557 lines
17 KiB
C++
557 lines
17 KiB
C++
/*************************************************************************/
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/* rasterizer_scene_forward_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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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 RASTERIZER_SCENE_FORWARD_RD_H
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#define RASTERIZER_SCENE_FORWARD_RD_H
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#include "servers/visual/rasterizer_rd/rasterizer_scene_rd.h"
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#include "servers/visual/rasterizer_rd/rasterizer_storage_rd.h"
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#include "servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
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#include "servers/visual/rasterizer_rd/shaders/scene_forward.glsl.gen.h"
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class RasterizerSceneForwardRD : public RasterizerSceneRD {
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/* Shader */
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enum ShaderVersion {
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SHADER_VERSION_DEPTH_PASS,
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SHADER_VERSION_DEPTH_PASS_DP,
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SHADER_VERSION_DEPTH_PASS_WITH_NORMAL,
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SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
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SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
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SHADER_VERSION_COLOR_PASS,
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SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
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SHADER_VERSION_VCT_COLOR_PASS,
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SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR,
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SHADER_VERSION_LIGHTMAP_COLOR_PASS,
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SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
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SHADER_VERSION_MAX
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};
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struct {
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SceneForwardShaderRD scene_shader;
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ShaderCompilerRD compiler;
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} shader;
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RasterizerStorageRD *storage;
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/* Material */
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struct ShaderData : public RasterizerStorageRD::ShaderData {
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enum BlendMode { //used internally
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BLEND_MODE_MIX,
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BLEND_MODE_ADD,
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BLEND_MODE_SUB,
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BLEND_MODE_MUL,
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};
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enum DepthDraw {
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DEPTH_DRAW_DISABLED,
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DEPTH_DRAW_OPAQUE,
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DEPTH_DRAW_ALWAYS
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};
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enum DepthTest {
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DEPTH_TEST_DISABLED,
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DEPTH_TEST_ENABLED
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};
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enum Cull {
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CULL_DISABLED,
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CULL_FRONT,
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CULL_BACK
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};
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enum CullVariant {
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CULL_VARIANT_NORMAL,
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CULL_VARIANT_REVERSED,
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CULL_VARIANT_DOUBLE_SIDED,
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CULL_VARIANT_MAX
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};
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bool valid;
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RID version;
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uint32_t vertex_input_mask;
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RenderPipelineVertexFormatCacheRD pipelines[CULL_VARIANT_MAX][VS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
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String path;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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String code;
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Map<StringName, RID> default_texture_params;
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DepthDraw depth_draw;
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DepthTest depth_test;
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bool uses_point_size;
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bool uses_alpha;
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bool uses_blend_alpha;
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bool uses_depth_pre_pass;
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bool uses_discard;
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bool uses_roughness;
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bool uses_normal;
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bool unshaded;
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bool uses_vertex;
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bool uses_sss;
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bool uses_screen_texture;
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bool uses_depth_texture;
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bool uses_normal_texture;
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bool uses_time;
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bool writes_modelview_or_projection;
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bool uses_world_coordinates;
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uint64_t last_pass = 0;
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uint32_t index = 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);
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virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
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virtual bool is_param_texture(const StringName &p_param) const;
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virtual bool is_animated() const;
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virtual bool casts_shadows() const;
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virtual Variant get_default_parameter(const StringName &p_parameter) const;
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ShaderData();
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virtual ~ShaderData();
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};
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RasterizerStorageRD::ShaderData *_create_shader_func();
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static RasterizerStorageRD::ShaderData *_create_shader_funcs() {
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return static_cast<RasterizerSceneForwardRD *>(singleton)->_create_shader_func();
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}
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struct MaterialData : public RasterizerStorageRD::MaterialData {
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uint64_t last_frame;
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ShaderData *shader_data;
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RID uniform_buffer;
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RID uniform_set;
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Vector<RID> texture_cache;
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Vector<uint8_t> ubo_data;
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uint64_t last_pass = 0;
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uint32_t index = 0;
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RID next_pass;
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uint8_t priority;
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virtual void set_render_priority(int p_priority);
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virtual void set_next_pass(RID p_pass);
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virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~MaterialData();
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};
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RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
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static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
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return static_cast<RasterizerSceneForwardRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
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}
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/* Push Constant */
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struct PushConstant {
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uint32_t index;
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uint32_t pad[3];
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};
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/* Framebuffer */
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struct RenderBufferDataForward : public RenderBufferData {
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//for rendering, may be MSAAd
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RID color;
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RID depth;
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RID depth_fb;
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RID color_fb;
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RID color_only_fb;
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int width, height;
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RID render_target;
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void clear();
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virtual void configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa);
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~RenderBufferDataForward();
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};
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virtual RenderBufferData *_create_render_buffer_data();
