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/*************************************************************************/
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/* renderer_scene_cull.h */
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/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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/* 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.*/
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/* 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_SCENE_CULL_H
# define RENDERING_SERVER_SCENE_CULL_H
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# include "core/templates/pass_func.h"
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# include "servers/rendering/renderer_compositor.h"
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# include "core/math/geometry_3d.h"
# include "core/math/octree.h"
# include "core/os/semaphore.h"
# include "core/os/thread.h"
# include "core/templates/local_vector.h"
# include "core/templates/rid_owner.h"
# include "core/templates/self_list.h"
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# include "servers/rendering/renderer_scene.h"
# include "servers/rendering/renderer_scene_render.h"
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# include "servers/xr/xr_interface.h"
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class RendererSceneCull : public RendererScene {
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public :
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RendererSceneRender * scene_render ;
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enum {
MAX_INSTANCE_CULL = 65536 ,
MAX_LIGHTS_CULLED = 4096 ,
MAX_REFLECTION_PROBES_CULLED = 4096 ,
MAX_DECALS_CULLED = 4096 ,
MAX_GI_PROBES_CULLED = 4096 ,
MAX_ROOM_CULL = 32 ,
MAX_LIGHTMAPS_CULLED = 4096 ,
MAX_EXTERIOR_PORTALS = 128 ,
} ;
uint64_t render_pass ;
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static RendererSceneCull * singleton ;
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/* CAMERA API */
struct Camera {
enum Type {
PERSPECTIVE ,
ORTHOGONAL ,
FRUSTUM
} ;
Type type ;
float fov ;
float znear , zfar ;
float size ;
Vector2 offset ;
uint32_t visible_layers ;
bool vaspect ;
RID env ;
RID effects ;
Transform transform ;
Camera ( ) {
visible_layers = 0xFFFFFFFF ;
fov = 75 ;
type = PERSPECTIVE ;
znear = 0.05 ;
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zfar = 4000 ;
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size = 1.0 ;
offset = Vector2 ( ) ;
vaspect = false ;
}
} ;
mutable RID_PtrOwner < Camera > camera_owner ;
virtual RID camera_create ( ) ;
virtual void camera_set_perspective ( RID p_camera , float p_fovy_degrees , float p_z_near , float p_z_far ) ;
virtual void camera_set_orthogonal ( RID p_camera , float p_size , float p_z_near , float p_z_far ) ;
virtual void camera_set_frustum ( RID p_camera , float p_size , Vector2 p_offset , float p_z_near , float p_z_far ) ;
virtual void camera_set_transform ( RID p_camera , const Transform & p_transform ) ;
virtual void camera_set_cull_mask ( RID p_camera , uint32_t p_layers ) ;
virtual void camera_set_environment ( RID p_camera , RID p_env ) ;
virtual void camera_set_camera_effects ( RID p_camera , RID p_fx ) ;
virtual void camera_set_use_vertical_aspect ( RID p_camera , bool p_enable ) ;
virtual bool is_camera ( RID p_camera ) const ;
/* SCENARIO API */
struct Instance ;
struct Scenario {
RS : : ScenarioDebugMode debug ;
RID self ;
Octree < Instance , true > octree ;
List < Instance * > directional_lights ;
RID environment ;
RID fallback_environment ;
RID camera_effects ;
RID reflection_probe_shadow_atlas ;
RID reflection_atlas ;
SelfList < Instance > : : List instances ;
LocalVector < RID > dynamic_lights ;
Scenario ( ) { debug = RS : : SCENARIO_DEBUG_DISABLED ; }
} ;
mutable RID_PtrOwner < Scenario > scenario_owner ;
static void * _instance_pair ( void * p_self , OctreeElementID , Instance * p_A , int , OctreeElementID , Instance * p_B , int ) ;
static void _instance_unpair ( void * p_self , OctreeElementID , Instance * p_A , int , OctreeElementID , Instance * p_B , int , void * ) ;
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static void _instance_update_mesh_instance ( Instance * p_instance ) ;
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virtual RID scenario_create ( ) ;
virtual void scenario_set_debug ( RID p_scenario , RS : : ScenarioDebugMode p_debug_mode ) ;
virtual void scenario_set_environment ( RID p_scenario , RID p_environment ) ;
virtual void scenario_set_camera_effects ( RID p_scenario , RID p_fx ) ;
virtual void scenario_set_fallback_environment ( RID p_scenario , RID p_environment ) ;
virtual void scenario_set_reflection_atlas_size ( RID p_scenario , int p_reflection_size , int p_reflection_count ) ;
virtual bool is_scenario ( RID p_scenario ) const ;
virtual RID scenario_get_environment ( RID p_scenario ) ;
/* INSTANCING API */
struct InstanceBaseData {
virtual ~ InstanceBaseData ( ) { }
} ;
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struct Instance : RendererSceneRender : : InstanceBase {
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RID self ;
//scenario stuff
OctreeElementID octree_id ;
Scenario * scenario ;
SelfList < Instance > scenario_item ;
//aabb stuff
bool update_aabb ;
bool update_dependencies ;
SelfList < Instance > update_item ;
AABB * custom_aabb ; // <Zylann> would using aabb directly with a bool be better?
