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/*************************************************************************/
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/* renderer_storage_rd.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# ifndef RENDERING_SERVER_STORAGE_RD_H
# define RENDERING_SERVER_STORAGE_RD_H
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# include "core/templates/list.h"
# 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"
# include "servers/rendering/renderer_rd/effects_rd.h"
# include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h"
# include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
# 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_rd/storage_rd/canvas_texture_storage.h"
# include "servers/rendering/renderer_rd/storage_rd/texture_storage.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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# include "servers/rendering/shader_compiler.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 ] ;
p_array [ 1 ] = p_mtx . basis . elements [ 1 ] [ 0 ] ;
p_array [ 2 ] = p_mtx . basis . elements [ 2 ] [ 0 ] ;
p_array [ 3 ] = 0 ;
p_array [ 4 ] = p_mtx . basis . elements [ 0 ] [ 1 ] ;
p_array [ 5 ] = p_mtx . basis . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = p_mtx . basis . elements [ 2 ] [ 1 ] ;
p_array [ 7 ] = 0 ;
p_array [ 8 ] = p_mtx . basis . elements [ 0 ] [ 2 ] ;
p_array [ 9 ] = p_mtx . basis . elements [ 1 ] [ 2 ] ;
p_array [ 10 ] = p_mtx . basis . elements [ 2 ] [ 2 ] ;
p_array [ 11 ] = 0 ;
p_array [ 12 ] = p_mtx . origin . x ;
p_array [ 13 ] = p_mtx . origin . y ;
p_array [ 14 ] = p_mtx . origin . z ;
p_array [ 15 ] = 1 ;
}
static _FORCE_INLINE_ void store_basis_3x4 ( const Basis & p_mtx , float * p_array ) {
p_array [ 0 ] = p_mtx . elements [ 0 ] [ 0 ] ;
p_array [ 1 ] = p_mtx . elements [ 1 ] [ 0 ] ;
p_array [ 2 ] = p_mtx . elements [ 2 ] [ 0 ] ;
p_array [ 3 ] = 0 ;
p_array [ 4 ] = p_mtx . elements [ 0 ] [ 1 ] ;
p_array [ 5 ] = p_mtx . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = p_mtx . elements [ 2 ] [ 1 ] ;
p_array [ 7 ] = 0 ;
p_array [ 8 ] = p_mtx . elements [ 0 ] [ 2 ] ;
p_array [ 9 ] = p_mtx . elements [ 1 ] [ 2 ] ;
p_array [ 10 ] = p_mtx . elements [ 2 ] [ 2 ] ;
p_array [ 11 ] = 0 ;
}
static _FORCE_INLINE_ void store_transform_3x3 ( const Basis & p_mtx , float * p_array ) {
p_array [ 0 ] = p_mtx . elements [ 0 ] [ 0 ] ;
p_array [ 1 ] = p_mtx . elements [ 1 ] [ 0 ] ;
p_array [ 2 ] = p_mtx . elements [ 2 ] [ 0 ] ;
p_array [ 3 ] = 0 ;
p_array [ 4 ] = p_mtx . elements [ 0 ] [ 1 ] ;
p_array [ 5 ] = p_mtx . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = p_mtx . elements [ 2 ] [ 1 ] ;
p_array [ 7 ] = 0 ;
p_array [ 8 ] = p_mtx . elements [ 0 ] [ 2 ] ;
p_array [ 9 ] = p_mtx . elements [ 1 ] [ 2 ] ;
p_array [ 10 ] = p_mtx . elements [ 2 ] [ 2 ] ;
p_array [ 11 ] = 0 ;
}
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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 ] ;
p_array [ 1 ] = p_mtx . basis . elements [ 0 ] [ 1 ] ;
p_array [ 2 ] = p_mtx . basis . elements [ 0 ] [ 2 ] ;
p_array [ 3 ] = p_mtx . origin . x ;
p_array [ 4 ] = p_mtx . basis . elements [ 1 ] [ 0 ] ;
p_array [ 5 ] = p_mtx . basis . elements [ 1 ] [ 1 ] ;
p_array [ 6 ] = p_mtx . basis . elements [ 1 ] [ 2 ] ;
p_array [ 7 ] = p_mtx . origin . y ;
p_array [ 8 ] = p_mtx . basis . elements [ 2 ] [ 0 ] ;
p_array [ 9 ] = p_mtx . basis . elements [ 2 ] [ 1 ] ;
p_array [ 10 ] = p_mtx . basis . elements [ 2 ] [ 2 ] ;
p_array [ 11 ] = p_mtx . origin . z ;
}
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static _FORCE_INLINE_ void store_camera ( const CameraMatrix & p_mtx , float * p_array ) {
for ( int i = 0 ; i < 4 ; i + + ) {
for ( int j = 0 ; j < 4 ; j + + ) {
p_array [ i * 4 + j ] = p_mtx . matrix [ i ] [ j ] ;
}
}
}
static _FORCE_INLINE_ void store_soft_shadow_kernel ( const float * p_kernel , float * p_array ) {
for ( int i = 0 ; i < 128 ; i + + ) {
p_array [ i ] = p_kernel [ i ] ;
}
}
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enum ShaderType {
SHADER_TYPE_2D ,
SHADER_TYPE_3D ,
SHADER_TYPE_PARTICLES ,
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SHADER_TYPE_SKY ,
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SHADER_TYPE_FOG ,
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SHADER_TYPE_MAX
} ;
struct ShaderData {
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 , int p_index ) = 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 ;
virtual bool is_animated ( ) const = 0 ;
virtual bool casts_shadows ( ) const = 0 ;
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 ( ) { }
} ;
typedef ShaderData * ( * ShaderDataRequestFunction ) ( ) ;
struct MaterialData {
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 , Map < int , RID > > & p_default_textures , const Vector < ShaderCompiler : : 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 ;
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 < ShaderCompiler : : GeneratedCode : : Texture > & p_texture_uniforms , const Map < StringName , Map < int , 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 ;
List < RID > : : Element * global_buffer_E = nullptr ;
List < RID > : : Element * global_texture_E = nullptr ;
uint64_t global_textures_pass = 0 ;
Map < StringName , uint64_t > used_global_textures ;
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//internally by update_parameters_uniform_set
Vector < uint8_t > ubo_data ;
RID uniform_buffer ;
Vector < RID > texture_cache ;
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} ;
typedef MaterialData * ( * MaterialDataRequestFunction ) ( ShaderData * ) ;
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static void _material_uniform_set_erased ( void * p_material ) ;
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enum DefaultRDBuffer {
DEFAULT_RD_BUFFER_VERTEX ,
DEFAULT_RD_BUFFER_NORMAL ,
DEFAULT_RD_BUFFER_TANGENT ,
DEFAULT_RD_BUFFER_COLOR ,
DEFAULT_RD_BUFFER_TEX_UV ,
DEFAULT_RD_BUFFER_TEX_UV2 ,
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DEFAULT_RD_BUFFER_CUSTOM0 ,
DEFAULT_RD_BUFFER_CUSTOM1 ,
DEFAULT_RD_BUFFER_CUSTOM2 ,
DEFAULT_RD_BUFFER_CUSTOM3 ,
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DEFAULT_RD_BUFFER_BONES ,
DEFAULT_RD_BUFFER_WEIGHTS ,
DEFAULT_RD_BUFFER_MAX ,
} ;
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private :
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/* TEXTURE API */
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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 custom_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 */
struct DecalAtlas {
struct Texture {
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int panorama_to_dp_users ;
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int users ;
Rect2 uv_rect ;
} ;
struct SortItem {
RID texture ;
Size2i pixel_size ;
Size2i size ;
Point2i pos ;
bool operator < ( const SortItem & p_item ) const {
//sort larger to smaller
if ( size . height = = p_item . size . height ) {
return size . width > p_item . size . width ;
} else {
return size . height > p_item . size . height ;
}
}
} ;
HashMap < RID , Texture > textures ;
bool dirty = true ;
int mipmaps = 5 ;
RID texture ;
RID texture_srgb ;
struct MipMap {
RID fb ;
RID texture ;
Size2i size ;
} ;
Vector < MipMap > texture_mipmaps ;
Size2i size ;
} decal_atlas ;
void _update_decal_atlas ( ) ;
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/* SHADER */
struct Material ;
struct Shader {
ShaderData * data ;
String code ;
ShaderType type ;
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Map < StringName , Map < int , RID > > default_texture_parameter ;
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Set < Material * > owners ;
} ;
ShaderDataRequestFunction shader_data_request_func [ SHADER_TYPE_MAX ] ;
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mutable RID_Owner < Shader , true > shader_owner ;
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/* Material */
struct Material {
RID self ;
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MaterialData * data = nullptr ;
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 ;
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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Dependency dependency ;
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Material ( ) :
update_element ( this ) { }
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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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SelfList < Material > : : List material_update_list ;
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void _material_queue_update ( Material * material , bool p_uniform , bool p_texture ) ;
void _update_queued_materials ( ) ;
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/* Mesh */
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struct MeshInstance ;
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struct Mesh {
struct Surface {
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RS : : PrimitiveType primitive = RS : : PRIMITIVE_POINTS ;
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uint32_t format = 0 ;
RID vertex_buffer ;
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RID attribute_buffer ;
RID skin_buffer ;
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uint32_t vertex_count = 0 ;
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uint32_t vertex_buffer_size = 0 ;
uint32_t skin_buffer_size = 0 ;
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// A different pipeline needs to be allocated
// depending on the inputs available in the
// material.
