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/**************************************************************************/
/* cluster_builder_rd.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/**************************************************************************/
# include "cluster_builder_rd.h"
# include "servers/rendering/rendering_device.h"
# include "servers/rendering/rendering_server_globals.h"
ClusterBuilderSharedDataRD : : ClusterBuilderSharedDataRD ( ) {
RD : : VertexFormatID vertex_format ;
{
Vector < RD : : VertexAttribute > attributes ;
{
RD : : VertexAttribute va ;
va . format = RD : : DATA_FORMAT_R32G32B32_SFLOAT ;
va . stride = sizeof ( float ) * 3 ;
attributes . push_back ( va ) ;
}
vertex_format = RD : : get_singleton ( ) - > vertex_format_create ( attributes ) ;
}
{
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RD : : FramebufferFormatID fb_format ;
RD : : PipelineColorBlendState blend_state ;
String defines ;
if ( RD : : get_singleton ( ) - > has_feature ( RD : : SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS ) ) {
fb_format = RD : : get_singleton ( ) - > framebuffer_format_create_empty ( ) ;
blend_state = RD : : PipelineColorBlendState : : create_disabled ( ) ;
} else {
Vector < RD : : AttachmentFormat > afs ;
afs . push_back ( RD : : AttachmentFormat ( ) ) ;
afs . write [ 0 ] . usage_flags = RD : : TEXTURE_USAGE_COLOR_ATTACHMENT_BIT ;
fb_format = RD : : get_singleton ( ) - > framebuffer_format_create ( afs ) ;
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blend_state = RD : : PipelineColorBlendState : : create_blend ( ) ;
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defines = " \n #define USE_ATTACHMENT \n " ;
}
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RD : : PipelineRasterizationState rasterization_state ;
rasterization_state . enable_depth_clamp = true ;
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Vector < String > versions ;
versions . push_back ( " " ) ;
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cluster_render . cluster_render_shader . initialize ( versions , defines ) ;
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cluster_render . shader_version = cluster_render . cluster_render_shader . version_create ( ) ;
cluster_render . shader = cluster_render . cluster_render_shader . version_get_shader ( cluster_render . shader_version , 0 ) ;
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cluster_render . shader_pipelines [ ClusterRender : : PIPELINE_NORMAL ] = RD : : get_singleton ( ) - > render_pipeline_create ( cluster_render . shader , fb_format , vertex_format , RD : : RENDER_PRIMITIVE_TRIANGLES , rasterization_state , RD : : PipelineMultisampleState ( ) , RD : : PipelineDepthStencilState ( ) , blend_state , 0 ) ;
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RD : : PipelineMultisampleState ms ;
ms . sample_count = RD : : TEXTURE_SAMPLES_4 ;
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cluster_render . shader_pipelines [ ClusterRender : : PIPELINE_MSAA ] = RD : : get_singleton ( ) - > render_pipeline_create ( cluster_render . shader , fb_format , vertex_format , RD : : RENDER_PRIMITIVE_TRIANGLES , rasterization_state , ms , RD : : PipelineDepthStencilState ( ) , blend_state , 0 ) ;
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}
{
Vector < String > versions ;
versions . push_back ( " " ) ;
cluster_store . cluster_store_shader . initialize ( versions ) ;
cluster_store . shader_version = cluster_store . cluster_store_shader . version_create ( ) ;
cluster_store . shader = cluster_store . cluster_store_shader . version_get_shader ( cluster_store . shader_version , 0 ) ;
cluster_store . shader_pipeline = RD : : get_singleton ( ) - > compute_pipeline_create ( cluster_store . shader ) ;
}
{
Vector < String > versions ;
versions . push_back ( " " ) ;
cluster_debug . cluster_debug_shader . initialize ( versions ) ;
cluster_debug . shader_version = cluster_debug . cluster_debug_shader . version_create ( ) ;
cluster_debug . shader = cluster_debug . cluster_debug_shader . version_get_shader ( cluster_debug . shader_version , 0 ) ;
cluster_debug . shader_pipeline = RD : : get_singleton ( ) - > compute_pipeline_create ( cluster_debug . shader ) ;
}
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{ // Sphere mesh data.
