506 lines
17 KiB
C++
506 lines
17 KiB
C++
#ifndef RASTERIZER_SCENE_RD_H
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#define RASTERIZER_SCENE_RD_H
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#include "core/rid_owner.h"
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#include "servers/visual/rasterizer.h"
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#include "servers/visual/rasterizer_rd/rasterizer_storage_rd.h"
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#include "servers/visual/rendering_device.h"
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class RasterizerSceneRD : public RasterizerScene {
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protected:
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struct RenderBufferData {
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virtual void configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) = 0;
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virtual ~RenderBufferData() {}
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};
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virtual RenderBufferData *_create_render_buffer_data() = 0;
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virtual void _render_scene(RenderBufferData *p_buffer_data, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;
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virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip) = 0;
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private:
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int roughness_layers;
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RasterizerStorageRD *storage;
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struct ReflectionData {
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RID radiance;
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struct Layer {
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struct Mipmap {
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RID framebuffers[6];
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RID views[6];
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Size2i size;
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};
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Vector<Mipmap> mipmaps;
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};
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RID radiance_base_cubemap; //cubemap for first layer, first cubemap
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Vector<Layer> layers;
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};
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void _clear_reflection_data(ReflectionData &rd);
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void _update_reflection_data(ReflectionData &rd, int p_size, bool p_quality);
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void _create_reflection_from_panorama(ReflectionData &rd, RID p_panorama, bool p_quality);
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void _create_reflection_from_base_mipmap(ReflectionData &rd, bool p_quality, int p_cube_side);
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void _update_reflection_mipmaps(ReflectionData &rd, bool p_quality);
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/* SKY */
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struct Sky {
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int radiance_size = 256;
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VS::SkyMode mode = VS::SKY_MODE_QUALITY;
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RID panorama;
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ReflectionData reflection;
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bool dirty = false;
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Sky *dirty_list = nullptr;
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};
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Sky *dirty_sky_list = nullptr;
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void _sky_invalidate(Sky *p_sky);
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void _update_dirty_skys();
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uint32_t sky_ggx_samples_quality;
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uint32_t sky_ggx_samples_realtime;
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bool sky_use_cubemap_array;
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mutable RID_Owner<Sky> sky_owner;
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/* REFLECTION PROBE INSTANCE */
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struct ReflectionProbeInstance {
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RID probe;
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ReflectionData reflection;
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RID depth_buffer;
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RID render_fb[6];
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int current_resolution = 0;
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bool dirty = true;
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bool rendering = false;
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int processing_side = 0;
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uint32_t render_index = 0;
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Transform transform;
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};
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mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
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/* SHADOW ATLAS */
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struct ShadowAtlas {
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enum {
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QUADRANT_SHIFT = 27,
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SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
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SHADOW_INVALID = 0xFFFFFFFF
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};
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struct Quadrant {
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uint32_t subdivision;
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struct Shadow {
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RID owner;
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uint64_t version;
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uint64_t alloc_tick;
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Shadow() {
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version = 0;
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alloc_tick = 0;
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}
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};
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Vector<Shadow> shadows;
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Quadrant() {
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subdivision = 0; //not in use
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}
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} quadrants[4];
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int size_order[4] = { 0, 1, 2, 3 };
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uint32_t smallest_subdiv = 0;
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int size = 0;
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RID depth;
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RID fb; //for copying
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Map<RID, uint32_t> shadow_owners;
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};
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RID_Owner<ShadowAtlas> shadow_atlas_owner;
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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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/* DIRECTIONAL SHADOW */
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struct DirectionalShadow {
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RID depth;
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RID fb; //for copying
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int light_count = 0;
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int size = 0;
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int current_light = 0;
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} directional_shadow;
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/* SHADOW CUBEMAPS */
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struct ShadowCubemap {
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RID cubemap;
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RID side_fb[6];
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};
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Map<int, ShadowCubemap> shadow_cubemaps;
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ShadowCubemap *_get_shadow_cubemap(int p_size);
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struct ShadowMap {
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RID depth;
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RID fb;
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};
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Map<Vector2i, ShadowMap> shadow_maps;
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ShadowMap *_get_shadow_map(const Size2i &p_size);
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void _create_shadow_cubemaps();
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/* LIGHT INSTANCE */
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struct LightInstance {
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struct ShadowTransform {
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CameraMatrix camera;
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Transform transform;
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float farplane;
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float split;
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float bias_scale;
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};
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VS::LightType light_type;
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ShadowTransform shadow_transform[4];
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RID self;
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RID light;
