices * (p_bake_sh ? 4 : 1); i++) {
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Vector<uint8_t> s = rd->texture_get_data(light_accum_tex, i);
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Ref<Image> img;
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img.instantiate();
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img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s);
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img->convert(Image::FORMAT_RGBA8);
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img->save_png("res://5_dilated_" + itos(i) + ".png");
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}
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#endif
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/* BLEND SEAMS */
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//shaders
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Ref<RDShaderFile> blendseams_shader;
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@ -36,6 +36,7 @@
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#include "scene/resources/mesh.h"
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#include "servers/rendering/rendering_device.h"
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class RDShaderFile;
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class LightmapperRD : public Lightmapper {
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GDCLASS(LightmapperRD, Lightmapper)
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@ -231,6 +232,8 @@ class LightmapperRD : public Lightmapper {
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void _create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata);
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void _raster_geometry(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, int grid_size, AABB bounds, float p_bias, Vector<int> slice_triangle_count, RID position_tex, RID unocclude_tex, RID normal_tex, RID raster_depth_buffer, RID rasterize_shader, RID raster_base_uniform);
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BakeError _dilate(RenderingDevice *rd, Ref<RDShaderFile> &compute_shader, RID &compute_base_uniform_set, PushConstant &push_constant, RID &source_light_tex, RID &dest_light_tex, const Size2i &atlas_size, int atlas_slices);
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public:
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virtual void add_mesh(const MeshData &p_mesh) override;
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virtual void add_directional_light(bool p_static, const Vector3 &p_direction, const Color &p_color, float p_energy, float p_angular_distance) override;
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