* Keep track of when projector, softshadow or directional sofshadow were enabled. * Enable them via specializaton constant where it makes sense. * Re-implements soft shadows. * Re-implements light projectors.
2383 lines
78 KiB
C++
2383 lines
78 KiB
C++
/*************************************************************************/
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/* renderer_storage_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERING_SERVER_STORAGE_RD_H
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#define RENDERING_SERVER_STORAGE_RD_H
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#include "core/templates/list.h"
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#include "core/templates/local_vector.h"
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#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/effects_rd.h"
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#include "servers/rendering/renderer_rd/shader_compiler_rd.h"
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#include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.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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class RendererStorageRD : public RendererStorage {
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public:
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static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) {
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p_array[0] = p_mtx.basis.elements[0][0];
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p_array[1] = p_mtx.basis.elements[1][0];
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p_array[2] = p_mtx.basis.elements[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.basis.elements[0][1];
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p_array[5] = p_mtx.basis.elements[1][1];
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p_array[6] = p_mtx.basis.elements[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.basis.elements[0][2];
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p_array[9] = p_mtx.basis.elements[1][2];
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p_array[10] = p_mtx.basis.elements[2][2];
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p_array[11] = 0;
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p_array[12] = p_mtx.origin.x;
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p_array[13] = p_mtx.origin.y;
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p_array[14] = p_mtx.origin.z;
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p_array[15] = 1;
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}
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static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
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p_array[0] = p_mtx.elements[0][0];
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p_array[1] = p_mtx.elements[1][0];
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p_array[2] = p_mtx.elements[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.elements[0][1];
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p_array[5] = p_mtx.elements[1][1];
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p_array[6] = p_mtx.elements[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.elements[0][2];
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p_array[9] = p_mtx.elements[1][2];
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p_array[10] = p_mtx.elements[2][2];
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p_array[11] = 0;
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}
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static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
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p_array[0] = p_mtx.elements[0][0];
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p_array[1] = p_mtx.elements[1][0];
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p_array[2] = p_mtx.elements[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.elements[0][1];
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p_array[5] = p_mtx.elements[1][1];
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p_array[6] = p_mtx.elements[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.elements[0][2];
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p_array[9] = p_mtx.elements[1][2];
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p_array[10] = p_mtx.elements[2][2];
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p_array[11] = 0;
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}
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static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
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p_array[0] = p_mtx.basis.elements[0][0];
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p_array[1] = p_mtx.basis.elements[0][1];
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p_array[2] = p_mtx.basis.elements[0][2];
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p_array[3] = p_mtx.origin.x;
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p_array[4] = p_mtx.basis.elements[1][0];
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p_array[5] = p_mtx.basis.elements[1][1];
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p_array[6] = p_mtx.basis.elements[1][2];
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p_array[7] = p_mtx.origin.y;
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p_array[8] = p_mtx.basis.elements[2][0];
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p_array[9] = p_mtx.basis.elements[2][1];
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p_array[10] = p_mtx.basis.elements[2][2];
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p_array[11] = p_mtx.origin.z;
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}
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static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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p_array[i * 4 + j] = p_mtx.matrix[i][j];
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}
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}
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}
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static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
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for (int i = 0; i < 128; i++) {
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p_array[i] = p_kernel[i];
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}
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}
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enum ShaderType {
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SHADER_TYPE_2D,
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SHADER_TYPE_3D,
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SHADER_TYPE_PARTICLES,
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SHADER_TYPE_SKY,
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SHADER_TYPE_MAX
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};
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struct ShaderData {
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virtual void set_code(const String &p_Code) = 0;
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virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0;
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0;
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virtual void get_instance_param_list(List<InstanceShaderParam> *p_param_list) const = 0;
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virtual bool is_param_texture(const StringName &p_param) const = 0;
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virtual bool is_animated() const = 0;
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virtual bool casts_shadows() const = 0;
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virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
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virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
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virtual ~ShaderData() {}
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};
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typedef ShaderData *(*ShaderDataRequestFunction)();
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struct MaterialData {
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void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color);
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void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color);
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virtual void set_render_priority(int p_priority) = 0;
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virtual void set_next_pass(RID p_pass) = 0;
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virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
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virtual ~MaterialData();
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//to be used internally by update_parameters, in the most common configuration of material parameters
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bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
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void free_parameters_uniform_set(RID p_uniform_set);
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private:
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friend class RendererStorageRD;
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RID self;
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List<RID>::Element *global_buffer_E = nullptr;
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List<RID>::Element *global_texture_E = nullptr;
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uint64_t global_textures_pass = 0;
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Map<StringName, uint64_t> used_global_textures;
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//internally by update_parameters_uniform_set
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Vector<uint8_t> ubo_data;
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RID uniform_buffer;
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Vector<RID> texture_cache;
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};
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typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
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static void _material_uniform_set_erased(const RID &p_set, void *p_material);
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enum DefaultRDTexture {
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DEFAULT_RD_TEXTURE_WHITE,
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DEFAULT_RD_TEXTURE_BLACK,
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DEFAULT_RD_TEXTURE_NORMAL,
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DEFAULT_RD_TEXTURE_ANISO,
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DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
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DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
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DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
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DEFAULT_RD_TEXTURE_CUBEMAP_WHITE,
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DEFAULT_RD_TEXTURE_3D_WHITE,
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DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
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DEFAULT_RD_TEXTURE_2D_UINT,
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DEFAULT_RD_TEXTURE_MAX
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};
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enum DefaultRDBuffer {
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DEFAULT_RD_BUFFER_VERTEX,
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DEFAULT_RD_BUFFER_NORMAL,
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DEFAULT_RD_BUFFER_TANGENT,
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DEFAULT_RD_BUFFER_COLOR,
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DEFAULT_RD_BUFFER_TEX_UV,
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DEFAULT_RD_BUFFER_TEX_UV2,
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DEFAULT_RD_BUFFER_CUSTOM0,
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DEFAULT_RD_BUFFER_CUSTOM1,
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DEFAULT_RD_BUFFER_CUSTOM2,
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DEFAULT_RD_BUFFER_CUSTOM3,
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DEFAULT_RD_BUFFER_BONES,
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DEFAULT_RD_BUFFER_WEIGHTS,
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DEFAULT_RD_BUFFER_MAX,
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};
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private:
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/* CANVAS TEXTURE API (2D) */
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struct CanvasTexture {
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RID diffuse;
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RID normal_map;
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RID specular;
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Color specular_color = Color(1, 1, 1, 1);
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float shininess = 1.0;
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RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
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RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
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RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
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Size2i size_cache = Size2i(1, 1);
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bool use_normal_cache = false;
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bool use_specular_cache = false;
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bool cleared_cache = true;
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void clear_sets();
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~CanvasTexture();
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};
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RID_Owner<CanvasTexture, true> canvas_texture_owner;
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/* TEXTURE API */
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struct Texture {
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enum Type {
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TYPE_2D,
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TYPE_LAYERED,
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TYPE_3D
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};
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Type type;
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RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY;
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RenderingDevice::TextureType rd_type;
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RID rd_texture;
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RID rd_texture_srgb;
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RenderingDevice::DataFormat rd_format;
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RenderingDevice::DataFormat rd_format_srgb;
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RD::TextureView rd_view;
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Image::Format format;
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Image::Format validated_format;
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int width;
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int height;
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int depth;
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int layers;
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int mipmaps;
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int height_2d;
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int width_2d;
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struct BufferSlice3D {
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Size2i size;
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uint32_t offset = 0;
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uint32_t buffer_size = 0;
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};
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Vector<BufferSlice3D> buffer_slices_3d;
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uint32_t buffer_size_3d = 0;
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bool is_render_target;
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bool is_proxy;
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Ref<Image> image_cache_2d;
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String path;
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RID proxy_to;
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Vector<RID> proxies;
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Set<RID> lightmap_users;
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RS::TextureDetectCallback detect_3d_callback = nullptr;
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void *detect_3d_callback_ud = nullptr;
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RS::TextureDetectCallback detect_normal_callback = nullptr;
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void *detect_normal_callback_ud = nullptr;
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RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
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void *detect_roughness_callback_ud = nullptr;
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CanvasTexture *canvas_texture = nullptr;
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};
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struct TextureToRDFormat {
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RD::DataFormat format;
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RD::DataFormat format_srgb;
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RD::TextureSwizzle swizzle_r;
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RD::TextureSwizzle swizzle_g;
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RD::TextureSwizzle swizzle_b;
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RD::TextureSwizzle swizzle_a;
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TextureToRDFormat() {
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format = RD::DATA_FORMAT_MAX;
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format_srgb = RD::DATA_FORMAT_MAX;
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swizzle_r = RD::TEXTURE_SWIZZLE_R;
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swizzle_g = RD::TEXTURE_SWIZZLE_G;
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swizzle_b = RD::TEXTURE_SWIZZLE_B;
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swizzle_a = RD::TEXTURE_SWIZZLE_A;
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}
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};
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//textures can be created from threads, so this RID_Owner is thread safe
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mutable RID_Owner<Texture, true> texture_owner;
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Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format);
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RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
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RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
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RID default_rd_storage_buffer;
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/* DECAL ATLAS */
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struct DecalAtlas {
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struct Texture {
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int panorama_to_dp_users;
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int users;
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Rect2 uv_rect;
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};
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struct SortItem {
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RID texture;
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Size2i pixel_size;
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Size2i size;
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Point2i pos;
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bool operator<(const SortItem &p_item) const {
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//sort larger to smaller
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if (size.height == p_item.size.height) {
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return size.width > p_item.size.width;
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} else {
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return size.height > p_item.size.height;
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}
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}
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};
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HashMap<RID, Texture> textures;
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bool dirty = true;
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int mipmaps = 5;
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RID texture;
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RID texture_srgb;
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struct MipMap {
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RID fb;
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RID texture;
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Size2i size;
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};
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Vector<MipMap> texture_mipmaps;
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Size2i size;
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} decal_atlas;
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void _update_decal_atlas();
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/* SHADER */
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struct Material;
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struct Shader {
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ShaderData *data;
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String code;
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ShaderType type;
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Map<StringName, RID> default_texture_parameter;
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Set<Material *> owners;
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};
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ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
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mutable RID_Owner<Shader, true> shader_owner;
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/* Material */
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struct Material {
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RID self;
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MaterialData *data = nullptr;
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Shader *shader = nullptr;
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//shortcut to shader data and type
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ShaderType shader_type = SHADER_TYPE_MAX;
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uint32_t shader_id = 0;
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bool uniform_dirty = false;
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bool texture_dirty = false;
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Map<StringName, Variant> params;
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int32_t priority = 0;
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RID next_pass;
|
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SelfList<Material> update_element;
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|
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Dependency dependency;
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Material() :
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update_element(this) {}
|
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};
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MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
|
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mutable RID_Owner<Material, true> material_owner;
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|
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SelfList<Material>::List material_update_list;
|
|
void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
|
|
void _update_queued_materials();
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|
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/* Mesh */
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|
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struct MeshInstance;
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|
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struct Mesh {
|
|
struct Surface {
|
|
RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
|
|
uint32_t format = 0;
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|
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RID vertex_buffer;
|
|
RID attribute_buffer;
|
|
RID skin_buffer;
|
|
uint32_t vertex_count = 0;
|
|
uint32_t vertex_buffer_size = 0;
|
|
uint32_t skin_buffer_size = 0;
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|
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// A different pipeline needs to be allocated
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|
// depending on the inputs available in the
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|
// material.
