306 lines
11 KiB
C++
306 lines
11 KiB
C++
/*************************************************************************/
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/* renderer_storage_rd.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERING_SERVER_STORAGE_RD_H
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#define RENDERING_SERVER_STORAGE_RD_H
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#include "core/templates/list.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_rd/effects_rd.h"
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#include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_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.rows[0][0];
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p_array[1] = p_mtx.basis.rows[1][0];
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p_array[2] = p_mtx.basis.rows[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.basis.rows[0][1];
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p_array[5] = p_mtx.basis.rows[1][1];
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p_array[6] = p_mtx.basis.rows[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.basis.rows[0][2];
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p_array[9] = p_mtx.basis.rows[1][2];
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p_array[10] = p_mtx.basis.rows[2][2];
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p_array[11] = 0;
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p_array[12] = p_mtx.origin.x;
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p_array[13] = p_mtx.origin.y;
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p_array[14] = p_mtx.origin.z;
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p_array[15] = 1;
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}
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static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
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p_array[0] = p_mtx.rows[0][0];
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p_array[1] = p_mtx.rows[1][0];
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p_array[2] = p_mtx.rows[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.rows[0][1];
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p_array[5] = p_mtx.rows[1][1];
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p_array[6] = p_mtx.rows[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.rows[0][2];
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p_array[9] = p_mtx.rows[1][2];
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p_array[10] = p_mtx.rows[2][2];
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p_array[11] = 0;
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}
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static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) {
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p_array[0] = p_mtx.rows[0][0];
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p_array[1] = p_mtx.rows[1][0];
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p_array[2] = p_mtx.rows[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.rows[0][1];
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p_array[5] = p_mtx.rows[1][1];
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p_array[6] = p_mtx.rows[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.rows[0][2];
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p_array[9] = p_mtx.rows[1][2];
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p_array[10] = p_mtx.rows[2][2];
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p_array[11] = 0;
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}
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static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
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p_array[0] = p_mtx.basis.rows[0][0];
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p_array[1] = p_mtx.basis.rows[0][1];
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p_array[2] = p_mtx.basis.rows[0][2];
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p_array[3] = p_mtx.origin.x;
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p_array[4] = p_mtx.basis.rows[1][0];
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p_array[5] = p_mtx.basis.rows[1][1];
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p_array[6] = p_mtx.basis.rows[1][2];
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p_array[7] = p_mtx.origin.y;
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p_array[8] = p_mtx.basis.rows[2][0];
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p_array[9] = p_mtx.basis.rows[2][1];
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p_array[10] = p_mtx.basis.rows[2][2];
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p_array[11] = p_mtx.origin.z;
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}
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static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
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for (int i = 0; i < 4; i++) {
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for (int j = 0; j < 4; j++) {
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p_array[i * 4 + j] = p_mtx.matrix[i][j];
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}
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}
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}
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static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
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for (int i = 0; i < 128; i++) {
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p_array[i] = p_kernel[i];
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}
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}
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private:
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/* FOG VOLUMES */
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struct FogVolume {
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RID material;
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Vector3 extents = Vector3(1, 1, 1);
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RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX;
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Dependency dependency;
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};
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mutable RID_Owner<FogVolume, true> fog_volume_owner;
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/* visibility_notifier */
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struct VisibilityNotifier {
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AABB aabb;
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Callable enter_callback;
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Callable exit_callback;
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Dependency dependency;
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};
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mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
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/* VOXEL GI */
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struct VoxelGI {
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RID octree_buffer;
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RID data_buffer;
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RID sdf_texture;
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uint32_t octree_buffer_size = 0;
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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;
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Vector3i octree_size;
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float dynamic_range = 2.0;
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float energy = 1.0;
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float bias = 1.4;
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float normal_bias = 0.0;
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float propagation = 0.7;
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bool interior = false;
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bool use_two_bounces = false;
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float anisotropy_strength = 0.5;
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uint32_t version = 1;
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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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/* EFFECTS */
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EffectsRD *effects = nullptr;
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public:
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//internal usage
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void base_update_dependency(RID p_base, DependencyTracker *p_instance);
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/* VOXEL GI API */
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RID voxel_gi_allocate();
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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;
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Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const;
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Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const;
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Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const;
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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;
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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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);
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float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const;
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uint32_t voxel_gi_get_version(RID p_probe);
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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;
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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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/* FOG VOLUMES */
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virtual RID fog_volume_allocate();
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virtual void fog_volume_initialize(RID p_rid);
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virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape);
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virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents);
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virtual void fog_volume_set_material(RID p_fog_volume, RID p_material);
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virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const;
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virtual RID fog_volume_get_material(RID p_fog_volume) const;
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virtual AABB fog_volume_get_aabb(RID p_fog_volume) const;
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virtual Vector3 fog_volume_get_extents(RID p_fog_volume) const;
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/* VISIBILITY NOTIFIER */
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virtual RID visibility_notifier_allocate();
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virtual void visibility_notifier_initialize(RID p_notifier);
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virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb);
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virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable);
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virtual AABB visibility_notifier_get_aabb(RID p_notifier) const;
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virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred);
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RS::InstanceType get_base_type(RID p_rid) const;
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bool free(RID p_rid);
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bool has_os_feature(const String &p_feature) const;
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void update_dirty_resources();
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void set_debug_generate_wireframes(bool p_generate) {}
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//keep cached since it can be called form any thread
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uint64_t texture_mem_cache = 0;
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uint64_t buffer_mem_cache = 0;
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uint64_t total_mem_cache = 0;
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virtual void update_memory_info();
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virtual uint64_t get_rendering_info(RS::RenderingInfo p_info);
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String get_video_adapter_name() const;
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String get_video_adapter_vendor() const;
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RenderingDevice::DeviceType get_video_adapter_type() const;
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virtual void capture_timestamps_begin();
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virtual void capture_timestamp(const String &p_name);
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virtual uint32_t get_captured_timestamps_count() const;
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virtual uint64_t get_captured_timestamps_frame() const;
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virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const;
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virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
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virtual String get_captured_timestamp_name(uint32_t p_index) const;
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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();
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~RendererStorageRD();
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};
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#endif // RASTERIZER_STORAGE_RD_H
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