// There are never that many geometry/material
// combinations, so a simple array is the most
// cache-efficient structure.
struct Version {
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uint32_t input_mask = 0 ;
RD : : VertexFormatID vertex_format = 0 ;
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RID vertex_array ;
} ;
SpinLock version_lock ; //needed to access versions
Version * versions = nullptr ; //allocated on demand
uint32_t version_count = 0 ;
RID index_buffer ;
RID index_array ;
uint32_t index_count = 0 ;
struct LOD {
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float edge_length = 0.0 ;
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uint32_t index_count = 0 ;
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RID index_buffer ;
RID index_array ;
} ;
LOD * lods = nullptr ;
uint32_t lod_count = 0 ;
AABB aabb ;
Vector < AABB > bone_aabbs ;
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RID blend_shape_buffer ;
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RID material ;
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uint32_t render_index = 0 ;
uint64_t render_pass = 0 ;
uint32_t multimesh_render_index = 0 ;
uint64_t multimesh_render_pass = 0 ;
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uint32_t particles_render_index = 0 ;
uint64_t particles_render_pass = 0 ;
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RID uniform_set ;
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} ;
uint32_t blend_shape_count = 0 ;
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RS : : BlendShapeMode blend_shape_mode = RS : : BLEND_SHAPE_MODE_NORMALIZED ;
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Surface * * surfaces = nullptr ;
uint32_t surface_count = 0 ;
Vector < AABB > bone_aabbs ;
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bool has_bone_weights = false ;
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AABB aabb ;
AABB custom_aabb ;
Vector < RID > material_cache ;
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List < MeshInstance * > instances ;
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RID shadow_mesh ;
Set < Mesh * > shadow_owners ;
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Dependency dependency ;
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} ;
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mutable RID_Owner < Mesh , true > mesh_owner ;
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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 ) ;
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mutable RID_Owner < MeshInstance > mesh_instance_owner ;
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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 ) ;
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RID mesh_default_rd_buffers [ DEFAULT_RD_BUFFER_MAX ] ;
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/* MultiMesh */
struct MultiMesh {
RID mesh ;
int instances = 0 ;
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RS : : MultimeshTransformFormat xform_format = RS : : MULTIMESH_TRANSFORM_3D ;
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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 ;
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Vector < float > data_cache ; //used if individual setting is used
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bool * data_cache_dirty_regions = nullptr ;
uint32_t data_cache_used_dirty_regions = 0 ;
RID buffer ; //storage buffer
RID uniform_set_3d ;
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RID uniform_set_2d ;
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bool dirty = false ;
MultiMesh * dirty_list = nullptr ;
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Dependency dependency ;
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} ;
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mutable RID_Owner < MultiMesh , true > multimesh_owner ;
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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 ( ) ;
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/* PARTICLES */
struct ParticleData {
float xform [ 16 ] ;
float velocity [ 3 ] ;
uint32_t active ;
float color [ 4 ] ;
float custom [ 3 ] ;
float lifetime ;
} ;
struct ParticlesFrameParams {
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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 ,
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COLLISION_TYPE_HEIGHT_FIELD ,
COLLISION_TYPE_2D_SDF ,
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} ;
struct Collider {
float transform [ 16 ] ;
float extents [ 3 ] ; //exents or radius
uint32_t type ;
uint32_t texture_index ; //texture index for vector field
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real_t scale ;
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uint32_t pad [ 2 ] ;
} ;
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uint32_t emitting ;
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float system_phase ;
float prev_system_phase ;
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uint32_t cycle ;
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real_t explosiveness ;
real_t randomness ;
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float time ;
float delta ;
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uint32_t frame ;
uint32_t pad0 ;
uint32_t pad1 ;
uint32_t pad2 ;
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uint32_t random_seed ;
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uint32_t attractor_count ;
uint32_t collider_count ;
float particle_size ;
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float emission_transform [ 16 ] ;
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Attractor attractors [ MAX_ATTRACTORS ] ;
Collider colliders [ MAX_COLLIDERS ] ;
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} ;
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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++
} ;
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struct Particles {
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RS : : ParticlesMode mode = RS : : PARTICLES_MODE_3D ;
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bool inactive = true ;
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double inactive_time = 0.0 ;
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bool emitting = false ;
bool one_shot = false ;
int amount = 0 ;
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double lifetime = 1.0 ;
double pre_process_time = 0.0 ;
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real_t explosiveness = 0.0 ;
real_t randomness = 0.0 ;
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bool restart_request = false ;
AABB custom_aabb = AABB ( Vector3 ( - 4 , - 4 , - 4 ) , Vector3 ( 8 , 8 , 8 ) ) ;
bool use_local_coords = true ;
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bool has_collision_cache = false ;
bool has_sdf_collision = false ;
Transform2D sdf_collision_transform ;
Rect2 sdf_collision_to_screen ;
RID sdf_collision_texture ;
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RID process_material ;
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uint32_t frame_counter = 0 ;
RS : : ParticlesTransformAlign transform_align = RS : : PARTICLES_TRANSFORM_ALIGN_DISABLED ;
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RS : : ParticlesDrawOrder draw_order = RS : : PARTICLES_DRAW_ORDER_INDEX ;
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Vector < RID > draw_passes ;
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Vector < Transform3D > trail_bind_poses ;
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bool trail_bind_poses_dirty = false ;
RID trail_bind_pose_buffer ;
RID trail_bind_pose_uniform_set ;
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RID particle_buffer ;
RID particle_instance_buffer ;
RID frame_params_buffer ;
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uint32_t userdata_count = 0 ;
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RID particles_material_uniform_set ;
RID particles_copy_uniform_set ;
RID particles_transforms_buffer_uniform_set ;
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RID collision_textures_uniform_set ;
RID collision_3d_textures [ ParticlesFrameParams : : MAX_3D_TEXTURES ] ;
uint32_t collision_3d_textures_used = 0 ;
RID collision_heightmap_texture ;
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RID particles_sort_buffer ;
RID particles_sort_uniform_set ;
bool dirty = false ;
Particles * update_list = nullptr ;
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RID sub_emitter ;
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double phase = 0.0 ;
double prev_phase = 0.0 ;
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uint64_t prev_ticks = 0 ;
uint32_t random_seed = 0 ;
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uint32_t cycle_number = 0 ;
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double speed_scale = 1.0 ;
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int fixed_fps = 30 ;
bool interpolate = true ;
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bool fractional_delta = false ;
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double frame_remainder = 0 ;
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real_t collision_base_size = 0.01 ;
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bool clear = true ;
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bool force_sub_emit = false ;
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Transform3D emission_transform ;
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Vector < uint8_t > emission_buffer_data ;
ParticleEmissionBuffer * emission_buffer = nullptr ;
RID emission_storage_buffer ;
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Set < RID > collisions ;
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Dependency dependency ;
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double trail_length = 1.0 ;
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bool trails_enabled = false ;
LocalVector < ParticlesFrameParams > frame_history ;
LocalVector < ParticlesFrameParams > trail_params ;
Particles ( ) {
}
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} ;