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Transform transform;
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Vector3 light_vector;
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Vector3 spot_vector;
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float linear_att;
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uint64_t shadow_pass = 0;
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uint64_t last_scene_pass = 0;
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uint64_t last_scene_shadow_pass = 0;
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uint64_t last_pass = 0;
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uint32_t light_index = 0;
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uint32_t light_directional_index = 0;
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uint32_t current_shadow_atlas_key;
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Vector2 dp;
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Rect2 directional_rect;
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Set<RID> shadow_atlases; //shadow atlases where this light is registered
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LightInstance() {}
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};
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mutable RID_Owner<LightInstance> light_instance_owner;
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/* ENVIRONMENT */
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struct Environent {
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// BG
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VS::EnvironmentBG background = VS::ENV_BG_CLEAR_COLOR;
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RID sky;
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float sky_custom_fov = 0.0;
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Basis sky_orientation;
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Color bg_color;
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float bg_energy = 1.0;
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int canvas_max_layer = 0;
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VS::EnvironmentAmbientSource ambient_source = VS::ENV_AMBIENT_SOURCE_BG;
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Color ambient_light;
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float ambient_light_energy = 1.0;
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float ambient_sky_contribution = 1.0;
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VS::EnvironmentReflectionSource reflection_source = VS::ENV_REFLECTION_SOURCE_BG;
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/// Tonemap
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VS::EnvironmentToneMapper tone_mapper;
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float exposure = 1.0;
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float white = 1.0;
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bool auto_exposure = false;
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float min_luminance = 0.2;
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float max_luminance = 8.0;
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float auto_exp_speed = 0.2;
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float auto_exp_scale = 0.5;
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};
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mutable RID_Owner<Environent> environment_owner;
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/* RENDER BUFFERS */
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struct RenderBuffers {
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RenderBufferData *data = nullptr;
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int width = 0, height = 0;
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VS::ViewportMSAA msaa = VS::VIEWPORT_MSAA_DISABLED;
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RID render_target;
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};
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mutable RID_Owner<RenderBuffers> render_buffers_owner;
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uint64_t scene_pass = 0;
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uint64_t shadow_atlas_realloc_tolerance_msec = 500;
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public:
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/* SHADOW ATLAS API */
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RID shadow_atlas_create();
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void shadow_atlas_set_size(RID p_atlas, int p_size);
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void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
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bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
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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.getornull(p_atlas);
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ERR_FAIL_COND_V(!atlas, false);
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return atlas->shadow_owners.has(p_light_intance);
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}
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_FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
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ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
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ERR_FAIL_COND_V(!atlas, RID());
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return atlas->depth;
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}
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_FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
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ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
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ERR_FAIL_COND_V(!atlas, Size2i());
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return Size2(atlas->size, atlas->size);
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}
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void directional_shadow_atlas_set_size(int p_size);
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int get_directional_light_shadow_size(RID p_light_intance);
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void set_directional_shadow_count(int p_count);
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_FORCE_INLINE_ RID directional_shadow_get_texture() {
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return directional_shadow.depth;
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}
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_FORCE_INLINE_ Size2i directional_shadow_get_size() {
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return Size2i(directional_shadow.size, directional_shadow.size);
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}
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/* SKY API */
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RID sky_create();
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void sky_set_radiance_size(RID p_sky, int p_radiance_size);
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void sky_set_mode(RID p_sky, VS::SkyMode p_mode);
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void sky_set_texture(RID p_sky, RID p_panorama);
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RID sky_get_panorama_texture_rd(RID p_sky) const;
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RID sky_get_radiance_texture_rd(RID p_sky) const;
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/* ENVIRONMENT API */
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RID environment_create();
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void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
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void environment_set_sky(RID p_env, RID p_sky);
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void environment_set_sky_custom_fov(RID p_env, float p_scale);
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void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
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void environment_set_bg_color(RID p_env, const Color &p_color);
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void environment_set_bg_energy(RID p_env, float p_energy);
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void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
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void environment_set_ambient_light(RID p_env, const Color &p_color, VS::EnvironmentAmbientSource p_ambient = VS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, VS::EnvironmentReflectionSource p_reflection_source = VS::ENV_REFLECTION_SOURCE_BG);
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VS::EnvironmentBG environment_get_background(RID p_env) const;
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RID environment_get_sky(RID p_env) const;
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float environment_get_sky_custom_fov(RID p_env) const;
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Basis environment_get_sky_orientation(RID p_env) const;
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Color environment_get_bg_color(RID p_env) const;
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float environment_get_bg_energy(RID p_env) const;
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int environment_get_canvas_max_layer(RID p_env) const;
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Color environment_get_ambient_light_color(RID p_env) const;
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VS::EnvironmentAmbientSource environment_get_ambient_light_ambient_source(RID p_env) const;
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float environment_get_ambient_light_ambient_energy(RID p_env) const;
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float environment_get_ambient_sky_contribution(RID p_env) const;
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VS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
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bool is_environment(RID p_env) const;
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void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