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static const uint32_t icosphere_vertex_count = 42 ;
static const float icosphere_vertices [ icosphere_vertex_count * 3 ] = {
0 , 0 , - 1 , 0.7236073 , - 0.5257253 , - 0.4472195 , - 0.276388 , - 0.8506492 , - 0.4472199 , - 0.8944262 , 0 , - 0.4472156 , - 0.276388 , 0.8506492 , - 0.4472199 , 0.7236073 , 0.5257253 , - 0.4472195 , 0.276388 , - 0.8506492 , 0.4472199 , - 0.7236073 , - 0.5257253 , 0.4472195 , - 0.7236073 , 0.5257253 , 0.4472195 , 0.276388 , 0.8506492 , 0.4472199 , 0.8944262 , 0 , 0.4472156 , 0 , 0 , 1 , - 0.1624555 , - 0.4999952 , - 0.8506544 , 0.4253227 , - 0.3090114 , - 0.8506542 , 0.2628688 , - 0.8090116 , - 0.5257377 , 0.8506479 , 0 , - 0.5257359 , 0.4253227 , 0.3090114 , - 0.8506542 , - 0.5257298 , 0 , - 0.8506517 , - 0.6881894 , - 0.4999969 , - 0.5257362 , - 0.1624555 , 0.4999952 , - 0.8506544 , - 0.6881894 , 0.4999969 , - 0.5257362 , 0.2628688 , 0.8090116 , - 0.5257377 , 0.9510579 , - 0.3090126 , 0 , 0.9510579 , 0.3090126 , 0 , 0 , - 1 , 0 , 0.5877856 , - 0.8090167 , 0 , - 0.9510579 , - 0.3090126 , 0 , - 0.5877856 , - 0.8090167 , 0 , - 0.5877856 , 0.8090167 , 0 , - 0.9510579 , 0.3090126 , 0 , 0.5877856 , 0.8090167 , 0 , 0 , 1 , 0 , 0.6881894 , - 0.4999969 , 0.5257362 , - 0.2628688 , - 0.8090116 , 0.5257377 , - 0.8506479 , 0 , 0.5257359 , - 0.2628688 , 0.8090116 , 0.5257377 , 0.6881894 , 0.4999969 , 0.5257362 , 0.1624555 , - 0.4999952 , 0.8506544 , 0.5257298 , 0 , 0.8506517 , - 0.4253227 , - 0.3090114 , 0.8506542 , - 0.4253227 , 0.3090114 , 0.8506542 , 0.1624555 , 0.4999952 , 0.8506544
} ;
static const uint32_t icosphere_triangle_count = 80 ;
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static const uint16_t icosphere_triangle_indices [ icosphere_triangle_count * 3 ] = {
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0 , 13 , 12 , 1 , 13 , 15 , 0 , 12 , 17 , 0 , 17 , 19 , 0 , 19 , 16 , 1 , 15 , 22 , 2 , 14 , 24 , 3 , 18 , 26 , 4 , 20 , 28 , 5 , 21 , 30 , 1 , 22 , 25 , 2 , 24 , 27 , 3 , 26 , 29 , 4 , 28 , 31 , 5 , 30 , 23 , 6 , 32 , 37 , 7 , 33 , 39 , 8 , 34 , 40 , 9 , 35 , 41 , 10 , 36 , 38 , 38 , 41 , 11 , 38 , 36 , 41 , 36 , 9 , 41 , 41 , 40 , 11 , 41 , 35 , 40 , 35 , 8 , 40 , 40 , 39 , 11 , 40 , 34 , 39 , 34 , 7 , 39 , 39 , 37 , 11 , 39 , 33 , 37 , 33 , 6 , 37 , 37 , 38 , 11 , 37 , 32 , 38 , 32 , 10 , 38 , 23 , 36 , 10 , 23 , 30 , 36 , 30 , 9 , 36 , 31 , 35 , 9 , 31 , 28 , 35 , 28 , 8 , 35 , 29 , 34 , 8 , 29 , 26 , 34 , 26 , 7 , 34 , 27 , 33 , 7 , 27 , 24 , 33 , 24 , 6 , 33 , 25 , 32 , 6 , 25 , 22 , 32 , 22 , 10 , 32 , 30 , 31 , 9 , 30 , 21 , 31 , 21 , 4 , 31 , 28 , 29 , 8 , 28 , 20 , 29 , 20 , 3 , 29 , 26 , 27 , 7 , 26 , 18 , 27 , 18 , 2 , 27 , 24 , 25 , 6 , 24 , 14 , 25 , 14 , 1 , 25 , 22 , 23 , 10 , 22 , 15 , 23 , 15 , 5 , 23 , 16 , 21 , 5 , 16 , 19 , 21 , 19 , 4 , 21 , 19 , 20 , 4 , 19 , 17 , 20 , 17 , 3 , 20 , 17 , 18 , 3 , 17 , 12 , 18 , 12 , 2 , 18 , 15 , 16 , 5 , 15 , 13 , 16 , 13 , 0 , 16 , 12 , 14 , 2 , 12 , 13 , 14 , 13 , 1 , 14
} ;
Vector < uint8_t > vertex_data ;