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RID shadow_sampler;
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RID render_base_uniform_set;
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RID render_pass_uniform_set;
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void _update_render_base_uniform_set();
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void _setup_render_pass_uniform_set(RID p_depth_buffer, RID p_color_buffer, RID p_normal_buffer, RID p_roughness_limit_buffer, RID p_radiance_cubemap, RID p_shadow_atlas, RID p_reflection_atlas);
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/* Scene State UBO */
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struct ReflectionData { //should always be 128 bytes
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float box_extents[3];
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float index;
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float box_offset[3];
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uint32_t mask;
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float params[4]; // intensity, 0, interior , boxproject
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float ambient[4]; // ambient color, energy
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float local_matrix[16]; // up to here for spot and omni, rest is for directional
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};
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struct LightData {
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float position[3];
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float inv_radius;
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float direction[3];
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uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
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uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
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uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
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uint32_t mask;
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uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
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float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
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float shadow_matrix[16];
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};
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struct DirectionalLightData {
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float direction[3];
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float energy;
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float color[3];
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float specular;
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float shadow_color[3];
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uint32_t mask;
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uint32_t blend_splits;
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uint32_t shadow_enabled;
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float fade_from;
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float fade_to;
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float shadow_split_offsets[4];
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float shadow_matrices[4][16];
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};
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struct GIProbeData {
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float xform[16];
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float bounds[3];
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float dynamic_range;
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float bias;
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float normal_bias;
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uint32_t blend_ambient;
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uint32_t texture_slot;
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float anisotropy_strength;
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uint32_t pad[3];
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};
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enum {
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INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
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INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
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INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
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INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
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INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT = 16,
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INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_MASK = 0x7,
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INSTANCE_DATA_FLAG_SKELETON = 1 << 19,
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};
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struct InstanceData {
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float transform[16];
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float normal_transform[16];
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uint32_t flags;
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uint32_t instance_ofs; //instance_offset in instancing/skeleton buffer
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uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap)
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uint32_t mask;
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uint16_t reflection_probe_indices[8];
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uint16_t omni_light_indices[8];
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uint16_t spot_light_indices[8];
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uint16_t decal_indices[8];
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};
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struct SceneState {
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struct UBO {
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float projection_matrix[16];
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float inv_projection_matrix[16];
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float camera_matrix[16];
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float inv_camera_matrix[16];
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float viewport_size[2];
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float screen_pixel_size[2];
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float shadow_z_offset;
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float shadow_z_slope_scale;
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float time;
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float reflection_multiplier;
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float ambient_light_color_energy[4];
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float ambient_color_sky_mix;
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uint32_t use_ambient_light;
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uint32_t use_ambient_cubemap;
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uint32_t use_reflection_cubemap;
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float radiance_inverse_xform[12];
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float shadow_atlas_pixel_size[2];
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float directional_shadow_pixel_size[2];
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uint32_t directional_light_count;
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float dual_paraboloid_side;
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float z_far;
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uint32_t pad[1];
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};
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UBO ubo;
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RID uniform_buffer;
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ReflectionData *reflections;
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uint32_t max_reflections;
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RID reflection_buffer;
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uint32_t max_reflection_probes_per_instance;
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GIProbeData *gi_probes;
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uint32_t max_gi_probes;
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RID gi_probe_buffer;
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uint32_t max_gi_probe_probes_per_instance;
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LightData *lights;
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uint32_t max_lights;
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RID light_buffer;
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DirectionalLightData *directional_lights;
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uint32_t max_directional_lights;
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RID directional_light_buffer;
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RID instance_buffer;
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InstanceData *instances;
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uint32_t max_instances;
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bool used_screen_texture = false;
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bool used_normal_texture = false;
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bool used_depth_texture = false;
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bool used_sss = false;
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uint32_t current_shader_index = 0;
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uint32_t current_material_index = 0;
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} scene_state;
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/* Render List */
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struct RenderList {
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int max_elements;
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struct Element {
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RasterizerScene::InstanceBase *instance;
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MaterialData *material;
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union {
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struct {
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//from least significant to most significant in sort, TODO: should be endian swapped on big endian
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uint64_t geometry_index : 20;
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uint64_t material_index : 15;
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uint64_t shader_index : 12;
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uint64_t uses_instancing : 1;
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uint64_t uses_vct : 1;