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void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_far_amount, VS::EnvironmentDOFBlurQuality p_quality) {}
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void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {}
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void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
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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, bool p_roughness) {}
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void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
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void environment_set_tonemap(RID p_env, VS::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);
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VS::EnvironmentToneMapper environment_get_tonemapper(RID p_env) const;
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float environment_get_exposure(RID p_env) const;
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float environment_get_white(RID p_env) const;
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bool environment_get_auto_exposure(RID p_env) const;
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float environment_get_min_luminance(RID p_env) const;
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float environment_get_max_luminance(RID p_env) const;
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float environment_get_auto_exposure_scale(RID p_env) const;
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float environment_get_auto_exposure_speed(RID p_env) const;
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void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
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void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount) {}
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void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve) {}
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void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve) {}
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RID light_instance_create(RID p_light);
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void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
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void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
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void light_instance_mark_visible(RID p_light_instance);
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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.getornull(p_light_instance);
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return li->light;
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}
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_FORCE_INLINE_ Transform light_instance_get_base_transform(RID p_light_instance) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->transform;
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}
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_FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas) {
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ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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uint32_t key = shadow_atlas->shadow_owners[li->self];
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uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
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uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
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ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
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uint32_t atlas_size = shadow_atlas->size;
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uint32_t quadrant_size = atlas_size >> 1;
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uint32_t x = (quadrant & 1) * quadrant_size;
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uint32_t y = (quadrant >> 1) * quadrant_size;
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uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
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x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
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y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
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uint32_t width = shadow_size;
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uint32_t height = shadow_size;
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return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
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}
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_FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->shadow_transform[p_index].camera;
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}
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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.getornull(p_light_instance);
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li->last_pass = p_pass;
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}
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_FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->last_pass;
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}
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_FORCE_INLINE_ void light_instance_set_index(RID p_light_instance, uint32_t p_index) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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li->light_index = p_index;
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}
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_FORCE_INLINE_ uint32_t light_instance_get_index(RID p_light_instance) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->light_index;
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}
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_FORCE_INLINE_ VS::LightType light_instance_get_type(RID p_light_instance) {
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LightInstance *li = light_instance_owner.getornull(p_light_instance);
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return li->light_type;
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}
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virtual RID reflection_probe_instance_create(RID p_probe);
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virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform);
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virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
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virtual void reflection_probe_instance_begin_render(RID p_instance);
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virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
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uint32_t reflection_probe_instance_get_resolution(RID p_instance);
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RID reflection_probe_instance_get_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.getornull(p_instance);
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ERR_FAIL_COND_V(!rpi, RID());
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return rpi->probe;
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}
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_FORCE_INLINE_ void reflection_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!rpi);
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rpi->render_index = p_render_index;
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}
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_FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_index(RID p_instance) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!rpi, 0);
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return rpi->render_index;
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}
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_FORCE_INLINE_ Transform reflection_probe_instance_get_transform(RID p_instance) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!rpi, Transform());
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return rpi->transform;
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}
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_FORCE_INLINE_ RID reflection_probe_instance_get_texture(RID p_instance) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND_V(!rpi, RID());
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return rpi->reflection.radiance;
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}
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RID gi_probe_instance_create() { return RID(); }
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void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data) {}
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void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {}
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void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds) {}
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RID render_buffers_create();
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void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa);
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void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
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void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
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virtual void set_scene_pass(uint64_t p_pass) { scene_pass = p_pass; }
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_FORCE_INLINE_ uint64_t get_scene_pass() { return scene_pass; }
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int get_roughness_layers() const;
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bool is_using_radiance_cubemap_array() const;
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virtual bool free(RID p_rid);
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virtual void update();
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RasterizerSceneRD(RasterizerStorageRD *p_storage);
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~RasterizerSceneRD();
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};
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#endif // RASTERIZER_SCENE_RD_H
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