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void _particles_process ( Particles * p_particles , double p_delta ) ;
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void _particles_allocate_emission_buffer ( Particles * particles ) ;
void _particles_free_data ( Particles * particles ) ;
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void _particles_update_buffers ( Particles * particles ) ;
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struct ParticlesShader {
struct PushConstant {
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float lifetime ;
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uint32_t clear ;
uint32_t total_particles ;
uint32_t trail_size ;
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uint32_t use_fractional_delta ;
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uint32_t sub_emitter_mode ;
uint32_t can_emit ;
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uint32_t trail_pass ;
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} ;
ParticlesShaderRD shader ;
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ShaderCompiler compiler ;
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RID default_shader ;
RID default_material ;
RID default_shader_rd ;
RID base_uniform_set ;
struct CopyPushConstant {
float sort_direction [ 3 ] ;
uint32_t total_particles ;
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uint32_t trail_size ;
uint32_t trail_total ;
float frame_delta ;
float frame_remainder ;
float align_up [ 3 ] ;
uint32_t align_mode ;
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uint32_t order_by_lifetime ;
uint32_t lifetime_split ;
uint32_t lifetime_reverse ;
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uint32_t copy_mode_2d ;
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float inv_emission_transform [ 16 ] ;
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} ;
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enum {
MAX_USERDATAS = 6
} ;
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enum {
COPY_MODE_FILL_INSTANCES ,
COPY_MODE_FILL_SORT_BUFFER ,
COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER ,
COPY_MODE_MAX ,
} ;
ParticlesCopyShaderRD copy_shader ;
RID copy_shader_version ;
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RID copy_pipelines [ COPY_MODE_MAX * ( MAX_USERDATAS + 1 ) ] ;
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LocalVector < float > pose_update_buffer ;
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} particles_shader ;
Particles * particle_update_list = nullptr ;
struct ParticlesShaderData : public ShaderData {
bool valid ;
RID version ;
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bool uses_collision = false ;
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//PipelineCacheRD pipelines[SKY_VERSION_MAX];
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Map < StringName , ShaderLanguage : : ShaderNode : : Uniform > uniforms ;
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Vector < ShaderCompiler : : GeneratedCode : : Texture > texture_uniforms ;
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Vector < uint32_t > ubo_offsets ;
uint32_t ubo_size ;
String path ;
String code ;
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Map < StringName , Map < int , RID > > default_texture_params ;
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RID pipeline ;
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bool uses_time = false ;
bool userdatas_used [ ParticlesShader : : MAX_USERDATAS ] = { } ;
uint32_t userdata_count = 0 ;
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virtual void set_code ( const String & p_Code ) ;
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virtual void set_default_texture_param ( const StringName & p_name , RID p_texture , int p_index ) ;
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virtual void get_param_list ( List < PropertyInfo > * p_param_list ) const ;
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virtual void get_instance_param_list ( List < RendererStorage : : InstanceShaderParam > * p_param_list ) const ;
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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 ;
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virtual RS : : ShaderNativeSourceCode get_native_source_code ( ) const ;
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ParticlesShaderData ( ) ;
virtual ~ ParticlesShaderData ( ) ;
} ;
ShaderData * _create_particles_shader_func ( ) ;
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static RendererStorageRD : : ShaderData * _create_particles_shader_funcs ( ) {
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return base_singleton - > _create_particles_shader_func ( ) ;
}
struct ParticlesMaterialData : public MaterialData {
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ParticlesShaderData * shader_data = nullptr ;
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RID uniform_set ;
virtual void set_render_priority ( int p_priority ) { }
virtual void set_next_pass ( RID p_pass ) { }
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virtual bool update_parameters ( const Map < StringName , Variant > & p_parameters , bool p_uniform_dirty , bool p_textures_dirty ) ;
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virtual ~ ParticlesMaterialData ( ) ;
} ;
MaterialData * _create_particles_material_func ( ParticlesShaderData * p_shader ) ;
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static RendererStorageRD : : MaterialData * _create_particles_material_funcs ( ShaderData * p_shader ) {
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return base_singleton - > _create_particles_material_func ( static_cast < ParticlesShaderData * > ( p_shader ) ) ;
}
void update_particles ( ) ;
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mutable RID_Owner < Particles , true > particles_owner ;
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/* 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 ;
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Dependency dependency ;
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} ;
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mutable RID_Owner < ParticlesCollision , true > particles_collision_owner ;
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struct ParticlesCollisionInstance {
RID collision ;
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Transform3D transform ;
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bool active = false ;
} ;
mutable RID_Owner < ParticlesCollisionInstance > particles_collision_instance_owner ;
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/* FOG VOLUMES */
struct FogVolume {
RID material ;
Vector3 extents = Vector3 ( 1 , 1 , 1 ) ;
RS : : FogVolumeShape shape = RS : : FOG_VOLUME_SHAPE_BOX ;
Dependency dependency ;
} ;
mutable RID_Owner < FogVolume , true > fog_volume_owner ;
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/* visibility_notifier */
struct VisibilityNotifier {
AABB aabb ;
Callable enter_callback ;
Callable exit_callback ;
Dependency dependency ;
} ;
mutable RID_Owner < VisibilityNotifier > visibility_notifier_owner ;
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/* 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 ;
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RID uniform_set_mi ;
uint64_t version = 1 ;
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Dependency dependency ;
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} ;
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mutable RID_Owner < Skeleton , true > skeleton_owner ;
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_FORCE_INLINE_ void _skeleton_make_dirty ( Skeleton * skeleton ) ;
Skeleton * skeleton_dirty_list = nullptr ;
void _update_dirty_skeletons ( ) ;
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/* LIGHT */
struct Light {
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RS : : LightType type ;
float param [ RS : : LIGHT_PARAM_MAX ] ;
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Color color = Color ( 1 , 1 , 1 , 1 ) ;
RID projector ;
bool shadow = false ;
bool negative = false ;
bool reverse_cull = false ;
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RS : : LightBakeMode bake_mode = RS : : LIGHT_BAKE_DYNAMIC ;
uint32_t max_sdfgi_cascade = 2 ;
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uint32_t cull_mask = 0xFFFFFFFF ;
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bool distance_fade = false ;
real_t distance_fade_begin = 40.0 ;
real_t distance_fade_shadow = 50.0 ;
real_t distance_fade_length = 10.0 ;
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RS : : LightOmniShadowMode omni_shadow_mode = RS : : LIGHT_OMNI_SHADOW_DUAL_PARABOLOID ;
RS : : LightDirectionalShadowMode directional_shadow_mode = RS : : LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ;
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bool directional_blend_splits = false ;
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bool directional_sky_only = false ;
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uint64_t version = 0 ;
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Dependency dependency ;
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} ;
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mutable RID_Owner < Light , true > light_owner ;
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/* REFLECTION PROBE */
struct ReflectionProbe {
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RS : : ReflectionProbeUpdateMode update_mode = RS : : REFLECTION_PROBE_UPDATE_ONCE ;
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int resolution = 256 ;
float intensity = 1.0 ;
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RS : : ReflectionProbeAmbientMode ambient_mode = RS : : REFLECTION_PROBE_AMBIENT_ENVIRONMENT ;
Color ambient_color ;
float ambient_color_energy = 1.0 ;
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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 ;
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float mesh_lod_threshold = 0.01 ;
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Dependency dependency ;
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} ;
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mutable RID_Owner < ReflectionProbe , true > reflection_probe_owner ;