vertex_data . resize ( sizeof ( float ) * icosphere_vertex_count * 3 ) ;
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memcpy ( vertex_data . ptrw ( ) , icosphere_vertices , vertex_data . size ( ) ) ;
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sphere_vertex_buffer = RD : : get_singleton ( ) - > vertex_buffer_create ( vertex_data . size ( ) , vertex_data ) ;
Vector < uint8_t > index_data ;
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index_data . resize ( sizeof ( uint16_t ) * icosphere_triangle_count * 3 ) ;
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memcpy ( index_data . ptrw ( ) , icosphere_triangle_indices , index_data . size ( ) ) ;
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sphere_index_buffer = RD : : get_singleton ( ) - > index_buffer_create ( icosphere_triangle_count * 3 , RD : : INDEX_BUFFER_FORMAT_UINT16 , index_data ) ;
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Vector < RID > buffers ;
buffers . push_back ( sphere_vertex_buffer ) ;
sphere_vertex_array = RD : : get_singleton ( ) - > vertex_array_create ( icosphere_vertex_count , vertex_format , buffers ) ;
sphere_index_array = RD : : get_singleton ( ) - > index_array_create ( sphere_index_buffer , 0 , icosphere_triangle_count * 3 ) ;
float min_d = 1e20 ;
for ( uint32_t i = 0 ; i < icosphere_triangle_count ; i + + ) {
Vector3 vertices [ 3 ] ;
for ( uint32_t j = 0 ; j < 3 ; j + + ) {
uint32_t index = icosphere_triangle_indices [ i * 3 + j ] ;
for ( uint32_t k = 0 ; k < 3 ; k + + ) {
vertices [ j ] [ k ] = icosphere_vertices [ index * 3 + k ] ;
}
}
Plane p ( vertices [ 0 ] , vertices [ 1 ] , vertices [ 2 ] ) ;
min_d = MIN ( Math : : abs ( p . d ) , min_d ) ;
}
sphere_overfit = 1.0 / min_d ;
}
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{ // Cone mesh data.
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static const uint32_t cone_vertex_count = 99 ;
static const float cone_vertices [ cone_vertex_count * 3 ] = {
0 , 1 , - 1 , 0.1950903 , 0.9807853 , - 1 , 0.3826835 , 0.9238795 , - 1 , 0.5555703 , 0.8314696 , - 1 , 0.7071068 , 0.7071068 , - 1 , 0.8314697 , 0.5555702 , - 1 , 0.9238795 , 0.3826834 , - 1 , 0.9807853 , 0.1950903 , - 1 , 1 , 0 , - 1 , 0.9807853 , - 0.1950902 , - 1 , 0.9238796 , - 0.3826833 , - 1 , 0.8314697 , - 0.5555702 , - 1 , 0.7071068 , - 0.7071068 , - 1 , 0.5555702 , - 0.8314697 , - 1 , 0.3826833 , - 0.9238796 , - 1 , 0.1950901 , - 0.9807853 , - 1 , - 3.25841e-7 , - 1 , - 1 , - 0.1950907 , - 0.9807852 , - 1 , - 0.3826839 , - 0.9238793 , - 1 , - 0.5555707 , - 0.8314693 , - 1 , - 0.7071073 , - 0.7071063 , - 1 , - 0.83147 , - 0.5555697 , - 1 , - 0.9238799 , - 0.3826827 , - 1 , 0 , 0 , 0 , - 0.9807854 , - 0.1950894 , - 1 , - 1 , 9.65599e-7 , - 1 , - 0.9807851 , 0.1950913 , - 1 , - 0.9238791 , 0.3826845 , - 1 , - 0.8314689 , 0.5555713 , - 1 , - 0.7071059 , 0.7071077 , - 1 , - 0.5555691 , 0.8314704 , - 1 , - 0.3826821 , 0.9238801 , - 1 , - 0.1950888 , 0.9807856 , - 1
} ;
static const uint32_t cone_triangle_count = 62 ;