float extra_margin ;
ObjectID object_id ;
float lod_begin ;
float lod_end ;
float lod_begin_hysteresis ;
float lod_end_hysteresis ;
RID lod_instance ;
Vector < Color > lightmap_target_sh ; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
uint64_t last_render_pass ;
uint64_t last_frame_pass ;
uint64_t version ; // changes to this, and changes to base increase version
InstanceBaseData * base_data ;
virtual void dependency_deleted ( RID p_dependency ) {
if ( p_dependency = = base ) {
singleton - > instance_set_base ( self , RID ( ) ) ;
} else if ( p_dependency = = skeleton ) {
singleton - > instance_attach_skeleton ( self , RID ( ) ) ;
} else {
singleton - > _instance_queue_update ( this , false , true ) ;
}
}
virtual void dependency_changed ( bool p_aabb , bool p_dependencies ) {
singleton - > _instance_queue_update ( this , p_aabb , p_dependencies ) ;
}
Instance ( ) :
scenario_item ( this ) ,
update_item ( this ) {
octree_id = 0 ;
scenario = nullptr ;
update_aabb = false ;
update_dependencies = false ;
extra_margin = 0 ;
visible = true ;
lod_begin = 0 ;
lod_end = 0 ;
lod_begin_hysteresis = 0 ;
lod_end_hysteresis = 0 ;
last_render_pass = 0 ;
last_frame_pass = 0 ;
version = 1 ;
base_data = nullptr ;
custom_aabb = nullptr ;
}
~ Instance ( ) {
if ( base_data ) {
memdelete ( base_data ) ;
}
if ( custom_aabb ) {
memdelete ( custom_aabb ) ;
}
}
} ;
SelfList < Instance > : : List _instance_update_list ;
void _instance_queue_update ( Instance * p_instance , bool p_update_aabb , bool p_update_dependencies = false ) ;
struct InstanceGeometryData : public InstanceBaseData {
List < Instance * > lighting ;
bool lighting_dirty ;
bool can_cast_shadows ;
bool material_is_animated ;
List < Instance * > decals ;
bool decal_dirty ;
List < Instance * > reflection_probes ;
bool reflection_dirty ;
List < Instance * > gi_probes ;
bool gi_probes_dirty ;
List < Instance * > lightmap_captures ;
InstanceGeometryData ( ) {
lighting_dirty = false ;
reflection_dirty = true ;
can_cast_shadows = true ;
material_is_animated = true ;
gi_probes_dirty = true ;
decal_dirty = true ;
}
} ;
struct InstanceReflectionProbeData : public InstanceBaseData {
Instance * owner ;
struct PairInfo {
List < Instance * > : : Element * L ; //reflection iterator in geometry
Instance * geometry ;
} ;
List < PairInfo > geometries ;
RID instance ;
bool reflection_dirty ;
SelfList < InstanceReflectionProbeData > update_list ;
int render_step ;
InstanceReflectionProbeData ( ) :
update_list ( this ) {
reflection_dirty = true ;
render_step = - 1 ;
}
} ;
struct InstanceDecalData : public InstanceBaseData {
Instance * owner ;
RID instance ;
struct PairInfo {
List < Instance * > : : Element * L ; //reflection iterator in geometry
Instance * geometry ;
} ;
List < PairInfo > geometries ;
InstanceDecalData ( ) {
}
} ;
SelfList < InstanceReflectionProbeData > : : List reflection_probe_render_list ;
struct InstanceLightData : public InstanceBaseData {
struct PairInfo {
List < Instance * > : : Element * L ; //light iterator in geometry
Instance * geometry ;
} ;
RID instance ;
uint64_t last_version ;
List < Instance * > : : Element * D ; // directional light in scenario
bool shadow_dirty ;
List < PairInfo > geometries ;
Instance * baked_light ;
RS : : LightBakeMode bake_mode ;