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/* 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 ;
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Dependency dependency ;
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} ;
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mutable RID_Owner < Decal , true > decal_owner ;
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/* VOXEL GI */
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struct VoxelGI {
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RID octree_buffer ;
RID data_buffer ;
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RID sdf_texture ;
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uint32_t octree_buffer_size = 0 ;
uint32_t data_buffer_size = 0 ;
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Vector < int > level_counts ;
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int cell_count = 0 ;
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Transform3D to_cell_xform ;
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AABB bounds ;
Vector3i octree_size ;
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float dynamic_range = 2.0 ;
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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 ;
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Dependency dependency ;
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} ;
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mutable RID_Owner < VoxelGI , true > voxel_gi_owner ;
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/* 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 ;
} ;
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Dependency dependency ;
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} ;
bool using_lightmap_array ; //high end uses this
/* for high end */
Vector < RID > lightmap_textures ;
uint64_t lightmap_array_version = 0 ;
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mutable RID_Owner < Lightmap , true > lightmap_owner ;
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float lightmap_probe_capture_update_speed = 4 ;
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/* RENDER TARGET */
struct RenderTarget {
Size2i size ;
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uint32_t view_count ;
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RID framebuffer ;
RID color ;
//used for retrieving from CPU
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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 ;
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bool flags [ RENDER_TARGET_FLAG_MAX ] ;
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bool sdf_enabled = false ;
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RID backbuffer ; //used for effects
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RID backbuffer_fb ;
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RID backbuffer_mipmap0 ;
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Vector < RID > backbuffer_mipmaps ;
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RID framebuffer_uniform_set ;
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RID backbuffer_uniform_set ;
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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 ;
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//texture generated for this owner (nor RD).
RID texture ;
bool was_used ;
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//clear request
bool clear_requested ;
Color clear_color ;
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} ;
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mutable RID_Owner < RenderTarget > render_target_owner ;
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void _clear_render_target ( RenderTarget * rt ) ;
void _update_render_target ( RenderTarget * rt ) ;
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void _create_render_target_backbuffer ( RenderTarget * rt ) ;
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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 ;
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/* 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 ( ) ;
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/* EFFECTS */
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EffectsRD * effects = nullptr ;
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public :
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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 ;
}
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//internal usage
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_FORCE_INLINE_ RID sampler_rd_get_default ( RS : : CanvasItemTextureFilter p_filter , RS : : CanvasItemTextureRepeat p_repeat ) {
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return default_rd_samplers [ p_filter ] [ p_repeat ] ;
}
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_FORCE_INLINE_ RID sampler_rd_get_custom ( RS : : CanvasItemTextureFilter p_filter , RS : : CanvasItemTextureRepeat p_repeat ) {
return custom_rd_samplers [ p_filter ] [ p_repeat ] ;
}
void sampler_rd_configure_custom ( float mipmap_bias ) ;
void sampler_rd_set_default ( float p_mipmap_bias ) ;
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/* SHADER API */
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RID shader_allocate ( ) ;
void shader_initialize ( RID p_shader ) ;
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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 ;
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void shader_set_default_texture_param ( RID p_shader , const StringName & p_name , RID p_texture , int p_index ) ;
RID shader_get_default_texture_param ( RID p_shader , const StringName & p_name , int p_index ) const ;
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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 ) ;
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virtual RS : : ShaderNativeSourceCode shader_get_native_source_code ( RID p_shader ) const ;
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/* COMMON MATERIAL API */
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RID material_allocate ( ) ;
void material_initialize ( RID p_material ) ;
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void material_set_shader ( RID p_material , RID p_shader ) ;
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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 ;
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void material_set_next_pass ( RID p_material , RID p_next_material ) ;
void material_set_render_priority ( RID p_material , int priority ) ;
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bool material_is_animated ( RID p_material ) ;
bool material_casts_shadows ( RID p_material ) ;
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void material_get_instance_shader_parameters ( RID p_material , List < InstanceShaderParam > * r_parameters ) ;
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void material_update_dependency ( RID p_material , DependencyTracker * p_instance ) ;
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void material_set_data_request_function ( ShaderType p_shader_type , MaterialDataRequestFunction p_function ) ;
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_FORCE_INLINE_ uint32_t material_get_shader_id ( RID p_material ) {
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Material * material = material_owner . get_or_null ( p_material ) ;
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return material - > shader_id ;
}
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_FORCE_INLINE_ MaterialData * material_get_data ( RID p_material , ShaderType p_shader_type ) {
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Material * material = material_owner . get_or_null ( p_material ) ;
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if ( ! material | | material - > shader_type ! = p_shader_type ) {
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return nullptr ;
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} else {
return material - > data ;
}
}
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/* MESH API */
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RID mesh_allocate ( ) ;
void mesh_initialize ( RID p_mesh ) ;
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virtual void mesh_set_blend_shape_count ( RID p_mesh , int p_blend_shape_count ) ;
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/// Return stride
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virtual void mesh_add_surface ( RID p_mesh , const RS : : SurfaceData & p_surface ) ;
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virtual int mesh_get_blend_shape_count ( RID p_mesh ) const ;
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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 ;
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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 ) ;
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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 ;
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virtual RS : : SurfaceData mesh_get_surface ( RID p_mesh , int p_surface ) const ;
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virtual int mesh_get_surface_count ( RID p_mesh ) const ;
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virtual void mesh_set_custom_aabb ( RID p_mesh , const AABB & p_aabb ) ;
virtual AABB mesh_get_custom_aabb ( RID p_mesh ) const ;
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virtual AABB mesh_get_aabb ( RID p_mesh , RID p_skeleton = RID ( ) ) ;
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virtual void mesh_set_shadow_mesh ( RID p_mesh , RID p_shadow_mesh ) ;
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virtual void mesh_clear ( RID p_mesh ) ;
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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 ( ) ;
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_FORCE_INLINE_ const RID * mesh_get_surface_count_and_materials ( RID p_mesh , uint32_t & r_surface_count ) {
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Mesh * mesh = mesh_owner . get_or_null ( p_mesh ) ;