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static const uint16_t cone_triangle_indices [ cone_triangle_count * 3 ] = {
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0 , 23 , 1 , 1 , 23 , 2 , 2 , 23 , 3 , 3 , 23 , 4 , 4 , 23 , 5 , 5 , 23 , 6 , 6 , 23 , 7 , 7 , 23 , 8 , 8 , 23 , 9 , 9 , 23 , 10 , 10 , 23 , 11 , 11 , 23 , 12 , 12 , 23 , 13 , 13 , 23 , 14 , 14 , 23 , 15 , 15 , 23 , 16 , 16 , 23 , 17 , 17 , 23 , 18 , 18 , 23 , 19 , 19 , 23 , 20 , 20 , 23 , 21 , 21 , 23 , 22 , 22 , 23 , 24 , 24 , 23 , 25 , 25 , 23 , 26 , 26 , 23 , 27 , 27 , 23 , 28 , 28 , 23 , 29 , 29 , 23 , 30 , 30 , 23 , 31 , 31 , 23 , 32 , 32 , 23 , 0 , 7 , 15 , 24 , 32 , 0 , 1 , 1 , 2 , 3 , 3 , 4 , 5 , 5 , 6 , 3 , 6 , 7 , 3 , 7 , 8 , 9 , 9 , 10 , 7 , 10 , 11 , 7 , 11 , 12 , 15 , 12 , 13 , 15 , 13 , 14 , 15 , 15 , 16 , 17 , 17 , 18 , 19 , 19 , 20 , 24 , 20 , 21 , 24 , 21 , 22 , 24 , 24 , 25 , 26 , 26 , 27 , 28 , 28 , 29 , 30 , 30 , 31 , 32 , 32 , 1 , 3 , 15 , 17 , 24 , 17 , 19 , 24 , 24 , 26 , 32 , 26 , 28 , 32 , 28 , 30 , 32 , 32 , 3 , 7 , 7 , 11 , 15 , 32 , 7 , 24
} ;
Vector < uint8_t > vertex_data ;
vertex_data . resize ( sizeof ( float ) * cone_vertex_count * 3 ) ;
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memcpy ( vertex_data . ptrw ( ) , cone_vertices , vertex_data . size ( ) ) ;
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cone_vertex_buffer = RD : : get_singleton ( ) - > vertex_buffer_create ( vertex_data . size ( ) , vertex_data ) ;
Vector < uint8_t > index_data ;
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index_data . resize ( sizeof ( uint16_t ) * cone_triangle_count * 3 ) ;
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memcpy ( index_data . ptrw ( ) , cone_triangle_indices , index_data . size ( ) ) ;
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cone_index_buffer = RD : : get_singleton ( ) - > index_buffer_create ( cone_triangle_count * 3 , RD : : INDEX_BUFFER_FORMAT_UINT16 , index_data ) ;
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Vector < RID > buffers ;
buffers . push_back ( cone_vertex_buffer ) ;
cone_vertex_array = RD : : get_singleton ( ) - > vertex_array_create ( cone_vertex_count , vertex_format , buffers ) ;
cone_index_array = RD : : get_singleton ( ) - > index_array_create ( cone_index_buffer , 0 , cone_triangle_count * 3 ) ;
float min_d = 1e20 ;
for ( uint32_t i = 0 ; i < cone_triangle_count ; i + + ) {
Vector3 vertices [ 3 ] ;
int32_t zero_index = - 1 ;
for ( uint32_t j = 0 ; j < 3 ; j + + ) {
uint32_t index = cone_triangle_indices [ i * 3 + j ] ;
for ( uint32_t k = 0 ; k < 3 ; k + + ) {
vertices [ j ] [ k ] = cone_vertices [ index * 3 + k ] ;
}
if ( vertices [ j ] = = Vector3 ( ) ) {
zero_index = j ;
}
}
if ( zero_index ! = - 1 ) {
Vector3 a = vertices [ ( zero_index + 1 ) % 3 ] ;
Vector3 b = vertices [ ( zero_index + 2 ) % 3 ] ;
Vector3 c = a + Vector3 ( 0 , 0 , 1 ) ;
Plane p ( a , b , c ) ;
min_d = MIN ( Math : : abs ( p . d ) , min_d ) ;
}
}
cone_overfit = 1.0 / min_d ;
}
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{ // Box mesh data.