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|
// There are never that many geometry/material
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// combinations, so a simple array is the most
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// cache-efficient structure.
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|
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struct Version {
|
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uint32_t input_mask = 0;
|
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RD::VertexFormatID vertex_format = 0;
|
|
RID vertex_array;
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|
};
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|
|
SpinLock version_lock; //needed to access versions
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|
Version *versions = nullptr; //allocated on demand
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|
uint32_t version_count = 0;
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|
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RID index_buffer;
|
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RID index_array;
|
|
uint32_t index_count = 0;
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struct LOD {
|
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float edge_length = 0.0;
|
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uint32_t index_count = 0;
|
|
RID index_buffer;
|
|
RID index_array;
|
|
};
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|
LOD *lods = nullptr;
|
|
uint32_t lod_count = 0;
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|
|
AABB aabb;
|
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|
|
Vector<AABB> bone_aabbs;
|
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|
|
RID blend_shape_buffer;
|
|
|
|
RID material;
|
|
|
|
uint32_t render_index = 0;
|
|
uint64_t render_pass = 0;
|
|
|
|
uint32_t multimesh_render_index = 0;
|
|
uint64_t multimesh_render_pass = 0;
|
|
|
|
uint32_t particles_render_index = 0;
|
|
uint64_t particles_render_pass = 0;
|
|
|
|
RID uniform_set;
|
|
};
|
|
|
|
uint32_t blend_shape_count = 0;
|
|
RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
|
|
|
|
Surface **surfaces = nullptr;
|
|
uint32_t surface_count = 0;
|
|
|
|
Vector<AABB> bone_aabbs;
|
|
|
|
bool has_bone_weights = false;
|
|
|
|
AABB aabb;
|
|
AABB custom_aabb;
|
|
|
|
Vector<RID> material_cache;
|
|
|
|
List<MeshInstance *> instances;
|
|
|
|
RID shadow_mesh;
|
|
Set<Mesh *> shadow_owners;
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<Mesh, true> mesh_owner;
|
|
|
|
struct MeshInstance {
|
|
Mesh *mesh;
|
|
RID skeleton;
|
|
struct Surface {
|
|
RID vertex_buffer;
|
|
RID uniform_set;
|
|
|
|
Mesh::Surface::Version *versions = nullptr; //allocated on demand
|
|
uint32_t version_count = 0;
|
|
};
|
|
LocalVector<Surface> surfaces;
|
|
LocalVector<float> blend_weights;
|
|
|
|
RID blend_weights_buffer;
|
|
List<MeshInstance *>::Element *I = nullptr; //used to erase itself
|
|
uint64_t skeleton_version = 0;
|
|
bool dirty = false;
|
|
bool weights_dirty = false;
|
|
SelfList<MeshInstance> weight_update_list;
|
|
SelfList<MeshInstance> array_update_list;
|
|
MeshInstance() :
|
|
weight_update_list(this), array_update_list(this) {}
|
|
};
|
|
|
|
void _mesh_instance_clear(MeshInstance *mi);
|
|
void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
|
|
|
|
mutable RID_Owner<MeshInstance> mesh_instance_owner;
|
|
|
|
SelfList<MeshInstance>::List dirty_mesh_instance_weights;
|
|
SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
|
|
|
|
struct SkeletonShader {
|
|
struct PushConstant {
|
|
uint32_t has_normal;
|
|
uint32_t has_tangent;
|
|
uint32_t has_skeleton;
|
|
uint32_t has_blend_shape;
|
|
|
|
uint32_t vertex_count;
|
|
uint32_t vertex_stride;
|
|
uint32_t skin_stride;
|
|
uint32_t skin_weight_offset;
|
|
|
|
uint32_t blend_shape_count;
|
|
uint32_t normalized_blend_shapes;
|
|
uint32_t pad0;
|
|
uint32_t pad1;
|
|
};
|
|
|
|
enum {
|
|
UNIFORM_SET_INSTANCE = 0,
|
|
UNIFORM_SET_SURFACE = 1,
|
|
UNIFORM_SET_SKELETON = 2,
|
|
};
|
|
enum {
|
|
SHADER_MODE_2D,
|
|
SHADER_MODE_3D,
|
|
SHADER_MODE_MAX
|
|
};
|
|
|
|
SkeletonShaderRD shader;
|
|
RID version;
|
|
RID version_shader[SHADER_MODE_MAX];
|
|
RID pipeline[SHADER_MODE_MAX];
|
|
|
|
RID default_skeleton_uniform_set;
|
|
} skeleton_shader;
|
|
|
|
void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
|
|
|
|
RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
|
|
|
|
/* MultiMesh */
|
|
struct MultiMesh {
|
|
RID mesh;
|
|
int instances = 0;
|
|
RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
|
|
bool uses_colors = false;
|
|
bool uses_custom_data = false;
|
|
int visible_instances = -1;
|
|
AABB aabb;
|
|
bool aabb_dirty = false;
|
|
bool buffer_set = false;
|
|
uint32_t stride_cache = 0;
|
|
uint32_t color_offset_cache = 0;
|
|
uint32_t custom_data_offset_cache = 0;
|
|
|
|
Vector<float> data_cache; //used if individual setting is used
|
|
bool *data_cache_dirty_regions = nullptr;
|
|
uint32_t data_cache_used_dirty_regions = 0;
|
|
|
|
RID buffer; //storage buffer
|
|
RID uniform_set_3d;
|
|
RID uniform_set_2d;
|
|
|
|
bool dirty = false;
|
|
MultiMesh *dirty_list = nullptr;
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<MultiMesh, true> multimesh_owner;
|
|
|
|
MultiMesh *multimesh_dirty_list = nullptr;
|
|
|
|
_FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
|
|
_FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
|
|
_FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
|
|
_FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
|
|
void _update_dirty_multimeshes();
|
|
|
|
/* PARTICLES */
|
|
|
|
struct ParticleData {
|
|
float xform[16];
|
|
float velocity[3];
|
|
uint32_t active;
|
|
float color[4];
|
|
float custom[3];
|
|
float lifetime;
|
|
uint32_t pad[3];
|
|
};
|
|
|
|
struct ParticlesFrameParams {
|
|
enum {
|
|
MAX_ATTRACTORS = 32,
|
|
MAX_COLLIDERS = 32,
|
|
MAX_3D_TEXTURES = 7
|
|
};
|
|
|
|
enum AttractorType {
|
|
ATTRACTOR_TYPE_SPHERE,
|
|
ATTRACTOR_TYPE_BOX,
|
|
ATTRACTOR_TYPE_VECTOR_FIELD,
|
|
};
|
|
|
|
struct Attractor {
|
|
float transform[16];
|
|
float extents[3]; //exents or radius
|
|
uint32_t type;
|
|
|
|
uint32_t texture_index; //texture index for vector field
|
|
float strength;
|
|
float attenuation;
|
|
float directionality;
|
|
};
|
|
|
|
enum CollisionType {
|
|
COLLISION_TYPE_SPHERE,
|
|
COLLISION_TYPE_BOX,
|