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ERR_FAIL_COND_V ( ! mesh , nullptr ) ;
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r_surface_count = mesh - > surface_count ;
if ( r_surface_count = = 0 ) {
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return nullptr ;
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}
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if ( mesh - > material_cache . is_empty ( ) ) {
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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 ( ) ;
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}
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_FORCE_INLINE_ void * mesh_get_surface ( RID p_mesh , uint32_t p_surface_index ) {
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Mesh * mesh = mesh_owner . get_or_null ( p_mesh ) ;
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ERR_FAIL_COND_V ( ! mesh , nullptr ) ;
ERR_FAIL_UNSIGNED_INDEX_V ( p_surface_index , mesh - > surface_count , nullptr ) ;
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return mesh - > surfaces [ p_surface_index ] ;
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}
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_FORCE_INLINE_ RID mesh_get_shadow_mesh ( RID p_mesh ) {
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Mesh * mesh = mesh_owner . get_or_null ( p_mesh ) ;
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ERR_FAIL_COND_V ( ! mesh , RID ( ) ) ;
return mesh - > shadow_mesh ;
}
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_FORCE_INLINE_ RS : : PrimitiveType mesh_surface_get_primitive ( void * p_surface ) {
Mesh : : Surface * surface = reinterpret_cast < Mesh : : Surface * > ( p_surface ) ;
return surface - > primitive ;
}
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_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 ;
}
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_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 ;
}
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_FORCE_INLINE_ uint32_t mesh_surface_get_lod ( void * p_surface , float p_model_scale , float p_distance_threshold , float p_mesh_lod_threshold , uint32_t * r_index_count = nullptr ) const {
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Mesh : : Surface * s = reinterpret_cast < Mesh : : Surface * > ( p_surface ) ;
int32_t current_lod = - 1 ;
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if ( r_index_count ) {
* r_index_count = s - > index_count ;
}
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for ( uint32_t i = 0 ; i < s - > lod_count ; i + + ) {
float screen_size = s - > lods [ i ] . edge_length * p_model_scale / p_distance_threshold ;
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if ( screen_size > p_mesh_lod_threshold ) {
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break ;
}
current_lod = i ;
}
if ( current_lod = = - 1 ) {
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return 0 ;
} else {
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if ( r_index_count ) {
* r_index_count = s - > lods [ current_lod ] . index_count ;
}
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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 ) {
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return s - > index_array ;
} else {
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return s - > lods [ p_lod - 1 ] . index_array ;
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}
}
_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 ) ;
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s - > version_lock . lock ( ) ;
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//there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
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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 ;
}
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uint32_t version = s - > version_count ;
s - > version_count + + ;
s - > versions = ( Mesh : : Surface : : Version * ) memrealloc ( s - > versions , sizeof ( Mesh : : Surface : : Version ) * s - > version_count ) ;
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_mesh_surface_generate_version_for_input_mask ( s - > versions [ version ] , s , p_input_mask ) ;
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r_vertex_format = s - > versions [ version ] . vertex_format ;
r_vertex_array_rd = s - > versions [ version ] . vertex_array ;
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s - > version_lock . unlock ( ) ;
}
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_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 ) {
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MeshInstance * mi = mesh_instance_owner . get_or_null ( p_mesh_instance ) ;
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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 ( ) ;
}
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_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 ] ;
}
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_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 ) {
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Mesh * mesh = mesh_owner . get_or_null ( p_mesh ) ;
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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 ) {
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Mesh * mesh = mesh_owner . get_or_null ( p_mesh ) ;
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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 ;
}
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_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 ) {
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Mesh * mesh = mesh_owner . get_or_null ( p_mesh ) ;
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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 ;
}
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/* MULTIMESH API */
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RID multimesh_allocate ( ) ;
void multimesh_initialize ( RID p_multimesh ) ;
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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 ) ;
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int multimesh_get_instance_count ( RID p_multimesh ) const ;
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void multimesh_set_mesh ( RID p_multimesh , RID p_mesh ) ;
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void multimesh_instance_set_transform ( RID p_multimesh , int p_index , const Transform3D & p_transform ) ;
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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 ) ;
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RID multimesh_get_mesh ( RID p_multimesh ) const ;
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Transform3D multimesh_instance_get_transform ( RID p_multimesh , int p_index ) const ;
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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 ;
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void multimesh_set_buffer ( RID p_multimesh , const Vector < float > & p_buffer ) ;
Vector < float > multimesh_get_buffer ( RID p_multimesh ) const ;
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void multimesh_set_visible_instances ( RID p_multimesh , int p_visible ) ;
int multimesh_get_visible_instances ( RID p_multimesh ) const ;
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AABB multimesh_get_aabb ( RID p_multimesh ) const ;
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_FORCE_INLINE_ RS : : MultimeshTransformFormat multimesh_get_transform_format ( RID p_multimesh ) const {
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MultiMesh * multimesh = multimesh_owner . get_or_null ( p_multimesh ) ;
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return multimesh - > xform_format ;
}
_FORCE_INLINE_ bool multimesh_uses_colors ( RID p_multimesh ) const {
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MultiMesh * multimesh = multimesh_owner . get_or_null ( p_multimesh ) ;
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return multimesh - > uses_colors ;
}
_FORCE_INLINE_ bool multimesh_uses_custom_data ( RID p_multimesh ) const {
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MultiMesh * multimesh = multimesh_owner . get_or_null ( p_multimesh ) ;
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return multimesh - > uses_custom_data ;
}
_FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw ( RID p_multimesh ) const {
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MultiMesh * multimesh = multimesh_owner . get_or_null ( p_multimesh ) ;
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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 {
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MultiMesh * multimesh = multimesh_owner . get_or_null ( p_multimesh ) ;
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if ( ! multimesh - > uniform_set_3d . is_valid ( ) ) {
Vector < RD : : Uniform > uniforms ;
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 0 ;
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u . append_id ( multimesh - > buffer ) ;
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uniforms . push_back ( u ) ;
multimesh - > uniform_set_3d = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , p_shader , p_set ) ;
}
return multimesh - > uniform_set_3d ;
}
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_FORCE_INLINE_ RID multimesh_get_2d_uniform_set ( RID p_multimesh , RID p_shader , uint32_t p_set ) const {
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MultiMesh * multimesh = multimesh_owner . get_or_null ( p_multimesh ) ;
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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 ;
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u . append_id ( multimesh - > buffer ) ;
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uniforms . push_back ( u ) ;
multimesh - > uniform_set_2d = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , p_shader , p_set ) ;
}
return multimesh - > uniform_set_2d ;
}
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/* SKELETON API */