uint32_t max_sdfgi_cascade = 2 ;
uint64_t sdfgi_cascade_light_pass = 0 ;
InstanceLightData ( ) {
bake_mode = RS : : LIGHT_BAKE_DISABLED ;
shadow_dirty = true ;
D = nullptr ;
last_version = 0 ;
baked_light = nullptr ;
}
} ;
struct InstanceGIProbeData : public InstanceBaseData {
Instance * owner ;
struct PairInfo {
List < Instance * > : : Element * L ; //gi probe iterator in geometry
Instance * geometry ;
} ;
List < PairInfo > geometries ;
List < PairInfo > dynamic_geometries ;
Set < Instance * > lights ;
struct LightCache {
RS : : LightType type ;
Transform transform ;
Color color ;
float energy ;
float bake_energy ;
float radius ;
float attenuation ;
float spot_angle ;
float spot_attenuation ;
bool has_shadow ;
bool sky_only ;
} ;
Vector < LightCache > light_cache ;
Vector < RID > light_instances ;
RID probe_instance ;
bool invalid ;
uint32_t base_version ;
SelfList < InstanceGIProbeData > update_element ;
InstanceGIProbeData ( ) :
update_element ( this ) {
invalid = true ;
base_version = 0 ;
}
} ;
SelfList < InstanceGIProbeData > : : List gi_probe_update_list ;
struct InstanceLightmapData : public InstanceBaseData {
struct PairInfo {
List < Instance * > : : Element * L ; //iterator in geometry
Instance * geometry ;
} ;
List < PairInfo > geometries ;
Set < Instance * > users ;
InstanceLightmapData ( ) {
}
} ;
Set < Instance * > heightfield_particle_colliders_update_list ;
int instance_cull_count ;
Instance * instance_cull_result [ MAX_INSTANCE_CULL ] ;
Instance * instance_shadow_cull_result [ MAX_INSTANCE_CULL ] ; //used for generating shadowmaps
Instance * light_cull_result [ MAX_LIGHTS_CULLED ] ;
RID sdfgi_light_cull_result [ MAX_LIGHTS_CULLED ] ;
RID light_instance_cull_result [ MAX_LIGHTS_CULLED ] ;
uint64_t sdfgi_light_cull_pass = 0 ;
int light_cull_count ;
int directional_light_count ;
RID reflection_probe_instance_cull_result [ MAX_REFLECTION_PROBES_CULLED ] ;
RID decal_instance_cull_result [ MAX_DECALS_CULLED ] ;
int reflection_probe_cull_count ;
int decal_cull_count ;
RID gi_probe_instance_cull_result [ MAX_GI_PROBES_CULLED ] ;
int gi_probe_cull_count ;
Instance * lightmap_cull_result [ MAX_LIGHTS_CULLED ] ;
int lightmap_cull_count ;
RID_PtrOwner < Instance > instance_owner ;
virtual RID instance_create ( ) ;
virtual void instance_set_base ( RID p_instance , RID p_base ) ;
virtual void instance_set_scenario ( RID p_instance , RID p_scenario ) ;
virtual void instance_set_layer_mask ( RID p_instance , uint32_t p_mask ) ;
virtual void instance_set_transform ( RID p_instance , const Transform & p_transform ) ;
virtual void instance_attach_object_instance_id ( RID p_instance , ObjectID p_id ) ;
virtual void instance_set_blend_shape_weight ( RID p_instance , int p_shape , float p_weight ) ;
virtual void instance_set_surface_material ( RID p_instance , int p_surface , RID p_material ) ;
virtual void instance_set_visible ( RID p_instance , bool p_visible ) ;
virtual void instance_set_custom_aabb ( RID p_instance , AABB p_aabb ) ;
virtual void instance_attach_skeleton ( RID p_instance , RID p_skeleton ) ;
virtual void instance_set_exterior ( RID p_instance , bool p_enabled ) ;
virtual void instance_set_extra_visibility_margin ( RID p_instance , real_t p_margin ) ;
// don't use these in a game!