|
COLLISION_TYPE_SDF,
|
|
COLLISION_TYPE_HEIGHT_FIELD,
|
|
COLLISION_TYPE_2D_SDF,
|
|
|
|
};
|
|
|
|
struct Collider {
|
|
float transform[16];
|
|
float extents[3]; //exents or radius
|
|
uint32_t type;
|
|
|
|
uint32_t texture_index; //texture index for vector field
|
|
float scale;
|
|
uint32_t pad[2];
|
|
};
|
|
|
|
uint32_t emitting;
|
|
float system_phase;
|
|
float prev_system_phase;
|
|
uint32_t cycle;
|
|
|
|
float explosiveness;
|
|
float randomness;
|
|
float time;
|
|
float delta;
|
|
|
|
uint32_t frame;
|
|
uint32_t pad0;
|
|
uint32_t pad1;
|
|
uint32_t pad2;
|
|
|
|
uint32_t random_seed;
|
|
uint32_t attractor_count;
|
|
uint32_t collider_count;
|
|
float particle_size;
|
|
|
|
float emission_transform[16];
|
|
|
|
Attractor attractors[MAX_ATTRACTORS];
|
|
Collider colliders[MAX_COLLIDERS];
|
|
};
|
|
|
|
struct ParticleEmissionBufferData {
|
|
};
|
|
|
|
struct ParticleEmissionBuffer {
|
|
struct Data {
|
|
float xform[16];
|
|
float velocity[3];
|
|
uint32_t flags;
|
|
float color[4];
|
|
float custom[4];
|
|
};
|
|
|
|
int32_t particle_count;
|
|
int32_t particle_max;
|
|
uint32_t pad1;
|
|
uint32_t pad2;
|
|
Data data[1]; //its 2020 and empty arrays are still non standard in C++
|
|
};
|
|
|
|
struct Particles {
|
|
RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
|
|
bool inactive = true;
|
|
float inactive_time = 0.0;
|
|
bool emitting = false;
|
|
bool one_shot = false;
|
|
int amount = 0;
|
|
float lifetime = 1.0;
|
|
float pre_process_time = 0.0;
|
|
float explosiveness = 0.0;
|
|
float randomness = 0.0;
|
|
bool restart_request = false;
|
|
AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
|
|
bool use_local_coords = true;
|
|
bool has_collision_cache = false;
|
|
|
|
bool has_sdf_collision = false;
|
|
Transform2D sdf_collision_transform;
|
|
Rect2 sdf_collision_to_screen;
|
|
RID sdf_collision_texture;
|
|
|
|
RID process_material;
|
|
uint32_t frame_counter = 0;
|
|
RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
|
|
|
|
RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
|
|
|
|
Vector<RID> draw_passes;
|
|
Vector<Transform3D> trail_bind_poses;
|
|
bool trail_bind_poses_dirty = false;
|
|
RID trail_bind_pose_buffer;
|
|
RID trail_bind_pose_uniform_set;
|
|
|
|
RID particle_buffer;
|
|
RID particle_instance_buffer;
|
|
RID frame_params_buffer;
|
|
|
|
RID particles_material_uniform_set;
|
|
RID particles_copy_uniform_set;
|
|
RID particles_transforms_buffer_uniform_set;
|
|
RID collision_textures_uniform_set;
|
|
|
|
RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
|
|
uint32_t collision_3d_textures_used = 0;
|
|
RID collision_heightmap_texture;
|
|
|
|
RID particles_sort_buffer;
|
|
RID particles_sort_uniform_set;
|
|
|
|
bool dirty = false;
|
|
Particles *update_list = nullptr;
|
|
|
|
RID sub_emitter;
|
|
|
|
float phase = 0.0;
|
|
float prev_phase = 0.0;
|
|
uint64_t prev_ticks = 0;
|
|
uint32_t random_seed = 0;
|
|
|
|
uint32_t cycle_number = 0;
|
|
|
|
float speed_scale = 1.0;
|
|
|
|
int fixed_fps = 30;
|
|
bool interpolate = true;
|
|
bool fractional_delta = false;
|
|
float frame_remainder = 0;
|
|
float collision_base_size = 0.01;
|
|
|
|
bool clear = true;
|
|
|
|
bool force_sub_emit = false;
|
|
|
|
Transform3D emission_transform;
|
|
|
|
Vector<uint8_t> emission_buffer_data;
|
|
|
|
ParticleEmissionBuffer *emission_buffer = nullptr;
|
|
RID emission_storage_buffer;
|
|
|
|
Set<RID> collisions;
|
|
|
|
Dependency dependency;
|
|
|
|
float trail_length = 1.0;
|
|
bool trails_enabled = false;
|
|
LocalVector<ParticlesFrameParams> frame_history;
|
|
LocalVector<ParticlesFrameParams> trail_params;
|
|
|
|
Particles() {
|
|
}
|
|
};
|
|
|
|
void _particles_process(Particles *p_particles, float p_delta);
|
|
void _particles_allocate_emission_buffer(Particles *particles);
|
|
void _particles_free_data(Particles *particles);
|
|
void _particles_update_buffers(Particles *particles);
|
|
|
|
struct ParticlesShader {
|
|
struct PushConstant {
|
|
float lifetime;
|
|
uint32_t clear;
|
|
uint32_t total_particles;
|
|
uint32_t trail_size;
|
|
|
|
uint32_t use_fractional_delta;
|
|
uint32_t sub_emitter_mode;
|
|
uint32_t can_emit;
|
|
uint32_t trail_pass;
|
|
};
|
|
|
|
ParticlesShaderRD shader;
|
|
ShaderCompilerRD compiler;
|
|
|
|
RID default_shader;
|
|
RID default_material;
|
|
RID default_shader_rd;
|
|
|
|
RID base_uniform_set;
|
|
|
|
struct CopyPushConstant {
|
|
float sort_direction[3];
|
|
uint32_t total_particles;
|
|
|
|
uint32_t trail_size;
|
|
uint32_t trail_total;
|
|
float frame_delta;
|
|
float frame_remainder;
|
|
|
|
float align_up[3];
|
|
uint32_t align_mode;
|
|
|
|
uint32_t order_by_lifetime;
|
|
uint32_t lifetime_split;
|
|
uint32_t lifetime_reverse;
|
|
uint32_t pad;
|
|
};
|
|
|
|
enum {
|
|
COPY_MODE_FILL_INSTANCES,
|
|
COPY_MODE_FILL_INSTANCES_2D,
|
|
COPY_MODE_FILL_SORT_BUFFER,
|
|
COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER,
|
|
COPY_MODE_MAX,
|
|
};
|
|
|
|
ParticlesCopyShaderRD copy_shader;
|
|
RID copy_shader_version;
|
|
RID copy_pipelines[COPY_MODE_MAX];
|
|
|
|
LocalVector<float> pose_update_buffer;
|
|
|
|
} particles_shader;
|
|
|
|
Particles *particle_update_list = nullptr;
|
|
|
|
struct ParticlesShaderData : public ShaderData {
|
|
bool valid;
|
|
RID version;
|
|
bool uses_collision = false;
|
|
|
|
//PipelineCacheRD pipelines[SKY_VERSION_MAX];
|
|
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
|
|
Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
|
|
|
|
Vector<uint32_t> ubo_offsets;
|
|
uint32_t ubo_size;
|
|
|
|
String path;
|
|
String code;
|
|
Map<StringName, RID> default_texture_params;
|
|
|
|
RID pipeline;
|
|
|
|
bool uses_time;
|
|
|
|
virtual void set_code(const String &p_Code);
|
|
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
|
|
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;
|
|
|
|
ParticlesShaderData();
|
|
virtual ~ParticlesShaderData();
|
|
};
|
|
|
|
ShaderData *_create_particles_shader_func();
|
|
static RendererStorageRD::ShaderData *_create_particles_shader_funcs() {
|
|
return base_singleton->_create_particles_shader_func();
|
|
}
|
|
|
|
struct ParticlesMaterialData : public MaterialData {
|
|
uint64_t last_frame = 0;
|
|
ParticlesShaderData *shader_data = nullptr;
|
|
RID uniform_set;
|
|
bool uniform_set_updated = false;
|
|
|
|
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 ~ParticlesMaterialData();
|
|
};
|
|
|
|
MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