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static const uint32_t box_vertex_count = 8 ;
static const float box_vertices [ box_vertex_count * 3 ] = {
- 1 , - 1 , - 1 , - 1 , - 1 , 1 , - 1 , 1 , - 1 , - 1 , 1 , 1 , 1 , - 1 , - 1 , 1 , - 1 , 1 , 1 , 1 , - 1 , 1 , 1 , 1
} ;
static const uint32_t box_triangle_count = 12 ;
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static const uint16_t box_triangle_indices [ box_triangle_count * 3 ] = {
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1 , 2 , 0 , 3 , 6 , 2 , 7 , 4 , 6 , 5 , 0 , 4 , 6 , 0 , 2 , 3 , 5 , 7 , 1 , 3 , 2 , 3 , 7 , 6 , 7 , 5 , 4 , 5 , 1 , 0 , 6 , 4 , 0 , 3 , 1 , 5
} ;
Vector < uint8_t > vertex_data ;
vertex_data . resize ( sizeof ( float ) * box_vertex_count * 3 ) ;
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memcpy ( vertex_data . ptrw ( ) , box_vertices , vertex_data . size ( ) ) ;
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box_vertex_buffer = RD : : get_singleton ( ) - > vertex_buffer_create ( vertex_data . size ( ) , vertex_data ) ;
Vector < uint8_t > index_data ;
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index_data . resize ( sizeof ( uint16_t ) * box_triangle_count * 3 ) ;
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memcpy ( index_data . ptrw ( ) , box_triangle_indices , index_data . size ( ) ) ;
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box_index_buffer = RD : : get_singleton ( ) - > index_buffer_create ( box_triangle_count * 3 , RD : : INDEX_BUFFER_FORMAT_UINT16 , index_data ) ;
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Vector < RID > buffers ;
buffers . push_back ( box_vertex_buffer ) ;
box_vertex_array = RD : : get_singleton ( ) - > vertex_array_create ( box_vertex_count , vertex_format , buffers ) ;
box_index_array = RD : : get_singleton ( ) - > index_array_create ( box_index_buffer , 0 , box_triangle_count * 3 ) ;
}
}
ClusterBuilderSharedDataRD : : ~ ClusterBuilderSharedDataRD ( ) {
RD : : get_singleton ( ) - > free ( sphere_vertex_buffer ) ;
RD : : get_singleton ( ) - > free ( sphere_index_buffer ) ;
RD : : get_singleton ( ) - > free ( cone_vertex_buffer ) ;
RD : : get_singleton ( ) - > free ( cone_index_buffer ) ;
RD : : get_singleton ( ) - > free ( box_vertex_buffer ) ;
RD : : get_singleton ( ) - > free ( box_index_buffer ) ;
cluster_render . cluster_render_shader . version_free ( cluster_render . shader_version ) ;
cluster_store . cluster_store_shader . version_free ( cluster_store . shader_version ) ;
cluster_debug . cluster_debug_shader . version_free ( cluster_debug . shader_version ) ;
}
/////////////////////////////
void ClusterBuilderRD : : _clear ( ) {
if ( cluster_buffer . is_null ( ) ) {
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return ;
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}
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RD : : get_singleton ( ) - > free ( cluster_buffer ) ;
RD : : get_singleton ( ) - > free ( cluster_render_buffer ) ;
RD : : get_singleton ( ) - > free ( element_buffer ) ;
cluster_buffer = RID ( ) ;
cluster_render_buffer = RID ( ) ;
element_buffer = RID ( ) ;
memfree ( render_elements ) ;
render_elements = nullptr ;
render_element_max = 0 ;
render_element_count = 0 ;
RD : : get_singleton ( ) - > free ( framebuffer ) ;
framebuffer = RID ( ) ;
cluster_render_uniform_set = RID ( ) ;
cluster_store_uniform_set = RID ( ) ;
}
void ClusterBuilderRD : : setup ( Size2i p_screen_size , uint32_t p_max_elements , RID p_depth_buffer , RID p_depth_buffer_sampler , RID p_color_buffer ) {
ERR_FAIL_COND ( p_max_elements = = 0 ) ;
ERR_FAIL_COND ( p_screen_size . x < 1 ) ;
ERR_FAIL_COND ( p_screen_size . y < 1 ) ;
_clear ( ) ;
screen_size = p_screen_size ;
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cluster_screen_size . width = Math : : division_round_up ( ( uint32_t ) p_screen_size . width , cluster_size ) ;
cluster_screen_size . height = Math : : division_round_up ( ( uint32_t ) p_screen_size . height , cluster_size ) ;
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max_elements_by_type = p_max_elements ;
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if ( max_elements_by_type % 32 ) { // Needs to be aligned to 32.