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RID skeleton_allocate ( ) ;
void skeleton_initialize ( RID p_skeleton ) ;
void skeleton_allocate_data ( RID p_skeleton , int p_bones , bool p_2d_skeleton = false ) ;
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void skeleton_set_base_transform_2d ( RID p_skeleton , const Transform2D & p_base_transform ) ;
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void skeleton_set_world_transform ( RID p_skeleton , bool p_enable , const Transform3D & p_world_transform ) ;
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int skeleton_get_bone_count ( RID p_skeleton ) const ;
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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 ;
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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 ;
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_FORCE_INLINE_ bool skeleton_is_valid ( RID p_skeleton ) {
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return skeleton_owner . get_or_null ( p_skeleton ) ! = nullptr ;
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}
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_FORCE_INLINE_ RID skeleton_get_3d_uniform_set ( RID p_skeleton , RID p_shader , uint32_t p_set ) const {
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Skeleton * skeleton = skeleton_owner . get_or_null ( p_skeleton ) ;
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ERR_FAIL_COND_V ( ! skeleton , RID ( ) ) ;
ERR_FAIL_COND_V ( skeleton - > size = = 0 , RID ( ) ) ;
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if ( skeleton - > use_2d ) {
return RID ( ) ;
}
if ( ! skeleton - > uniform_set_3d . is_valid ( ) ) {
Vector < RD : : Uniform > uniforms ;
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 0 ;
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u . append_id ( skeleton - > buffer ) ;
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uniforms . push_back ( u ) ;
skeleton - > uniform_set_3d = RD : : get_singleton ( ) - > uniform_set_create ( uniforms , p_shader , p_set ) ;
}
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return skeleton - > uniform_set_3d ;
}
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/* Light API */
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void _light_initialize ( RID p_rid , RS : : LightType p_type ) ;
RID directional_light_allocate ( ) ;
void directional_light_initialize ( RID p_light ) ;
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RID omni_light_allocate ( ) ;
void omni_light_initialize ( RID p_light ) ;
RID spot_light_allocate ( ) ;
void spot_light_initialize ( RID p_light ) ;
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void light_set_color ( RID p_light , const Color & p_color ) ;
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void light_set_param ( RID p_light , RS : : LightParam p_param , float p_value ) ;
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void light_set_shadow ( RID p_light , bool p_enabled ) ;
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 ) ;
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void light_set_distance_fade ( RID p_light , bool p_enabled , float p_begin , float p_shadow , float p_length ) ;
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void light_set_reverse_cull_face_mode ( RID p_light , bool p_enabled ) ;
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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 ) ;
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void light_omni_set_shadow_mode ( RID p_light , RS : : LightOmniShadowMode p_mode ) ;
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void light_directional_set_shadow_mode ( RID p_light , RS : : LightDirectionalShadowMode p_mode ) ;
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void light_directional_set_blend_splits ( RID p_light , bool p_enable ) ;
bool light_directional_get_blend_splits ( RID p_light ) const ;
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void light_directional_set_sky_only ( RID p_light , bool p_sky_only ) ;
bool light_directional_is_sky_only ( RID p_light ) const ;
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RS : : LightDirectionalShadowMode light_directional_get_shadow_mode ( RID p_light ) ;
RS : : LightOmniShadowMode light_omni_get_shadow_mode ( RID p_light ) ;
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_FORCE_INLINE_ RS : : LightType light_get_type ( RID p_light ) const {
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const Light * light = light_owner . get_or_null ( p_light ) ;
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ERR_FAIL_COND_V ( ! light , RS : : LIGHT_DIRECTIONAL ) ;
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return light - > type ;
}
AABB light_get_aabb ( RID p_light ) const ;
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_FORCE_INLINE_ float light_get_param ( RID p_light , RS : : LightParam p_param ) {
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const Light * light = light_owner . get_or_null ( p_light ) ;
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ERR_FAIL_COND_V ( ! light , 0 ) ;
return light - > param [ p_param ] ;
}
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_FORCE_INLINE_ RID light_get_projector ( RID p_light ) {
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const Light * light = light_owner . get_or_null ( p_light ) ;
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ERR_FAIL_COND_V ( ! light , RID ( ) ) ;
return light - > projector ;
}
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_FORCE_INLINE_ Color light_get_color ( RID p_light ) {
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const Light * light = light_owner . get_or_null ( p_light ) ;
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ERR_FAIL_COND_V ( ! light , Color ( ) ) ;
return light - > color ;
}
_FORCE_INLINE_ uint32_t light_get_cull_mask ( RID p_light ) {
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const Light * light = light_owner . get_or_null ( p_light ) ;
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ERR_FAIL_COND_V ( ! light , 0 ) ;
return light - > cull_mask ;
}
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_FORCE_INLINE_ bool light_is_distance_fade_enabled ( RID p_light ) {
const Light * light = light_owner . get_or_null ( p_light ) ;
return light - > distance_fade ;
}
_FORCE_INLINE_ float light_get_distance_fade_begin ( RID p_light ) {
const Light * light = light_owner . get_or_null ( p_light ) ;
return light - > distance_fade_begin ;
}
_FORCE_INLINE_ float light_get_distance_fade_shadow ( RID p_light ) {
const Light * light = light_owner . get_or_null ( p_light ) ;
return light - > distance_fade_shadow ;
}
_FORCE_INLINE_ float light_get_distance_fade_length ( RID p_light ) {
const Light * light = light_owner . get_or_null ( p_light ) ;
return light - > distance_fade_length ;
}
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_FORCE_INLINE_ bool light_has_shadow ( RID p_light ) const {
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const Light * light = light_owner . get_or_null ( p_light ) ;
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ERR_FAIL_COND_V ( ! light , RS : : LIGHT_DIRECTIONAL ) ;
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return light - > shadow ;
}
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_FORCE_INLINE_ bool light_has_projector ( RID p_light ) const {
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const Light * light = light_owner . get_or_null ( p_light ) ;
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ERR_FAIL_COND_V ( ! light , RS : : LIGHT_DIRECTIONAL ) ;
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return light_owner . owns ( light - > projector ) ;
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}
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_FORCE_INLINE_ bool light_is_negative ( RID p_light ) const {
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const Light * light = light_owner . get_or_null ( p_light ) ;
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ERR_FAIL_COND_V ( ! light , RS : : LIGHT_DIRECTIONAL ) ;
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return light - > negative ;
}
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_FORCE_INLINE_ float light_get_transmittance_bias ( RID p_light ) const {
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const Light * light = light_owner . get_or_null ( p_light ) ;
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ERR_FAIL_COND_V ( ! light , 0.0 ) ;
return light - > param [ RS : : LIGHT_PARAM_TRANSMITTANCE_BIAS ] ;
}
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_FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade ( RID p_light ) const {
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const Light * light = light_owner . get_or_null ( p_light ) ;
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ERR_FAIL_COND_V ( ! light , 0.0 ) ;
return light - > param [ RS : : LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE ] ;
}
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RS : : LightBakeMode light_get_bake_mode ( RID p_light ) ;
uint32_t light_get_max_sdfgi_cascade ( RID p_light ) ;
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uint64_t light_get_version ( RID p_light ) const ;
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/* PROBE API */
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RID reflection_probe_allocate ( ) ;
void reflection_probe_initialize ( RID p_reflection_probe ) ;
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void reflection_probe_set_update_mode ( RID p_probe , RS : : ReflectionProbeUpdateMode p_mode ) ;
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void reflection_probe_set_intensity ( RID p_probe , float p_intensity ) ;
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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 ) ;
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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 ) ;
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void reflection_probe_set_mesh_lod_threshold ( RID p_probe , float p_ratio ) ;
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AABB reflection_probe_get_aabb ( RID p_probe ) const ;