|
|
static RendererStorageRD::MaterialData *_create_particles_material_funcs(ShaderData *p_shader) {
|
|
return base_singleton->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader));
|
|
}
|
|
|
|
void update_particles();
|
|
|
|
mutable RID_Owner<Particles, true> particles_owner;
|
|
|
|
/* Particles Collision */
|
|
|
|
struct ParticlesCollision {
|
|
RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
|
|
uint32_t cull_mask = 0xFFFFFFFF;
|
|
float radius = 1.0;
|
|
Vector3 extents = Vector3(1, 1, 1);
|
|
float attractor_strength = 1.0;
|
|
float attractor_attenuation = 1.0;
|
|
float attractor_directionality = 0.0;
|
|
RID field_texture;
|
|
RID heightfield_texture;
|
|
RID heightfield_fb;
|
|
Size2i heightfield_fb_size;
|
|
|
|
RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
|
|
|
|
struct ParticlesCollisionInstance {
|
|
RID collision;
|
|
Transform3D transform;
|
|
bool active = false;
|
|
};
|
|
|
|
mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
|
|
|
|
/* visibility_notifier */
|
|
|
|
struct VisibilityNotifier {
|
|
AABB aabb;
|
|
Callable enter_callback;
|
|
Callable exit_callback;
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
|
|
|
|
/* Skeleton */
|
|
|
|
struct Skeleton {
|
|
bool use_2d = false;
|
|
int size = 0;
|
|
Vector<float> data;
|
|
RID buffer;
|
|
|
|
bool dirty = false;
|
|
Skeleton *dirty_list = nullptr;
|
|
Transform2D base_transform_2d;
|
|
|
|
RID uniform_set_3d;
|
|
RID uniform_set_mi;
|
|
|
|
uint64_t version = 1;
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<Skeleton, true> skeleton_owner;
|
|
|
|
_FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
|
|
|
|
Skeleton *skeleton_dirty_list = nullptr;
|
|
|
|
void _update_dirty_skeletons();
|
|
|
|
/* LIGHT */
|
|
|
|
struct Light {
|
|
RS::LightType type;
|
|
float param[RS::LIGHT_PARAM_MAX];
|
|
Color color = Color(1, 1, 1, 1);
|
|
Color shadow_color;
|
|
RID projector;
|
|
bool shadow = false;
|
|
bool negative = false;
|
|
bool reverse_cull = false;
|
|
RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
|
|
uint32_t max_sdfgi_cascade = 2;
|
|
uint32_t cull_mask = 0xFFFFFFFF;
|
|
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
|
|
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
|
|
bool directional_blend_splits = false;
|
|
bool directional_sky_only = false;
|
|
uint64_t version = 0;
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<Light, true> light_owner;
|
|
|
|
/* REFLECTION PROBE */
|
|
|
|
struct ReflectionProbe {
|
|
RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
|
|
int resolution = 256;
|
|
float intensity = 1.0;
|
|
RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
|
|
Color ambient_color;
|
|
float ambient_color_energy = 1.0;
|
|
float max_distance = 0;
|
|
Vector3 extents = Vector3(1, 1, 1);
|
|
Vector3 origin_offset;
|
|
bool interior = false;
|
|
bool box_projection = false;
|
|
bool enable_shadows = false;
|
|
uint32_t cull_mask = (1 << 20) - 1;
|
|
float lod_threshold = 0.01;
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
|
|
|
|
/* DECAL */
|
|
|
|
struct Decal {
|
|
Vector3 extents = Vector3(1, 1, 1);
|
|
RID textures[RS::DECAL_TEXTURE_MAX];
|
|
float emission_energy = 1.0;
|
|
float albedo_mix = 1.0;
|
|
Color modulate = Color(1, 1, 1, 1);
|
|
uint32_t cull_mask = (1 << 20) - 1;
|
|
float upper_fade = 0.3;
|
|
float lower_fade = 0.3;
|
|
bool distance_fade = false;
|
|
float distance_fade_begin = 10;
|
|
float distance_fade_length = 1;
|
|
float normal_fade = 0.0;
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<Decal, true> decal_owner;
|
|
|
|
/* VOXEL GI */
|
|
|
|
struct VoxelGI {
|
|
RID octree_buffer;
|
|
RID data_buffer;
|
|
RID sdf_texture;
|
|
|
|
uint32_t octree_buffer_size = 0;
|
|
uint32_t data_buffer_size = 0;
|
|
|
|
Vector<int> level_counts;
|
|
|
|
int cell_count = 0;
|
|
|
|
Transform3D to_cell_xform;
|
|
AABB bounds;
|
|
Vector3i octree_size;
|
|
|
|
float dynamic_range = 4.0;
|
|
float energy = 1.0;
|
|
float bias = 1.4;
|
|
float normal_bias = 0.0;
|
|
float propagation = 0.7;
|
|
bool interior = false;
|
|
bool use_two_bounces = false;
|
|
|
|
float anisotropy_strength = 0.5;
|
|
|
|
uint32_t version = 1;
|
|
uint32_t data_version = 1;
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
VoxelGiSdfShaderRD voxel_gi_sdf_shader;
|
|
RID voxel_gi_sdf_shader_version;
|
|
RID voxel_gi_sdf_shader_version_shader;
|
|
RID voxel_gi_sdf_shader_pipeline;
|
|
|
|
mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
|
|
|
|
/* REFLECTION PROBE */
|
|
|
|
struct Lightmap {
|
|
RID light_texture;
|
|
bool uses_spherical_harmonics = false;
|
|
bool interior = false;
|
|
AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
|
|
int32_t array_index = -1; //unassigned
|
|
PackedVector3Array points;
|
|
PackedColorArray point_sh;
|
|
PackedInt32Array tetrahedra;
|
|
PackedInt32Array bsp_tree;
|
|
|
|
struct BSP {
|
|
static const int32_t EMPTY_LEAF = INT32_MIN;
|
|
float plane[4];
|
|
int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
|
|
};
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
bool using_lightmap_array; //high end uses this
|
|
/* for high end */
|
|
|
|
Vector<RID> lightmap_textures;
|
|
|
|
uint64_t lightmap_array_version = 0;
|
|
|
|
mutable RID_Owner<Lightmap, true> lightmap_owner;
|
|
|
|
float lightmap_probe_capture_update_speed = 4;
|
|
|
|
/* RENDER TARGET */
|
|
|
|
struct RenderTarget {
|
|
Size2i size;
|
|
uint32_t view_count;
|
|
RID framebuffer;
|
|
RID color;
|
|
|
|
//used for retrieving from CPU
|
|
RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
|
|
RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
|
|
Image::Format image_format = Image::FORMAT_L8;
|
|
|
|
bool flags[RENDER_TARGET_FLAG_MAX];
|
|
|
|
bool sdf_enabled = false;
|
|
|
|
RID backbuffer; //used for effects
|
|
RID backbuffer_fb;
|
|
RID backbuffer_mipmap0;
|
|
|
|
struct BackbufferMipmap {
|
|
RID mipmap;
|
|
RID mipmap_copy;
|
|
};
|
|
|
|
Vector<BackbufferMipmap> backbuffer_mipmaps;
|
|
|
|
RID framebuffer_uniform_set;
|
|
RID backbuffer_uniform_set;
|
|
|
|
RID sdf_buffer_write;
|
|
RID sdf_buffer_write_fb;
|
|
RID sdf_buffer_process[2];
|
|
RID sdf_buffer_read;
|
|
RID sdf_buffer_process_uniform_sets[2];
|
|
RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
|
|
RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
|
|
Size2i process_size;
|
|
|
|
//texture generated for this owner (nor RD).