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max_elements_by_type + = 32 - ( max_elements_by_type % 32 ) ;
}
cluster_buffer_size = cluster_screen_size . x * cluster_screen_size . y * ( max_elements_by_type / 32 + 32 ) * ELEMENT_TYPE_MAX * 4 ;
render_element_max = max_elements_by_type * ELEMENT_TYPE_MAX ;
uint32_t element_tag_bits_size = render_element_max / 32 ;
uint32_t element_tag_depth_bits_size = render_element_max ;
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cluster_render_buffer_size = cluster_screen_size . x * cluster_screen_size . y * ( element_tag_bits_size + element_tag_depth_bits_size ) * 4 ; // Tag bits (element was used) and tag depth (depth range in which it was used).
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cluster_render_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( cluster_render_buffer_size ) ;
cluster_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( cluster_buffer_size ) ;
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render_elements = static_cast < RenderElementData * > ( memalloc ( sizeof ( RenderElementData ) * render_element_max ) ) ;
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render_element_count = 0 ;
element_buffer = RD : : get_singleton ( ) - > storage_buffer_create ( sizeof ( RenderElementData ) * render_element_max ) ;
uint32_t div_value = 1 < < divisor ;
if ( use_msaa ) {
framebuffer = RD : : get_singleton ( ) - > framebuffer_create_empty ( p_screen_size / div_value , RD : : TEXTURE_SAMPLES_4 ) ;
} else {
framebuffer = RD : : get_singleton ( ) - > framebuffer_create_empty ( p_screen_size / div_value ) ;
}
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_UNIFORM_BUFFER ;
u . binding = 1 ;
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u . append_id ( state_uniform ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 2 ;
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u . append_id ( element_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 3 ;
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u . append_id ( cluster_render_buffer ) ;
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uniforms . push_back ( u ) ;
}
cluster_render_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , shared - > cluster_render . shader , 0 ) ;
}
{
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 1 ;
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u . append_id ( cluster_render_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 2 ;
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u . append_id ( cluster_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 3 ;
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u . append_id ( element_buffer ) ;
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uniforms . push_back ( u ) ;
}
cluster_store_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , shared - > cluster_store . shader , 0 ) ;
}
if ( p_color_buffer . is_valid ( ) ) {
Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
u . binding = 1 ;
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u . append_id ( cluster_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_IMAGE ;
u . binding = 2 ;
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u . append_id ( p_color_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_TEXTURE ;
u . binding = 3 ;
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u . append_id ( p_depth_buffer ) ;
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uniforms . push_back ( u ) ;
}
{
RD : : Uniform u ;
u . uniform_type = RD : : UNIFORM_TYPE_SAMPLER ;
u . binding = 4 ;
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u . append_id ( p_depth_buffer_sampler ) ;
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uniforms . push_back ( u ) ;
}
debug_uniform_set = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , shared - > cluster_debug . shader , 0 ) ;
} else {
debug_uniform_set = RID ( ) ;
}
}
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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void ClusterBuilderRD : : begin ( const Transform3D & p_view_transform , const Projection & p_cam_projection , bool p_flip_y ) {
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view_xform = p_view_transform . affine_inverse ( ) ;
projection = p_cam_projection ;
z_near = projection . get_z_near ( ) ;
z_far = projection . get_z_far ( ) ;
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camera_orthogonal = p_cam_projection . is_orthogonal ( ) ;
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adjusted_projection = projection ;
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if ( ! camera_orthogonal ) {
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adjusted_projection . adjust_perspective_znear ( 0.0001 ) ;
}
Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Projection correction ;
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correction . set_depth_correction ( p_flip_y ) ;
projection = correction * projection ;
adjusted_projection = correction * adjusted_projection ;
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// Reset counts.