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uint64_t uses_lightmap : 1;
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uint64_t depth_layer : 4;
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uint64_t priority : 8;
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};
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uint64_t sort_key;
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};
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uint32_t surface_index;
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};
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Element *base_elements;
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Element **elements;
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int element_count;
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int alpha_element_count;
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void clear() {
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element_count = 0;
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alpha_element_count = 0;
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}
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//should eventually be replaced by radix
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struct SortByKey {
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_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
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return A->sort_key < B->sort_key;
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}
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};
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void sort_by_key(bool p_alpha) {
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SortArray<Element *, SortByKey> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
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} else {
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sorter.sort(elements, element_count);
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}
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}
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struct SortByDepth {
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_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
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return A->instance->depth < B->instance->depth;
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}
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};
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void sort_by_depth(bool p_alpha) { //used for shadows
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SortArray<Element *, SortByDepth> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
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} else {
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sorter.sort(elements, element_count);
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}
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}
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struct SortByReverseDepthAndPriority {
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_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
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uint32_t layer_A = uint32_t(A->priority);
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uint32_t layer_B = uint32_t(B->priority);
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if (layer_A == layer_B) {
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return A->instance->depth > B->instance->depth;
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} else {
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return layer_A < layer_B;
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}
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}
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};
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void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
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SortArray<Element *, SortByReverseDepthAndPriority> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
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} else {
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sorter.sort(elements, element_count);
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}
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}
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_FORCE_INLINE_ Element *add_element() {
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if (element_count + alpha_element_count >= max_elements)
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return NULL;
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elements[element_count] = &base_elements[element_count];
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return elements[element_count++];
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}
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_FORCE_INLINE_ Element *add_alpha_element() {
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if (element_count + alpha_element_count >= max_elements)
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return NULL;
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int idx = max_elements - alpha_element_count - 1;
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elements[idx] = &base_elements[idx];
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alpha_element_count++;
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return elements[idx];
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}
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void init() {
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element_count = 0;
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alpha_element_count = 0;
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elements = memnew_arr(Element *, max_elements);
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base_elements = memnew_arr(Element, max_elements);
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for (int i = 0; i < max_elements; i++)
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elements[i] = &base_elements[i]; // assign elements
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}
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RenderList() {
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max_elements = 0;
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}
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~RenderList() {
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memdelete_arr(elements);
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memdelete_arr(base_elements);
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}
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};
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RenderList render_list;
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static RasterizerSceneForwardRD *singleton;
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uint64_t render_pass;
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double time;
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RID default_shader;
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RID default_material;
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RID overdraw_material_shader;
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RID overdraw_material;
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RID wireframe_material_shader;
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RID wireframe_material;
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RID default_shader_rd;
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RID default_vec4_xform_buffer;
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RID default_vec4_xform_uniform_set;
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enum PassMode {
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PASS_MODE_COLOR,
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PASS_MODE_COLOR_SPECULAR,
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PASS_MODE_COLOR_TRANSPARENT,
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PASS_MODE_SHADOW,
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PASS_MODE_SHADOW_DP,
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PASS_MODE_DEPTH,
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PASS_MODE_DEPTH_NORMAL,
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PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
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PASS_MODE_DEPTH_MATERIAL,
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};
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void _setup_environment(RID p_render_target, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y);
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void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows);
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void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment);
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void _setup_gi_probes(RID *p_gi_probe_probe_cull_result, int p_gi_probe_probe_cull_count, const Transform &p_camera_transform);
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void _fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth);
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void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi);
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_FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index);
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_FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index);
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void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi);
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void _draw_sky(RD::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, float p_alpha);
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VS::ViewportDebugDraw debug_draw = VS::VIEWPORT_DEBUG_DRAW_DISABLED;
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protected:
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virtual void _render_scene(RenderBufferData *p_buffer_data, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
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virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip);
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virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
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public:
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virtual void set_time(double p_time);
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virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw);
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virtual bool free(RID p_rid);
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RasterizerSceneForwardRD(RasterizerStorageRD *p_storage);
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~RasterizerSceneForwardRD();
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};
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#endif // RASTERIZER_SCENE_FORWARD_RD_H
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