|
|
RID texture;
|
|
bool was_used;
|
|
|
|
//clear request
|
|
bool clear_requested;
|
|
Color clear_color;
|
|
};
|
|
|
|
mutable RID_Owner<RenderTarget> render_target_owner;
|
|
|
|
void _clear_render_target(RenderTarget *rt);
|
|
void _update_render_target(RenderTarget *rt);
|
|
void _create_render_target_backbuffer(RenderTarget *rt);
|
|
void _render_target_allocate_sdf(RenderTarget *rt);
|
|
void _render_target_clear_sdf(RenderTarget *rt);
|
|
Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
|
|
|
|
struct RenderTargetSDF {
|
|
enum {
|
|
SHADER_LOAD,
|
|
SHADER_LOAD_SHRINK,
|
|
SHADER_PROCESS,
|
|
SHADER_PROCESS_OPTIMIZED,
|
|
SHADER_STORE,
|
|
SHADER_STORE_SHRINK,
|
|
SHADER_MAX
|
|
};
|
|
|
|
struct PushConstant {
|
|
int32_t size[2];
|
|
int32_t stride;
|
|
int32_t shift;
|
|
int32_t base_size[2];
|
|
int32_t pad[2];
|
|
};
|
|
|
|
CanvasSdfShaderRD shader;
|
|
RID shader_version;
|
|
RID pipelines[SHADER_MAX];
|
|
} rt_sdf;
|
|
|
|
/* GLOBAL SHADER VARIABLES */
|
|
|
|
struct GlobalVariables {
|
|
enum {
|
|
BUFFER_DIRTY_REGION_SIZE = 1024
|
|
};
|
|
struct Variable {
|
|
Set<RID> texture_materials; // materials using this
|
|
|
|
RS::GlobalVariableType type;
|
|
Variant value;
|
|
Variant override;
|
|
int32_t buffer_index; //for vectors
|
|
int32_t buffer_elements; //for vectors
|
|
};
|
|
|
|
HashMap<StringName, Variable> variables;
|
|
|
|
struct Value {
|
|
float x;
|
|
float y;
|
|
float z;
|
|
float w;
|
|
};
|
|
|
|
struct ValueInt {
|
|
int32_t x;
|
|
int32_t y;
|
|
int32_t z;
|
|
int32_t w;
|
|
};
|
|
|
|
struct ValueUInt {
|
|
uint32_t x;
|
|
uint32_t y;
|
|
uint32_t z;
|
|
uint32_t w;
|
|
};
|
|
|
|
struct ValueUsage {
|
|
uint32_t elements = 0;
|
|
};
|
|
|
|
List<RID> materials_using_buffer;
|
|
List<RID> materials_using_texture;
|
|
|
|
RID buffer;
|
|
Value *buffer_values;
|
|
ValueUsage *buffer_usage;
|
|
bool *buffer_dirty_regions;
|
|
uint32_t buffer_dirty_region_count = 0;
|
|
|
|
uint32_t buffer_size;
|
|
|
|
bool must_update_texture_materials = false;
|
|
bool must_update_buffer_materials = false;
|
|
|
|
HashMap<RID, int32_t> instance_buffer_pos;
|
|
|
|
} global_variables;
|
|
|
|
int32_t _global_variable_allocate(uint32_t p_elements);
|
|
void _global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value);
|
|
void _global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements);
|
|
|
|
void _update_global_variables();
|
|
/* EFFECTS */
|
|
|
|
EffectsRD effects;
|
|
|
|
public:
|
|
virtual bool can_create_resources_async() const;
|
|
|
|
/* TEXTURE API */
|
|
|
|
virtual RID texture_allocate();
|
|
|
|
virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image);
|
|
virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type);
|
|
virtual void texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data); //all slices, then all the mipmaps, must be coherent
|
|
virtual void texture_proxy_initialize(RID p_texture, RID p_base);
|
|
|
|
virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
|
|
|
|
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
|
|
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data);
|
|
virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
|
|
|
|
//these two APIs can be used together or in combination with the others.
|
|
virtual void texture_2d_placeholder_initialize(RID p_texture);
|
|
virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type);
|
|
virtual void texture_3d_placeholder_initialize(RID p_texture);
|
|
|
|
virtual Ref<Image> texture_2d_get(RID p_texture) const;
|
|
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const;
|
|
virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const;
|
|
|
|
virtual void texture_replace(RID p_texture, RID p_by_texture);
|
|
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height);
|
|
|
|
virtual void texture_set_path(RID p_texture, const String &p_path);
|
|
virtual String texture_get_path(RID p_texture) const;
|
|
|
|
virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
|
|
virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
|
|
virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata);
|
|
|
|
virtual void texture_debug_usage(List<RS::TextureInfo> *r_info);
|
|
|
|
virtual void texture_set_proxy(RID p_proxy, RID p_base);
|
|
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
|
|
|
|
virtual Size2 texture_size_with_proxy(RID p_proxy);
|
|
|
|
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
|
|
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false);
|
|
|
|
RID decal_atlas_get_texture() const;
|
|
RID decal_atlas_get_texture_srgb() const;
|
|
_FORCE_INLINE_ Rect2 decal_atlas_get_texture_rect(RID p_texture) {
|
|
DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
|
|
if (!t) {
|
|
return Rect2();
|
|
}
|
|
|
|
return t->uv_rect;
|
|
}
|
|
|
|
//internal usage
|
|
|
|
_FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) {
|
|
if (p_texture.is_null()) {
|
|
return RID();
|
|
}
|
|
Texture *tex = texture_owner.getornull(p_texture);
|
|
|
|
if (!tex) {
|
|
return RID();
|
|
}
|
|
return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
|
|
}
|
|
|
|
_FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) {
|
|
if (p_texture.is_null()) {
|
|
return Size2i();
|
|
}
|
|
Texture *tex = texture_owner.getornull(p_texture);
|
|
|
|
if (!tex) {
|
|
return Size2i();
|
|
}
|
|
return Size2i(tex->width_2d, tex->height_2d);
|
|
}
|
|
|
|
_FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) {
|
|
return default_rd_textures[p_texture];
|
|
}
|
|
_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
|
|
return default_rd_samplers[p_filter][p_repeat];
|
|
}
|
|
|
|
/* CANVAS TEXTURE API */
|
|
|
|
RID canvas_texture_allocate();
|
|
void canvas_texture_initialize(RID p_canvas_texture);
|
|
|
|
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture);
|
|
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess);
|
|
|
|
virtual void canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter);
|
|
virtual void canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat);
|
|
|
|
bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular);
|
|
|
|
/* SHADER API */
|
|
|
|
RID shader_allocate();
|
|
void shader_initialize(RID p_shader);
|
|
|
|
void shader_set_code(RID p_shader, const String &p_code);
|
|
String shader_get_code(RID p_shader) const;
|
|
void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
|
|
|
|
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
|
|
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
|
|
Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
|
|
void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
|
|
|
|
virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const;
|
|
|
|
/* COMMON MATERIAL API */
|
|
|
|
RID material_allocate();
|
|
void material_initialize(RID p_material);
|
|
|
|
void material_set_shader(RID p_material, RID p_shader);
|
|
|
|
void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
|
|
Variant material_get_param(RID p_material, const StringName &p_param) const;
|
|
|
|
void material_set_next_pass(RID p_material, RID p_next_material);
|
|
void material_set_render_priority(RID p_material, int priority);
|
|
|
|
bool material_is_animated(RID p_material);
|
|
bool material_casts_shadows(RID p_material);
|
|
|
|
void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters);
|
|
|
|
void material_update_dependency(RID p_material, DependencyTracker *p_instance);
|
|
void material_force_update_textures(RID p_material, ShaderType p_shader_type);
|
|
|
|
void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
|
|
|
|
_FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
|
|
Material *material = material_owner.getornull(p_material);
|
|
return material->shader_id;
|
|
}
|
|
|
|
_FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
|
|
Material *material = material_owner.getornull(p_material);
|
|
if (!material || material->shader_type != p_shader_type) {
|
|
return nullptr;
|
|
} else {
|
|
return material->data;
|
|
}
|
|
}
|
|
|
|
/* MESH API */
|
|
|
|
RID mesh_allocate();
|
|
void mesh_initialize(RID p_mesh);
|
|
|
|
virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count);
|
|
|
|
/// Return stride
|
|
virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface);
|
|
|
|
virtual int mesh_get_blend_shape_count(RID p_mesh) const;
|
|
|
|
virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode);
|
|
virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
|
|
|
|
virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
|
|
virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
|
|
virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
|
|
|
|
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
|
|
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
|
|
|
|
virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const;
|
|
|
|
virtual int mesh_get_surface_count(RID p_mesh) const;
|
|
|
|
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
|
|
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
|
|
|
|
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID());
|
|
virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh);
|
|
|
|
virtual void mesh_clear(RID p_mesh);
|
|
|
|
virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton);
|
|
|
|
/* MESH INSTANCE */
|
|
|
|
virtual RID mesh_instance_create(RID p_base);
|
|
virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton);
|
|
virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight);
|
|
virtual void mesh_instance_check_for_update(RID p_mesh_instance);
|
|
virtual void update_mesh_instances();
|
|
|
|
_FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
|
|
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, nullptr);
|
|
r_surface_count = mesh->surface_count;
|
|
if (r_surface_count == 0) {
|
|
return nullptr;
|
|
}
|
|
if (mesh->material_cache.is_empty()) {
|
|
mesh->material_cache.resize(mesh->surface_count);
|
|
for (uint32_t i = 0; i < r_surface_count; i++) {
|
|
mesh->material_cache.write[i] = mesh->surfaces[i]->material;
|
|
}
|
|
}
|
|
|
|
return mesh->material_cache.ptr();
|
|
}
|
|
|
|
_FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {
|
|
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, nullptr);
|
|
ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);
|
|
|
|
return mesh->surfaces[p_surface_index];
|
|
}
|
|
|
|
_FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
|
|
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
|
ERR_FAIL_COND_V(!mesh, RID());
|
|
|
|
return mesh->shadow_mesh;
|
|
}
|
|
|
|
_FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
|
|
Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
|
|
return surface->primitive;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {
|
|
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
|
|
return s->lod_count > 0;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {
|
|
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
|
|
return s->index_count ? s->index_count : s->vertex_count;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold, uint32_t *r_index_count = nullptr) const {
|
|
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
|
|
|
|
int32_t current_lod = -1;
|
|
if (r_index_count) {
|
|
*r_index_count = s->index_count;
|
|
}
|
|
for (uint32_t i = 0; i < s->lod_count; i++) {
|
|
float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
|
|
if (screen_size > p_lod_threshold) {
|
|
break;
|
|
}
|
|
current_lod = i;
|
|
}
|
|
if (current_lod == -1) {
|
|
return 0;
|
|
} else {
|
|
if (r_index_count) {
|
|