virtual Vector < ObjectID > instances_cull_aabb ( const AABB & p_aabb , RID p_scenario = RID ( ) ) const ;
virtual Vector < ObjectID > instances_cull_ray ( const Vector3 & p_from , const Vector3 & p_to , RID p_scenario = RID ( ) ) const ;
virtual Vector < ObjectID > instances_cull_convex ( const Vector < Plane > & p_convex , RID p_scenario = RID ( ) ) const ;
virtual void instance_geometry_set_flag ( RID p_instance , RS : : InstanceFlags p_flags , bool p_enabled ) ;
virtual void instance_geometry_set_cast_shadows_setting ( RID p_instance , RS : : ShadowCastingSetting p_shadow_casting_setting ) ;
virtual void instance_geometry_set_material_override ( RID p_instance , RID p_material ) ;
virtual void instance_geometry_set_draw_range ( RID p_instance , float p_min , float p_max , float p_min_margin , float p_max_margin ) ;
virtual void instance_geometry_set_as_instance_lod ( RID p_instance , RID p_as_lod_of_instance ) ;
virtual void instance_geometry_set_lightmap ( RID p_instance , RID p_lightmap , const Rect2 & p_lightmap_uv_scale , int p_slice_index ) ;
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virtual void instance_geometry_set_lod_bias ( RID p_instance , float p_lod_bias ) ;
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void _update_instance_shader_parameters_from_material ( Map < StringName , RendererSceneRender : : InstanceBase : : InstanceShaderParameter > & isparams , const Map < StringName , RendererSceneRender : : InstanceBase : : InstanceShaderParameter > & existing_isparams , RID p_material ) ;
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virtual void instance_geometry_set_shader_parameter ( RID p_instance , const StringName & p_parameter , const Variant & p_value ) ;
virtual void instance_geometry_get_shader_parameter_list ( RID p_instance , List < PropertyInfo > * p_parameters ) const ;
virtual Variant instance_geometry_get_shader_parameter ( RID p_instance , const StringName & p_parameter ) const ;
virtual Variant instance_geometry_get_shader_parameter_default_value ( RID p_instance , const StringName & p_parameter ) const ;
_FORCE_INLINE_ void _update_instance ( Instance * p_instance ) ;
_FORCE_INLINE_ void _update_instance_aabb ( Instance * p_instance ) ;
_FORCE_INLINE_ void _update_dirty_instance ( Instance * p_instance ) ;
_FORCE_INLINE_ void _update_instance_lightmap_captures ( Instance * p_instance ) ;
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_FORCE_INLINE_ bool _light_instance_update_shadow ( Instance * p_instance , const Transform p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_orthogonal , bool p_cam_vaspect , RID p_shadow_atlas , Scenario * p_scenario , float p_scren_lod_threshold ) ;
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RID _render_get_environment ( RID p_camera , RID p_scenario ) ;
bool _render_reflection_probe_step ( Instance * p_instance , int p_step ) ;
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void _prepare_scene ( const Transform p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_orthogonal , bool p_cam_vaspect , RID p_render_buffers , RID p_environment , uint32_t p_visible_layers , RID p_scenario , RID p_shadow_atlas , RID p_reflection_probe , float p_screen_lod_threshold , bool p_using_shadows = true ) ;
void _render_scene ( RID p_render_buffers , const Transform p_cam_transform , const CameraMatrix & p_cam_projection , bool p_cam_orthogonal , RID p_environment , RID p_force_camera_effects , RID p_scenario , RID p_shadow_atlas , RID p_reflection_probe , int p_reflection_probe_pass , float p_screen_lod_threshold ) ;
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void render_empty_scene ( RID p_render_buffers , RID p_scenario , RID p_shadow_atlas ) ;
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void render_camera ( RID p_render_buffers , RID p_camera , RID p_scenario , Size2 p_viewport_size , float p_screen_lod_threshold , RID p_shadow_atlas ) ;
void render_camera ( RID p_render_buffers , Ref < XRInterface > & p_interface , XRInterface : : Eyes p_eye , RID p_camera , RID p_scenario , Size2 p_viewport_size , float p_screen_lod_threshold , RID p_shadow_atlas ) ;
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void update_dirty_instances ( ) ;
void render_particle_colliders ( ) ;
virtual void render_probes ( ) ;
TypedArray < Image > bake_render_uv2 ( RID p_base , const Vector < RID > & p_material_overrides , const Size2i & p_image_size ) ;