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RS : : ReflectionProbeUpdateMode reflection_probe_get_update_mode ( RID p_probe ) const ;
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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 ;
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float reflection_probe_get_mesh_lod_threshold ( RID p_probe ) const ;
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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 ;
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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 ;
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void base_update_dependency ( RID p_base , DependencyTracker * p_instance ) ;
void skeleton_update_dependency ( RID p_skeleton , DependencyTracker * p_instance ) ;
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/* DECAL API */
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RID decal_allocate ( ) ;
void decal_initialize ( RID p_decal ) ;
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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 ) ;
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void decal_atlas_mark_dirty_on_texture ( RID p_texture ) ;
void decal_atlas_remove_texture ( RID p_texture ) ;
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 ) ;
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_FORCE_INLINE_ Vector3 decal_get_extents ( RID p_decal ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > extents ;
}
_FORCE_INLINE_ RID decal_get_texture ( RID p_decal , RS : : DecalTexture p_texture ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > textures [ p_texture ] ;
}
_FORCE_INLINE_ Color decal_get_modulate ( RID p_decal ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > modulate ;
}
_FORCE_INLINE_ float decal_get_emission_energy ( RID p_decal ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > emission_energy ;
}
_FORCE_INLINE_ float decal_get_albedo_mix ( RID p_decal ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > albedo_mix ;
}
_FORCE_INLINE_ uint32_t decal_get_cull_mask ( RID p_decal ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > cull_mask ;
}
_FORCE_INLINE_ float decal_get_upper_fade ( RID p_decal ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > upper_fade ;
}
_FORCE_INLINE_ float decal_get_lower_fade ( RID p_decal ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > lower_fade ;
}
_FORCE_INLINE_ float decal_get_normal_fade ( RID p_decal ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > normal_fade ;
}
_FORCE_INLINE_ bool decal_is_distance_fade_enabled ( RID p_decal ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > distance_fade ;
}
_FORCE_INLINE_ float decal_get_distance_fade_begin ( RID p_decal ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > distance_fade_begin ;
}
_FORCE_INLINE_ float decal_get_distance_fade_length ( RID p_decal ) {
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const Decal * decal = decal_owner . get_or_null ( p_decal ) ;
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return decal - > distance_fade_length ;
}
virtual AABB decal_get_aabb ( RID p_decal ) const ;
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/* VOXEL GI API */
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RID voxel_gi_allocate ( ) ;
void voxel_gi_initialize ( RID p_voxel_gi ) ;
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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 ) ;
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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 ;
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Vector < int > voxel_gi_get_level_counts ( RID p_voxel_gi ) const ;
Transform3D voxel_gi_get_to_cell_xform ( RID p_voxel_gi ) const ;
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void voxel_gi_set_dynamic_range ( RID p_voxel_gi , float p_range ) ;
float voxel_gi_get_dynamic_range ( RID p_voxel_gi ) const ;
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void voxel_gi_set_propagation ( RID p_voxel_gi , float p_range ) ;
float voxel_gi_get_propagation ( RID p_voxel_gi ) const ;
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void voxel_gi_set_energy ( RID p_voxel_gi , float p_energy ) ;
float voxel_gi_get_energy ( RID p_voxel_gi ) const ;
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void voxel_gi_set_bias ( RID p_voxel_gi , float p_bias ) ;
float voxel_gi_get_bias ( RID p_voxel_gi ) const ;
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void voxel_gi_set_normal_bias ( RID p_voxel_gi , float p_range ) ;
float voxel_gi_get_normal_bias ( RID p_voxel_gi ) const ;
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void voxel_gi_set_interior ( RID p_voxel_gi , bool p_enable ) ;
bool voxel_gi_is_interior ( RID p_voxel_gi ) const ;
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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 ;
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void voxel_gi_set_anisotropy_strength ( RID p_voxel_gi , float p_strength ) ;
float voxel_gi_get_anisotropy_strength ( RID p_voxel_gi ) const ;
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uint32_t voxel_gi_get_version ( RID p_probe ) ;
uint32_t voxel_gi_get_data_version ( RID p_probe ) ;
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RID voxel_gi_get_octree_buffer ( RID p_voxel_gi ) const ;
RID voxel_gi_get_data_buffer ( RID p_voxel_gi ) const ;
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RID voxel_gi_get_sdf_texture ( RID p_voxel_gi ) ;
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/* LIGHTMAP CAPTURE */
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RID lightmap_allocate ( ) ;
void lightmap_initialize ( RID p_lightmap ) ;
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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 ;
}
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_FORCE_INLINE_ RID lightmap_get_texture ( RID p_lightmap ) const {
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const Lightmap * lm = lightmap_owner . get_or_null ( p_lightmap ) ;
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ERR_FAIL_COND_V ( ! lm , RID ( ) ) ;
return lm - > light_texture ;
}
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_FORCE_INLINE_ int32_t lightmap_get_array_index ( RID p_lightmap ) const {
ERR_FAIL_COND_V ( ! using_lightmap_array , - 1 ) ; //only for arrays
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const Lightmap * lm = lightmap_owner . get_or_null ( p_lightmap ) ;
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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
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const Lightmap * lm = lightmap_owner . get_or_null ( p_lightmap ) ;
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return lm - > uses_spherical_harmonics ;
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}
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_FORCE_INLINE_ uint64_t lightmap_array_get_version ( ) const {
ERR_FAIL_COND_V ( ! using_lightmap_array , 0 ) ; //only for arrays
return lightmap_array_version ;
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}
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_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 ;
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}
/* PARTICLES */
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RID particles_allocate ( ) ;
void particles_initialize ( RID p_particles_collision ) ;
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void particles_set_mode ( RID p_particles , RS : : ParticlesMode p_mode ) ;
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void particles_set_emitting ( RID p_particles , bool p_emitting ) ;
void particles_set_amount ( RID p_particles , int p_amount ) ;
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void particles_set_lifetime ( RID p_particles , double p_lifetime ) ;
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void particles_set_one_shot ( RID p_particles , bool p_one_shot ) ;
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void particles_set_pre_process_time ( RID p_particles , double p_time ) ;
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void particles_set_explosiveness_ratio ( RID p_particles , real_t p_ratio ) ;
void particles_set_randomness_ratio ( RID p_particles , real_t p_ratio ) ;
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void particles_set_custom_aabb ( RID p_particles , const AABB & p_aabb ) ;
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void particles_set_speed_scale ( RID p_particles , double p_scale ) ;
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void particles_set_use_local_coordinates ( RID p_particles , bool p_enable ) ;
void particles_set_process_material ( RID p_particles , RID p_material ) ;
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RID particles_get_process_material ( RID p_particles ) const ;
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void particles_set_fixed_fps ( RID p_particles , int p_fps ) ;
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void particles_set_interpolate ( RID p_particles , bool p_enable ) ;
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void particles_set_fractional_delta ( RID p_particles , bool p_enable ) ;
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void particles_set_collision_base_size ( RID p_particles , real_t p_size ) ;
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void particles_set_transform_align ( RID p_particles , RS : : ParticlesTransformAlign p_transform_align ) ;
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void particles_set_trails ( RID p_particles , bool p_enable , double p_length ) ;
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void particles_set_trail_bind_poses ( RID p_particles , const Vector < Transform3D > & p_bind_poses ) ;
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void particles_restart ( RID p_particles ) ;
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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 ) ;
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void particles_set_subemitter ( RID p_particles , RID p_subemitter_particles ) ;
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void particles_set_draw_order ( RID p_particles , RS : : ParticlesDrawOrder p_order ) ;