*r_index_count = s->lods[current_lod].index_count;
|
|
}
|
|
return current_lod + 1;
|
|
}
|
|
}
|
|
|
|
_FORCE_INLINE_ RID mesh_surface_get_index_array(void *p_surface, uint32_t p_lod) const {
|
|
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
|
|
|
|
if (p_lod == 0) {
|
|
return s->index_array;
|
|
} else {
|
|
return s->lods[p_lod - 1].index_array;
|
|
}
|
|
}
|
|
|
|
_FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
|
|
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
|
|
|
|
s->version_lock.lock();
|
|
|
|
//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
|
|
|
|
for (uint32_t i = 0; i < s->version_count; i++) {
|
|
if (s->versions[i].input_mask != p_input_mask) {
|
|
continue;
|
|
}
|
|
//we have this version, hooray
|
|
r_vertex_format = s->versions[i].vertex_format;
|
|
r_vertex_array_rd = s->versions[i].vertex_array;
|
|
s->version_lock.unlock();
|
|
return;
|
|
}
|
|
|
|
uint32_t version = s->version_count;
|
|
s->version_count++;
|
|
s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
|
|
|
|
_mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);
|
|
|
|
r_vertex_format = s->versions[version].vertex_format;
|
|
r_vertex_array_rd = s->versions[version].vertex_array;
|
|
|
|
s->version_lock.unlock();
|
|
}
|
|
|
|
_FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
|
|
MeshInstance *mi = mesh_instance_owner.getornull(p_mesh_instance);
|
|
ERR_FAIL_COND(!mi);
|
|
Mesh *mesh = mi->mesh;
|
|
ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
|
|
|
|
MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
|
|
Mesh::Surface *s = mesh->surfaces[p_surface_index];
|
|
|
|
s->version_lock.lock();
|
|
|
|
//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
|
|
|
|
for (uint32_t i = 0; i < mis->version_count; i++) {
|
|
if (mis->versions[i].input_mask != p_input_mask) {
|
|
continue;
|
|
}
|
|
//we have this version, hooray
|
|
r_vertex_format = mis->versions[i].vertex_format;
|
|
r_vertex_array_rd = mis->versions[i].vertex_array;
|
|
s->version_lock.unlock();
|
|
return;
|
|
}
|
|
|
|
uint32_t version = mis->version_count;
|
|
mis->version_count++;
|
|
mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
|
|
|
|
_mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
|
|
|
|
r_vertex_format = mis->versions[version].vertex_format;
|
|
r_vertex_array_rd = mis->versions[version].vertex_array;
|
|
|
|
s->version_lock.unlock();
|
|
}
|
|
|
|
_FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) {
|
|
ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID());
|
|
return mesh_default_rd_buffers[p_buffer];
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
|
|
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
|
Mesh::Surface *s = mesh->surfaces[p_surface_index];
|
|
|
|
if (s->render_pass != p_render_pass) {
|
|
(*r_index)++;
|
|
s->render_pass = p_render_pass;
|
|
s->render_index = *r_index;
|
|
}
|
|
|
|
return s->render_index;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
|
|
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
|
Mesh::Surface *s = mesh->surfaces[p_surface_index];
|
|
|
|
if (s->multimesh_render_pass != p_render_pass) {
|
|
(*r_index)++;
|
|
s->multimesh_render_pass = p_render_pass;
|
|
s->multimesh_render_index = *r_index;
|
|
}
|
|
|
|
return s->multimesh_render_index;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t mesh_surface_get_particles_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
|
|
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
|
Mesh::Surface *s = mesh->surfaces[p_surface_index];
|
|
|
|
if (s->particles_render_pass != p_render_pass) {
|
|
(*r_index)++;
|
|
s->particles_render_pass = p_render_pass;
|
|
s->particles_render_index = *r_index;
|
|
}
|
|
|
|
return s->particles_render_index;
|
|
}
|
|
|
|
/* MULTIMESH API */
|
|
|
|
RID multimesh_allocate();
|
|
void multimesh_initialize(RID p_multimesh);
|
|
|
|
void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false);
|
|
int multimesh_get_instance_count(RID p_multimesh) const;
|
|
|
|
void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
|
|
void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform);
|
|
void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
|
|
void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
|
|
void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color);
|
|
|
|
RID multimesh_get_mesh(RID p_multimesh) const;
|
|
|
|
Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
|
|
Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
|
|
Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
|
|
Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
|
|
|
|
void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer);
|
|
Vector<float> multimesh_get_buffer(RID p_multimesh) const;
|
|
|
|
void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
|
|
int multimesh_get_visible_instances(RID p_multimesh) const;
|
|
|
|
AABB multimesh_get_aabb(RID p_multimesh) const;
|
|
|
|
_FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
|
|
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
|
|
return multimesh->xform_format;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
|
|
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
|
|
return multimesh->uses_colors;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
|
|
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
|
|
return multimesh->uses_custom_data;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
|
|
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
|
|
if (multimesh->visible_instances >= 0) {
|
|
return multimesh->visible_instances;
|
|
}
|
|
return multimesh->instances;
|
|
}
|
|
|
|
_FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
|
|
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
|
|
if (!multimesh->uniform_set_3d.is_valid()) {
|
|
Vector<RD::Uniform> uniforms;
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
|
u.binding = 0;
|
|
u.ids.push_back(multimesh->buffer);
|
|
uniforms.push_back(u);
|
|
multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
|
|
}
|
|
|
|
return multimesh->uniform_set_3d;
|
|
}
|
|
|
|
_FORCE_INLINE_ RID multimesh_get_2d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
|
|
MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
|
|
if (!multimesh->uniform_set_2d.is_valid()) {
|
|
Vector<RD::Uniform> uniforms;
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
|
u.binding = 0;
|
|
u.ids.push_back(multimesh->buffer);
|
|
uniforms.push_back(u);
|
|
multimesh->uniform_set_2d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
|
|
}
|
|
|
|
return multimesh->uniform_set_2d;
|
|
}
|
|
|
|
/* SKELETON API */
|
|
|
|
RID skeleton_allocate();
|
|
void skeleton_initialize(RID p_skeleton);
|
|
|
|
void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
|
|
void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
|
|
void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform3D &p_world_transform);
|
|
int skeleton_get_bone_count(RID p_skeleton) const;
|
|
void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform);
|
|
Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
|
|
void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
|
|
Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
|
|
|
|
_FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) {
|
|
return skeleton_owner.getornull(p_skeleton) != nullptr;
|
|
}
|
|
|
|
_FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const {
|
|
Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
|
|
ERR_FAIL_COND_V(!skeleton, RID());
|
|
ERR_FAIL_COND_V(skeleton->size == 0, RID());
|
|
if (skeleton->use_2d) {
|
|
return RID();
|
|
}
|
|
if (!skeleton->uniform_set_3d.is_valid()) {
|
|
Vector<RD::Uniform> uniforms;
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
|
u.binding = 0;
|
|
u.ids.push_back(skeleton->buffer);
|
|
uniforms.push_back(u);
|
|
skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
|
|
}
|
|
|
|
return skeleton->uniform_set_3d;
|
|
}
|
|
/* Light API */
|
|
|
|
void _light_initialize(RID p_rid, RS::LightType p_type);
|
|
|
|
RID directional_light_allocate();
|
|
void directional_light_initialize(RID p_light);
|
|
|
|
RID omni_light_allocate();
|
|
void omni_light_initialize(RID p_light);
|
|
|
|
RID spot_light_allocate();
|
|
void spot_light_initialize(RID p_light);
|
|
|
|
void light_set_color(RID p_light, const Color &p_color);
|
|
void light_set_param(RID p_light, RS::LightParam p_param, float p_value);
|
|
void light_set_shadow(RID p_light, bool p_enabled);
|
|
void light_set_shadow_color(RID p_light, const Color &p_color);
|
|
void light_set_projector(RID p_light, RID p_texture);
|
|
void light_set_negative(RID p_light, bool p_enable);
|
|
void light_set_cull_mask(RID p_light, uint32_t p_mask);
|
|
void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
|
|
void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode);
|
|
void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade);
|
|
|
|
void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode);
|
|
|
|
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode);
|
|
void light_directional_set_blend_splits(RID p_light, bool p_enable);
|
|
bool light_directional_get_blend_splits(RID p_light) const;
|
|
void light_directional_set_sky_only(RID p_light, bool p_sky_only);
|
|
bool light_directional_is_sky_only(RID p_light) const;
|
|
|
|
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
|
|
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
|
|
|
|
_FORCE_INLINE_ RS::LightType light_get_type(RID p_light) const {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
|
|
|
|
return light->type;
|
|
}
|
|
AABB light_get_aabb(RID p_light) const;
|
|
|
|
_FORCE_INLINE_ float light_get_param(RID p_light, RS::LightParam p_param) {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, 0);
|
|
|
|
return light->param[p_param];
|
|
}
|
|
|
|
_FORCE_INLINE_ RID light_get_projector(RID p_light) {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, RID());
|
|
|
|
return light->projector;
|
|
}
|
|
|
|
_FORCE_INLINE_ Color light_get_color(RID p_light) {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, Color());
|
|
|
|
return light->color;
|
|
}
|
|
|
|
_FORCE_INLINE_ Color light_get_shadow_color(RID p_light) {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, Color());
|
|
|
|
return light->shadow_color;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, 0);
|
|
|
|
return light->cull_mask;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool light_has_shadow(RID p_light) const {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
|
|
|
|
return light->shadow;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool light_has_projector(RID p_light) const {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
|
|
|
|
return texture_owner.owns(light->projector);
|
|
}
|
|
|
|
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
|
|
|
|
return light->negative;
|
|
}
|
|
|
|
_FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, 0.0);
|
|
|
|
return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
|
|
}
|
|
|
|
_FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const {
|
|
const Light *light = light_owner.getornull(p_light);
|
|
ERR_FAIL_COND_V(!light, 0.0);
|
|
|
|
return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE];
|
|
}
|
|
|
|
RS::LightBakeMode light_get_bake_mode(RID p_light);
|
|
uint32_t light_get_max_sdfgi_cascade(RID p_light);
|
|
uint64_t light_get_version(RID p_light) const;
|
|
|
|
/* PROBE API */
|
|
|
|
RID reflection_probe_allocate();
|
|