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render_element_count = 0 ;
for ( uint32_t i = 0 ; i < ELEMENT_TYPE_MAX ; i + + ) {
cluster_count_by_type [ i ] = 0 ;
}
}
void ClusterBuilderRD : : bake_cluster ( ) {
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RENDER_TIMESTAMP ( " > Bake 3D Cluster " ) ;
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RD : : get_singleton ( ) - > draw_command_begin_label ( " Bake Light Cluster " ) ;
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// Clear cluster buffer.
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RD : : get_singleton ( ) - > buffer_clear ( cluster_buffer , 0 , cluster_buffer_size ) ;
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if ( render_element_count > 0 ) {
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// Clear render buffer.
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RD : : get_singleton ( ) - > buffer_clear ( cluster_render_buffer , 0 , cluster_render_buffer_size ) ;
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{ // Fill state uniform.
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StateUniform state ;
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RendererRD : : MaterialStorage : : store_camera ( adjusted_projection , state . projection ) ;
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state . inv_z_far = 1.0 / z_far ;
state . screen_to_clusters_shift = get_shift_from_power_of_2 ( cluster_size ) ;
state . screen_to_clusters_shift - = divisor ; //screen is smaller, shift one less
state . cluster_screen_width = cluster_screen_size . x ;
state . cluster_depth_offset = ( render_element_max / 32 ) ;
state . cluster_data_size = state . cluster_depth_offset + render_element_max ;
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RD : : get_singleton ( ) - > buffer_update ( state_uniform , 0 , sizeof ( StateUniform ) , & state ) ;
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}
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// Update instances.
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RD : : get_singleton ( ) - > buffer_update ( element_buffer , 0 , sizeof ( RenderElementData ) * render_element_count , render_elements ) ;
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RENDER_TIMESTAMP ( " Render 3D Cluster Elements " ) ;
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// Render elements.
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{
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RD : : DrawListID draw_list = RD : : get_singleton ( ) - > draw_list_begin ( framebuffer , RD : : INITIAL_ACTION_DISCARD , RD : : FINAL_ACTION_DISCARD , RD : : INITIAL_ACTION_DISCARD , RD : : FINAL_ACTION_DISCARD ) ;
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ClusterBuilderSharedDataRD : : ClusterRender : : PushConstant push_constant = { } ;
RD : : get_singleton ( ) - > draw_list_bind_render_pipeline ( draw_list , shared - > cluster_render . shader_pipelines [ use_msaa ? ClusterBuilderSharedDataRD : : ClusterRender : : PIPELINE_MSAA : ClusterBuilderSharedDataRD : : ClusterRender : : PIPELINE_NORMAL ] ) ;
RD : : get_singleton ( ) - > draw_list_bind_uniform_set ( draw_list , cluster_render_uniform_set , 0 ) ;
for ( uint32_t i = 0 ; i < render_element_count ; ) {
push_constant . base_index = i ;
switch ( render_elements [ i ] . type ) {
case ELEMENT_TYPE_OMNI_LIGHT : {
RD : : get_singleton ( ) - > draw_list_bind_vertex_array ( draw_list , shared - > sphere_vertex_array ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , shared - > sphere_index_array ) ;
} break ;
case ELEMENT_TYPE_SPOT_LIGHT : {
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// If the spot angle is above a certain threshold, use a sphere instead of a cone for building the clusters
// since the cone gets too flat/large (spot angle close to 90 degrees) or
// can't even cover the affected area of the light (spot angle above 90 degrees).
if ( render_elements [ i ] . has_wide_spot_angle ) {
RD : : get_singleton ( ) - > draw_list_bind_vertex_array ( draw_list , shared - > sphere_vertex_array ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , shared - > sphere_index_array ) ;
} else {
RD : : get_singleton ( ) - > draw_list_bind_vertex_array ( draw_list , shared - > cone_vertex_array ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , shared - > cone_index_array ) ;
}
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} break ;
case ELEMENT_TYPE_DECAL :
case ELEMENT_TYPE_REFLECTION_PROBE : {
RD : : get_singleton ( ) - > draw_list_bind_vertex_array ( draw_list , shared - > box_vertex_array ) ;
RD : : get_singleton ( ) - > draw_list_bind_index_array ( draw_list , shared - > box_index_array ) ;
} break ;
}
RD : : get_singleton ( ) - > draw_list_set_push_constant ( draw_list , & push_constant , sizeof ( ClusterBuilderSharedDataRD : : ClusterRender : : PushConstant ) ) ;
uint32_t instances = 1 ;
RD : : get_singleton ( ) - > draw_list_draw ( draw_list , true , instances ) ;
i + = instances ;
}
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RD : : get_singleton ( ) - > draw_list_end ( ) ;
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}
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// Store elements.