//pass to scene render
/* ENVIRONMENT API */
# ifdef PASSBASE
# undef PASSBASE
# endif
# define PASSBASE scene_render
PASS1 ( directional_shadow_atlas_set_size , int )
PASS1 ( gi_probe_set_quality , RS : : GIProbeQuality )
/* SKY API */
PASS0R ( RID , sky_create )
PASS2 ( sky_set_radiance_size , RID , int )
PASS2 ( sky_set_mode , RID , RS : : SkyMode )
PASS2 ( sky_set_material , RID , RID )
PASS4R ( Ref < Image > , sky_bake_panorama , RID , float , bool , const Size2i & )
PASS0R ( RID , environment_create )
PASS1RC ( bool , is_environment , RID )
PASS2 ( environment_set_background , RID , RS : : EnvironmentBG )
PASS2 ( environment_set_sky , RID , RID )
PASS2 ( environment_set_sky_custom_fov , RID , float )
PASS2 ( environment_set_sky_orientation , RID , const Basis & )
PASS2 ( environment_set_bg_color , RID , const Color & )
PASS2 ( environment_set_bg_energy , RID , float )
PASS2 ( environment_set_canvas_max_layer , RID , int )
PASS7 ( environment_set_ambient_light , RID , const Color & , RS : : EnvironmentAmbientSource , float , float , RS : : EnvironmentReflectionSource , const Color & )
PASS6 ( environment_set_ssr , RID , bool , int , float , float , float )
PASS1 ( environment_set_ssr_roughness_quality , RS : : EnvironmentSSRRoughnessQuality )
PASS9 ( environment_set_ssao , RID , bool , float , float , float , float , float , RS : : EnvironmentSSAOBlur , float )
PASS2 ( environment_set_ssao_quality , RS : : EnvironmentSSAOQuality , bool )
PASS11 ( environment_set_glow , RID , bool , Vector < float > , float , float , float , float , RS : : EnvironmentGlowBlendMode , float , float , float )
PASS1 ( environment_glow_set_use_bicubic_upscale , bool )
PASS1 ( environment_glow_set_use_high_quality , bool )
PASS9 ( environment_set_tonemap , RID , RS : : EnvironmentToneMapper , float , float , bool , float , float , float , float )
PASS7 ( environment_set_adjustment , RID , bool , float , float , float , bool , RID )
PASS9 ( environment_set_fog , RID , bool , const Color & , float , float , float , float , float , float )
PASS9 ( environment_set_volumetric_fog , RID , bool , float , const Color & , float , float , float , float , RS : : EnvVolumetricFogShadowFilter )
PASS2 ( environment_set_volumetric_fog_volume_size , int , int )
PASS1 ( environment_set_volumetric_fog_filter_active , bool )
PASS1 ( environment_set_volumetric_fog_directional_shadow_shrink_size , int )
PASS1 ( environment_set_volumetric_fog_positional_shadow_shrink_size , int )
PASS11 ( environment_set_sdfgi , RID , bool , RS : : EnvironmentSDFGICascades , float , RS : : EnvironmentSDFGIYScale , bool , bool , bool , float , float , float )
PASS1 ( environment_set_sdfgi_ray_count , RS : : EnvironmentSDFGIRayCount )
PASS1 ( environment_set_sdfgi_frames_to_converge , RS : : EnvironmentSDFGIFramesToConverge )
PASS1RC ( RS : : EnvironmentBG , environment_get_background , RID )
PASS1RC ( int , environment_get_canvas_max_layer , RID )
PASS3R ( Ref < Image > , environment_bake_panorama , RID , bool , const Size2i & )
PASS3 ( screen_space_roughness_limiter_set_active , bool , float , float )
PASS1 ( sub_surface_scattering_set_quality , RS : : SubSurfaceScatteringQuality )
PASS2 ( sub_surface_scattering_set_scale , float , float )
/* CAMERA EFFECTS */
PASS0R ( RID , camera_effects_create )
PASS2 ( camera_effects_set_dof_blur_quality , RS : : DOFBlurQuality , bool )
PASS1 ( camera_effects_set_dof_blur_bokeh_shape , RS : : DOFBokehShape )
PASS8 ( camera_effects_set_dof_blur , RID , bool , float , float , bool , float , float , float )
PASS3 ( camera_effects_set_custom_exposure , RID , bool , float )
PASS1 ( shadows_quality_set , RS : : ShadowQuality )
PASS1 ( directional_shadow_quality_set , RS : : ShadowQuality )
PASS2 ( sdfgi_set_debug_probe_select , const Vector3 & , const Vector3 & )
/* Render Buffers */
PASS0R ( RID , render_buffers_create )
PASS7 ( render_buffers_configure , RID , RID , int , int , RS : : ViewportMSAA , RS : : ViewportScreenSpaceAA , bool )
/* Shadow Atlas */
PASS0R ( RID , shadow_atlas_create )
PASS2 ( shadow_atlas_set_size , RID , int )
PASS3 ( shadow_atlas_set_quadrant_subdivision , RID , int , int )
PASS1 ( set_debug_draw_mode , RS : : ViewportDebugDraw )
virtual void update ( ) ;
bool free ( RID p_rid ) ;
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RendererSceneCull ( ) ;
virtual ~ RendererSceneCull ( ) ;
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} ;
# endif // VISUALSERVERSCENE_H