void reflection_probe_initialize(RID p_reflection_probe);
|
|
|
|
void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode);
|
|
void reflection_probe_set_intensity(RID p_probe, float p_intensity);
|
|
void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode);
|
|
void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color);
|
|
void reflection_probe_set_ambient_energy(RID p_probe, float p_energy);
|
|
void reflection_probe_set_max_distance(RID p_probe, float p_distance);
|
|
void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
|
|
void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
|
|
void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
|
|
void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
|
|
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
|
|
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
|
|
void reflection_probe_set_resolution(RID p_probe, int p_resolution);
|
|
void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio);
|
|
|
|
AABB reflection_probe_get_aabb(RID p_probe) const;
|
|
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
|
|
uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
|
|
Vector3 reflection_probe_get_extents(RID p_probe) const;
|
|
Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
|
|
float reflection_probe_get_origin_max_distance(RID p_probe) const;
|
|
float reflection_probe_get_lod_threshold(RID p_probe) const;
|
|
|
|
int reflection_probe_get_resolution(RID p_probe) const;
|
|
bool reflection_probe_renders_shadows(RID p_probe) const;
|
|
|
|
float reflection_probe_get_intensity(RID p_probe) const;
|
|
bool reflection_probe_is_interior(RID p_probe) const;
|
|
bool reflection_probe_is_box_projection(RID p_probe) const;
|
|
RS::ReflectionProbeAmbientMode reflection_probe_get_ambient_mode(RID p_probe) const;
|
|
Color reflection_probe_get_ambient_color(RID p_probe) const;
|
|
float reflection_probe_get_ambient_color_energy(RID p_probe) const;
|
|
|
|
void base_update_dependency(RID p_base, DependencyTracker *p_instance);
|
|
void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance);
|
|
|
|
/* DECAL API */
|
|
|
|
RID decal_allocate();
|
|
void decal_initialize(RID p_decal);
|
|
|
|
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents);
|
|
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture);
|
|
virtual void decal_set_emission_energy(RID p_decal, float p_energy);
|
|
virtual void decal_set_albedo_mix(RID p_decal, float p_mix);
|
|
virtual void decal_set_modulate(RID p_decal, const Color &p_modulate);
|
|
virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers);
|
|
virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length);
|
|
virtual void decal_set_fade(RID p_decal, float p_above, float p_below);
|
|
virtual void decal_set_normal_fade(RID p_decal, float p_fade);
|
|
|
|
_FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->extents;
|
|
}
|
|
|
|
_FORCE_INLINE_ RID decal_get_texture(RID p_decal, RS::DecalTexture p_texture) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->textures[p_texture];
|
|
}
|
|
|
|
_FORCE_INLINE_ Color decal_get_modulate(RID p_decal) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->modulate;
|
|
}
|
|
|
|
_FORCE_INLINE_ float decal_get_emission_energy(RID p_decal) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->emission_energy;
|
|
}
|
|
|
|
_FORCE_INLINE_ float decal_get_albedo_mix(RID p_decal) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->albedo_mix;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t decal_get_cull_mask(RID p_decal) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->cull_mask;
|
|
}
|
|
|
|
_FORCE_INLINE_ float decal_get_upper_fade(RID p_decal) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->upper_fade;
|
|
}
|
|
|
|
_FORCE_INLINE_ float decal_get_lower_fade(RID p_decal) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->lower_fade;
|
|
}
|
|
|
|
_FORCE_INLINE_ float decal_get_normal_fade(RID p_decal) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->normal_fade;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool decal_is_distance_fade_enabled(RID p_decal) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->distance_fade;
|
|
}
|
|
|
|
_FORCE_INLINE_ float decal_get_distance_fade_begin(RID p_decal) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->distance_fade_begin;
|
|
}
|
|
|
|
_FORCE_INLINE_ float decal_get_distance_fade_length(RID p_decal) {
|
|
const Decal *decal = decal_owner.getornull(p_decal);
|
|
return decal->distance_fade_length;
|
|
}
|
|
|
|
virtual AABB decal_get_aabb(RID p_decal) const;
|
|
|
|
/* VOXEL GI API */
|
|
|
|
RID voxel_gi_allocate();
|
|
void voxel_gi_initialize(RID p_voxel_gi);
|
|
|
|
void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts);
|
|
|
|
AABB voxel_gi_get_bounds(RID p_voxel_gi) const;
|
|
Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const;
|
|
Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const;
|
|
Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const;
|
|
Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const;
|
|
|
|
Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const;
|
|
Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range);
|
|
float voxel_gi_get_dynamic_range(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_propagation(RID p_voxel_gi, float p_range);
|
|
float voxel_gi_get_propagation(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_energy(RID p_voxel_gi, float p_energy);
|
|
float voxel_gi_get_energy(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_bias(RID p_voxel_gi, float p_bias);
|
|
float voxel_gi_get_bias(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range);
|
|
float voxel_gi_get_normal_bias(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable);
|
|
bool voxel_gi_is_interior(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable);
|
|
bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength);
|
|
float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const;
|
|
|
|
uint32_t voxel_gi_get_version(RID p_probe);
|
|
uint32_t voxel_gi_get_data_version(RID p_probe);
|
|
|
|
RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const;
|
|
RID voxel_gi_get_data_buffer(RID p_voxel_gi) const;
|
|
|
|
RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
|
|
|
|
/* LIGHTMAP CAPTURE */
|
|
|
|
RID lightmap_allocate();
|
|
void lightmap_initialize(RID p_lightmap);
|
|
|
|
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics);
|
|
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds);
|
|
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior);
|
|
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree);
|
|
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const;
|
|
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const;
|
|
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const;
|
|
virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const;
|
|
virtual AABB lightmap_get_aabb(RID p_lightmap) const;
|
|
virtual bool lightmap_is_interior(RID p_lightmap) const;
|
|
virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh);
|
|
virtual void lightmap_set_probe_capture_update_speed(float p_speed);
|
|
_FORCE_INLINE_ float lightmap_get_probe_capture_update_speed() const {
|
|
return lightmap_probe_capture_update_speed;
|
|
}
|
|
_FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const {
|
|
const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
|
|
ERR_FAIL_COND_V(!lm, RID());
|
|
return lm->light_texture;
|
|
}
|
|
_FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
|
|
ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
|
|
const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
|
|
return lm->array_index;
|
|
}
|
|
_FORCE_INLINE_ bool lightmap_uses_spherical_harmonics(RID p_lightmap) const {
|
|
ERR_FAIL_COND_V(!using_lightmap_array, false); //only for arrays
|
|
const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
|
|
return lm->uses_spherical_harmonics;
|
|
}
|
|
_FORCE_INLINE_ uint64_t lightmap_array_get_version() const {
|
|
ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
|
|
return lightmap_array_version;
|
|
}
|
|
|
|
_FORCE_INLINE_ int lightmap_array_get_size() const {
|
|
ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
|
|
return lightmap_textures.size();
|
|
}
|
|
|
|
_FORCE_INLINE_ const Vector<RID> &lightmap_array_get_textures() const {
|
|
ERR_FAIL_COND_V(!using_lightmap_array, lightmap_textures); //only for arrays
|
|
return lightmap_textures;
|
|
}
|
|
|
|
/* PARTICLES */
|
|
|
|
RID particles_allocate();
|
|
void particles_initialize(RID p_particles_collision);
|
|
|
|
void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode);
|
|
void particles_set_emitting(RID p_particles, bool p_emitting);
|
|
void particles_set_amount(RID p_particles, int p_amount);
|
|
void particles_set_lifetime(RID p_particles, float p_lifetime);
|
|
void particles_set_one_shot(RID p_particles, bool p_one_shot);
|
|
void particles_set_pre_process_time(RID p_particles, float p_time);
|
|
void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
|
|
void particles_set_randomness_ratio(RID p_particles, float p_ratio);
|
|
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
|
|
void particles_set_speed_scale(RID p_particles, float p_scale);
|
|
void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
|
|
void particles_set_process_material(RID p_particles, RID p_material);
|
|
void particles_set_fixed_fps(RID p_particles, int p_fps);
|
|
void particles_set_interpolate(RID p_particles, bool p_enable);
|
|
void particles_set_fractional_delta(RID p_particles, bool p_enable);
|
|
void particles_set_collision_base_size(RID p_particles, float p_size);
|
|
void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align);
|
|
|
|
void particles_set_trails(RID p_particles, bool p_enable, float p_length);
|
|
void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses);
|
|
|
|
void particles_restart(RID p_particles);
|
|
void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
|
|
|
|
void particles_set_subemitter(RID p_particles, RID p_subemitter_particles);
|
|
|
|
void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order);
|
|
|
|
void particles_set_draw_passes(RID p_particles, int p_count);
|
|
void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
|
|
|
|
void particles_request_process(RID p_particles);
|
|
AABB particles_get_current_aabb(RID p_particles);
|
|
AABB particles_get_aabb(RID p_particles) const;
|
|
|
|
void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform);
|
|
|
|
bool particles_get_emitting(RID p_particles);
|
|
int particles_get_draw_passes(RID p_particles) const;
|
|
RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
|
|
|
|
void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
|
|
|
|
virtual bool particles_is_inactive(RID p_particles) const;
|
|
|
|
_FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
|
|
Particles *particles = particles_owner.getornull(p_particles);
|
|
ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
|
|
return particles->mode;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles, uint32_t &r_trail_divisor) {
|
|
Particles *particles = particles_owner.getornull(p_particles);
|
|
ERR_FAIL_COND_V(!particles, 0);
|
|
|
|
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
|
|
r_trail_divisor = particles->trail_bind_poses.size();
|
|
} else {
|
|
r_trail_divisor = 1;
|
|
}
|
|
|
|
return particles->amount * r_trail_divisor;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
|
|