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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 ) ;
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void particles_request_process ( RID p_particles ) ;
AABB particles_get_current_aabb ( RID p_particles ) ;
AABB particles_get_aabb ( RID p_particles ) const ;
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void particles_set_emission_transform ( RID p_particles , const Transform3D & p_transform ) ;
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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 ;
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void particles_set_view_axis ( RID p_particles , const Vector3 & p_axis , const Vector3 & p_up_axis ) ;
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virtual bool particles_is_inactive ( RID p_particles ) const ;
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_FORCE_INLINE_ RS : : ParticlesMode particles_get_mode ( RID p_particles ) {
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Particles * particles = particles_owner . get_or_null ( p_particles ) ;
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ERR_FAIL_COND_V ( ! particles , RS : : PARTICLES_MODE_2D ) ;
return particles - > mode ;
}
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_FORCE_INLINE_ uint32_t particles_get_amount ( RID p_particles , uint32_t & r_trail_divisor ) {
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Particles * particles = particles_owner . get_or_null ( p_particles ) ;
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ERR_FAIL_COND_V ( ! particles , 0 ) ;
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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 ;
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}
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_FORCE_INLINE_ bool particles_has_collision ( RID p_particles ) {
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Particles * particles = particles_owner . get_or_null ( p_particles ) ;
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ERR_FAIL_COND_V ( ! particles , 0 ) ;
return particles - > has_collision_cache ;
}
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_FORCE_INLINE_ uint32_t particles_is_using_local_coords ( RID p_particles ) {
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Particles * particles = particles_owner . get_or_null ( p_particles ) ;
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ERR_FAIL_COND_V ( ! particles , false ) ;
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return particles - > use_local_coords ;
}
_FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set ( RID p_particles , RID p_shader , uint32_t p_set ) {
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Particles * particles = particles_owner . get_or_null ( p_particles ) ;
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ERR_FAIL_COND_V ( ! particles , RID ( ) ) ;
if ( particles - > particles_transforms_buffer_uniform_set . is_null ( ) ) {
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_particles_update_buffers ( particles ) ;
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Vector < RD : : Uniform > uniforms ;
{
RD : : Uniform u ;
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u . uniform_type = RD : : UNIFORM_TYPE_STORAGE_BUFFER ;
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u . binding = 0 ;
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u . append_id ( particles - > particle_instance_buffer ) ;
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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 ;
}
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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 ) ;
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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 ) ;
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/* PARTICLES COLLISION */
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RID particles_collision_allocate ( ) ;
void particles_collision_initialize ( RID p_particles_collision ) ;
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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 ) ;
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virtual void particles_collision_set_sphere_radius ( RID p_particles_collision , real_t p_radius ) ; //for spheres
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virtual void particles_collision_set_box_extents ( RID p_particles_collision , const Vector3 & p_extents ) ; //for non-spheres
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virtual void particles_collision_set_attractor_strength ( RID p_particles_collision , real_t p_strength ) ;
virtual void particles_collision_set_attractor_directionality ( RID p_particles_collision , real_t p_directionality ) ;
virtual void particles_collision_set_attractor_attenuation ( RID p_particles_collision , real_t p_curve ) ;
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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 ;
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/* FOG VOLUMES */
virtual RID fog_volume_allocate ( ) ;
virtual void fog_volume_initialize ( RID p_rid ) ;
virtual void fog_volume_set_shape ( RID p_fog_volume , RS : : FogVolumeShape p_shape ) ;
virtual void fog_volume_set_extents ( RID p_fog_volume , const Vector3 & p_extents ) ;
virtual void fog_volume_set_material ( RID p_fog_volume , RID p_material ) ;
virtual RS : : FogVolumeShape fog_volume_get_shape ( RID p_fog_volume ) const ;
virtual RID fog_volume_get_material ( RID p_fog_volume ) const ;
virtual AABB fog_volume_get_aabb ( RID p_fog_volume ) const ;
virtual Vector3 fog_volume_get_extents ( RID p_fog_volume ) const ;
/* VISIBILITY NOTIFIER */
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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 ) ;
virtual void visibility_notifier_set_callbacks ( RID p_notifier , const Callable & p_enter_callbable , const Callable & p_exit_callable ) ;
virtual AABB visibility_notifier_get_aabb ( RID p_notifier ) const ;
virtual void visibility_notifier_call ( RID p_notifier , bool p_enter , bool p_deferred ) ;
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//used from 2D and 3D
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 */
virtual void global_variable_add ( const StringName & p_name , RS : : GlobalVariableType p_type , const Variant & p_value ) ;
virtual void global_variable_remove ( const StringName & p_name ) ;
virtual Vector < StringName > global_variable_get_list ( ) const ;
virtual void global_variable_set ( const StringName & p_name , const Variant & p_value ) ;
virtual void global_variable_set_override ( const StringName & p_name , const Variant & p_value ) ;
virtual Variant global_variable_get ( const StringName & p_name ) const ;
virtual RS : : GlobalVariableType global_variable_get_type ( const StringName & p_name ) const ;
RS : : GlobalVariableType global_variable_get_type_internal ( const StringName & p_name ) const ;
virtual void global_variables_load_settings ( bool p_load_textures = true ) ;
virtual void global_variables_clear ( ) ;
virtual int32_t global_variables_instance_allocate ( RID p_instance ) ;
virtual void global_variables_instance_free ( RID p_instance ) ;
virtual void global_variables_instance_update ( RID p_instance , int p_index , const Variant & p_value ) ;
RID global_variables_get_storage_buffer ( ) const ;
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/* RENDER TARGET API */
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RID render_target_create ( ) ;
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 ) ;
void render_target_set_external_texture ( RID p_render_target , unsigned int p_texture_id ) ;
void render_target_set_flag ( RID p_render_target , RenderTargetFlags p_flag , bool p_value ) ;
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 ) ;
void render_target_clear_back_buffer ( RID p_render_target , const Rect2i & p_region , const Color & p_color ) ;
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 ) ;
virtual bool render_target_is_clear_requested ( RID p_render_target ) ;
virtual Color render_target_get_clear_request_color ( RID p_render_target ) ;
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 ) ;
RID render_target_get_sdf_texture ( RID p_render_target ) ;
RID render_target_get_sdf_framebuffer ( RID p_render_target ) ;
void render_target_sdf_process ( RID p_render_target ) ;
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 ) ;
bool render_target_is_sdf_enabled ( RID p_render_target ) const ;
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Size2 render_target_get_size ( RID p_render_target ) ;
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 ) ;
RID render_target_get_backbuffer_uniform_set ( RID p_render_target ) ;
void render_target_set_framebuffer_uniform_set ( RID p_render_target , RID p_uniform_set ) ;
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
uint64_t texture_mem_cache = 0 ;
uint64_t buffer_mem_cache = 0 ;
uint64_t total_mem_cache = 0 ;
virtual void update_memory_info ( ) ;
virtual uint64_t get_rendering_info ( RS : : RenderingInfo p_info ) ;
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String get_video_adapter_name ( ) const ;
String get_video_adapter_vendor ( ) const ;
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RenderingDevice : : DeviceType get_video_adapter_type ( ) const ;
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virtual void capture_timestamps_begin ( ) ;
virtual void capture_timestamp ( const String & p_name ) ;
virtual uint32_t get_captured_timestamps_count ( ) const ;
virtual uint64_t get_captured_timestamps_frame ( ) const ;
virtual uint64_t get_captured_timestamp_gpu_time ( uint32_t p_index ) const ;
virtual uint64_t get_captured_timestamp_cpu_time ( uint32_t p_index ) const ;
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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void init_effects ( bool p_prefer_raster_effects ) ;
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EffectsRD * get_effects ( ) ;
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RendererStorageRD ( ) ;
~ RendererStorageRD ( ) ;
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} ;
# endif // RASTERIZER_STORAGE_RD_H