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RENDER_TIMESTAMP ( " Pack 3D Cluster Elements " ) ;
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{
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , shared - > cluster_store . shader_pipeline ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , cluster_store_uniform_set , 0 ) ;
ClusterBuilderSharedDataRD : : ClusterStore : : PushConstant push_constant ;
push_constant . cluster_render_data_size = render_element_max / 32 + render_element_max ;
push_constant . max_render_element_count_div_32 = render_element_max / 32 ;
push_constant . cluster_screen_size [ 0 ] = cluster_screen_size . x ;
push_constant . cluster_screen_size [ 1 ] = cluster_screen_size . y ;
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push_constant . render_element_count_div_32 = Math : : division_round_up ( render_element_count , 32U ) ;
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push_constant . max_cluster_element_count_div_32 = max_elements_by_type / 32 ;
push_constant . pad1 = 0 ;
push_constant . pad2 = 0 ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( ClusterBuilderSharedDataRD : : ClusterStore : : PushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , cluster_screen_size . x , cluster_screen_size . y , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
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}
}
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RENDER_TIMESTAMP ( " < Bake 3D Cluster " ) ;
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RD : : get_singleton ( ) - > draw_command_end_label ( ) ;
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}
void ClusterBuilderRD : : debug ( ElementType p_element ) {
ERR_FAIL_COND ( debug_uniform_set . is_null ( ) ) ;
RD : : ComputeListID compute_list = RD : : get_singleton ( ) - > compute_list_begin ( ) ;
RD : : get_singleton ( ) - > compute_list_bind_compute_pipeline ( compute_list , shared - > cluster_debug . shader_pipeline ) ;
RD : : get_singleton ( ) - > compute_list_bind_uniform_set ( compute_list , debug_uniform_set , 0 ) ;
ClusterBuilderSharedDataRD : : ClusterDebug : : PushConstant push_constant ;
push_constant . screen_size [ 0 ] = screen_size . x ;
push_constant . screen_size [ 1 ] = screen_size . y ;
push_constant . cluster_screen_size [ 0 ] = cluster_screen_size . x ;
push_constant . cluster_screen_size [ 1 ] = cluster_screen_size . y ;
push_constant . cluster_shift = get_shift_from_power_of_2 ( cluster_size ) ;
push_constant . cluster_type = p_element ;
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push_constant . orthogonal = camera_orthogonal ;
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push_constant . z_far = z_far ;
push_constant . z_near = z_near ;
push_constant . max_cluster_element_count_div_32 = max_elements_by_type / 32 ;
RD : : get_singleton ( ) - > compute_list_set_push_constant ( compute_list , & push_constant , sizeof ( ClusterBuilderSharedDataRD : : ClusterDebug : : PushConstant ) ) ;
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RD : : get_singleton ( ) - > compute_list_dispatch_threads ( compute_list , screen_size . x , screen_size . y , 1 ) ;
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RD : : get_singleton ( ) - > compute_list_end ( ) ;
}
RID ClusterBuilderRD : : get_cluster_buffer ( ) const {
return cluster_buffer ;
}
uint32_t ClusterBuilderRD : : get_cluster_size ( ) const {
return cluster_size ;
}
uint32_t ClusterBuilderRD : : get_max_cluster_elements ( ) const {
return max_elements_by_type ;
}
void ClusterBuilderRD : : set_shared ( ClusterBuilderSharedDataRD * p_shared ) {
shared = p_shared ;
}
ClusterBuilderRD : : ClusterBuilderRD ( ) {
state_uniform = RD : : get_singleton ( ) - > uniform_buffer_create ( sizeof ( StateUniform ) ) ;
}
ClusterBuilderRD : : ~ ClusterBuilderRD ( ) {
_clear ( ) ;
RD : : get_singleton ( ) - > free ( state_uniform ) ;
}