Particles *particles = particles_owner.getornull(p_particles);
|
|
ERR_FAIL_COND_V(!particles, 0);
|
|
|
|
return particles->has_collision_cache;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
|
|
Particles *particles = particles_owner.getornull(p_particles);
|
|
ERR_FAIL_COND_V(!particles, false);
|
|
|
|
return particles->use_local_coords;
|
|
}
|
|
|
|
_FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) {
|
|
Particles *particles = particles_owner.getornull(p_particles);
|
|
ERR_FAIL_COND_V(!particles, RID());
|
|
if (particles->particles_transforms_buffer_uniform_set.is_null()) {
|
|
_particles_update_buffers(particles);
|
|
|
|
Vector<RD::Uniform> uniforms;
|
|
|
|
{
|
|
RD::Uniform u;
|
|
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
|
u.binding = 0;
|
|
u.ids.push_back(particles->particle_instance_buffer);
|
|
uniforms.push_back(u);
|
|
}
|
|
|
|
particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
|
|
}
|
|
|
|
return particles->particles_transforms_buffer_uniform_set;
|
|
}
|
|
|
|
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance);
|
|
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance);
|
|
virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture);
|
|
|
|
/* PARTICLES COLLISION */
|
|
|
|
RID particles_collision_allocate();
|
|
void particles_collision_initialize(RID p_particles_collision);
|
|
|
|
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type);
|
|
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask);
|
|
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius); //for spheres
|
|
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents); //for non-spheres
|
|
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength);
|
|
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality);
|
|
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve);
|
|
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture); //for SDF and vector field, heightfield is dynamic
|
|
virtual void particles_collision_height_field_update(RID p_particles_collision); //for SDF and vector field
|
|
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution); //for SDF and vector field
|
|
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const;
|
|
virtual Vector3 particles_collision_get_extents(RID p_particles_collision) const;
|
|
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const;
|
|
RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
|
|
|
|
virtual RID visibility_notifier_allocate();
|
|
virtual void visibility_notifier_initialize(RID p_notifier);
|
|
virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb);
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virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable);
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virtual AABB visibility_notifier_get_aabb(RID p_notifier) const;
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virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred);
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//used from 2D and 3D
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virtual RID particles_collision_instance_create(RID p_collision);
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virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform);
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virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active);
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/* GLOBAL VARIABLES API */
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virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value);
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virtual void global_variable_remove(const StringName &p_name);
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virtual Vector<StringName> global_variable_get_list() const;
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virtual void global_variable_set(const StringName &p_name, const Variant &p_value);
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virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value);
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virtual Variant global_variable_get(const StringName &p_name) const;
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virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const;
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RS::GlobalVariableType global_variable_get_type_internal(const StringName &p_name) const;
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virtual void global_variables_load_settings(bool p_load_textures = true);
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virtual void global_variables_clear();
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virtual int32_t global_variables_instance_allocate(RID p_instance);
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virtual void global_variables_instance_free(RID p_instance);
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virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value);
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RID global_variables_get_storage_buffer() const;
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/* RENDER TARGET API */
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RID render_target_create();
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void render_target_set_position(RID p_render_target, int p_x, int p_y);
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void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count);
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RID render_target_get_texture(RID p_render_target);
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void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
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void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
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bool render_target_was_used(RID p_render_target);
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void render_target_set_as_unused(RID p_render_target);
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void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
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void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
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void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region);
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RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader);
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virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color);
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virtual bool render_target_is_clear_requested(RID p_render_target);
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virtual Color render_target_get_clear_request_color(RID p_render_target);
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virtual void render_target_disable_clear_request(RID p_render_target);
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virtual void render_target_do_clear_request(RID p_render_target);
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virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale);
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RID render_target_get_sdf_texture(RID p_render_target);
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RID render_target_get_sdf_framebuffer(RID p_render_target);
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void render_target_sdf_process(RID p_render_target);
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virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const;
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void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled);
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bool render_target_is_sdf_enabled(RID p_render_target) const;
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Size2 render_target_get_size(RID p_render_target);
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RID render_target_get_rd_framebuffer(RID p_render_target);
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RID render_target_get_rd_texture(RID p_render_target);
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RID render_target_get_rd_backbuffer(RID p_render_target);
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RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target);
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RID render_target_get_framebuffer_uniform_set(RID p_render_target);
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RID render_target_get_backbuffer_uniform_set(RID p_render_target);
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void render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set);
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void render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set);
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RS::InstanceType get_base_type(RID p_rid) const;
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bool free(RID p_rid);
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bool has_os_feature(const String &p_feature) const;
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void update_dirty_resources();
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void set_debug_generate_wireframes(bool p_generate) {}
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//keep cached since it can be called form any thread
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uint64_t texture_mem_cache = 0;
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uint64_t buffer_mem_cache = 0;
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uint64_t total_mem_cache = 0;
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virtual void update_memory_info();
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virtual uint64_t get_rendering_info(RS::RenderingInfo p_info);
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String get_video_adapter_name() const;
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String get_video_adapter_vendor() const;
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virtual void capture_timestamps_begin();
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virtual void capture_timestamp(const String &p_name);
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virtual uint32_t get_captured_timestamps_count() const;
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virtual uint64_t get_captured_timestamps_frame() const;
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virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
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virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
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virtual String get_captured_timestamp_name(uint32_t p_index) const;
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RID get_default_rd_storage_buffer() { return default_rd_storage_buffer; }
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static RendererStorageRD *base_singleton;
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EffectsRD *get_effects();
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RendererStorageRD();
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~RendererStorageRD();
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};
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#endif // RASTERIZER_STORAGE_RD_H
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