1114 lines
38 KiB
C++
1114 lines
38 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/particles.glsl.gen.h"
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#include "servers/rendering/renderer_rd/shaders/particles_copy.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/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.elements[0][0];
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p_array[1] = p_mtx.basis.elements[1][0];
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p_array[2] = p_mtx.basis.elements[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.basis.elements[0][1];
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p_array[5] = p_mtx.basis.elements[1][1];
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p_array[6] = p_mtx.basis.elements[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.basis.elements[0][2];
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p_array[9] = p_mtx.basis.elements[1][2];
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p_array[10] = p_mtx.basis.elements[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.elements[0][0];
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p_array[1] = p_mtx.elements[1][0];
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p_array[2] = p_mtx.elements[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.elements[0][1];
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p_array[5] = p_mtx.elements[1][1];
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p_array[6] = p_mtx.elements[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.elements[0][2];
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p_array[9] = p_mtx.elements[1][2];
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p_array[10] = p_mtx.elements[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.elements[0][0];
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p_array[1] = p_mtx.elements[1][0];
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p_array[2] = p_mtx.elements[2][0];
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p_array[3] = 0;
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p_array[4] = p_mtx.elements[0][1];
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p_array[5] = p_mtx.elements[1][1];
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p_array[6] = p_mtx.elements[2][1];
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p_array[7] = 0;
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p_array[8] = p_mtx.elements[0][2];
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p_array[9] = p_mtx.elements[1][2];
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p_array[10] = p_mtx.elements[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.elements[0][0];
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p_array[1] = p_mtx.basis.elements[0][1];
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p_array[2] = p_mtx.basis.elements[0][2];
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p_array[3] = p_mtx.origin.x;
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p_array[4] = p_mtx.basis.elements[1][0];
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p_array[5] = p_mtx.basis.elements[1][1];
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p_array[6] = p_mtx.basis.elements[1][2];
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p_array[7] = p_mtx.origin.y;
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p_array[8] = p_mtx.basis.elements[2][0];
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p_array[9] = p_mtx.basis.elements[2][1];
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p_array[10] = p_mtx.basis.elements[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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/* 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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/* PARTICLES */
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struct ParticleData {
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float xform[16];
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float velocity[3];
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uint32_t active;
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float color[4];
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float custom[3];
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float lifetime;
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};
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struct ParticlesFrameParams {
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enum {
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MAX_ATTRACTORS = 32,
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MAX_COLLIDERS = 32,
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MAX_3D_TEXTURES = 7
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};
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enum AttractorType {
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ATTRACTOR_TYPE_SPHERE,
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ATTRACTOR_TYPE_BOX,
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ATTRACTOR_TYPE_VECTOR_FIELD,
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};
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struct Attractor {
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float transform[16];
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float extents[3]; //exents or radius
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uint32_t type;
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uint32_t texture_index; //texture index for vector field
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float strength;
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float attenuation;
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float directionality;
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};
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enum CollisionType {
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COLLISION_TYPE_SPHERE,
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COLLISION_TYPE_BOX,
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COLLISION_TYPE_SDF,
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COLLISION_TYPE_HEIGHT_FIELD,
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COLLISION_TYPE_2D_SDF,
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};
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struct Collider {
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float transform[16];
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float extents[3]; //exents or radius
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uint32_t type;
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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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};
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uint32_t emitting;
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float system_phase;
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float prev_system_phase;
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uint32_t cycle;
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real_t explosiveness;
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real_t randomness;
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float time;
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float delta;
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uint32_t frame;
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uint32_t pad0;
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uint32_t pad1;
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uint32_t pad2;
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uint32_t random_seed;
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uint32_t attractor_count;
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uint32_t collider_count;
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float particle_size;
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float emission_transform[16];
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Attractor attractors[MAX_ATTRACTORS];
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Collider colliders[MAX_COLLIDERS];
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};
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struct ParticleEmissionBufferData {
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};
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struct ParticleEmissionBuffer {
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struct Data {
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float xform[16];
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float velocity[3];
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uint32_t flags;
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float color[4];
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float custom[4];
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};
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int32_t particle_count;
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int32_t particle_max;
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uint32_t pad1;
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uint32_t pad2;
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Data data[1]; //its 2020 and empty arrays are still non standard in C++
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};
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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;
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bool one_shot = false;
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int amount = 0;
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double lifetime = 1.0;
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double pre_process_time = 0.0;
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real_t explosiveness = 0.0;
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real_t randomness = 0.0;
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bool restart_request = false;
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AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
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bool use_local_coords = true;
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bool has_collision_cache = false;
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bool has_sdf_collision = false;
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Transform2D sdf_collision_transform;
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Rect2 sdf_collision_to_screen;
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RID sdf_collision_texture;
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RID process_material;
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uint32_t frame_counter = 0;
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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;
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RID trail_bind_pose_buffer;
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RID trail_bind_pose_uniform_set;
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RID particle_buffer;
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RID particle_instance_buffer;
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RID frame_params_buffer;
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uint32_t userdata_count = 0;
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RID particles_material_uniform_set;
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RID particles_copy_uniform_set;
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RID particles_transforms_buffer_uniform_set;
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RID collision_textures_uniform_set;
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RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
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uint32_t collision_3d_textures_used = 0;
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RID collision_heightmap_texture;
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RID particles_sort_buffer;
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RID particles_sort_uniform_set;
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bool dirty = false;
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Particles *update_list = nullptr;
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RID sub_emitter;
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double phase = 0.0;
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double prev_phase = 0.0;
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uint64_t prev_ticks = 0;
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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;
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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;
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ParticleEmissionBuffer *emission_buffer = nullptr;
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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;
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LocalVector<ParticlesFrameParams> frame_history;
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LocalVector<ParticlesFrameParams> trail_params;
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Particles() {
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}
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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);
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void _particles_free_data(Particles *particles);
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void _particles_update_buffers(Particles *particles);
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struct ParticlesShader {
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struct PushConstant {
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float lifetime;
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uint32_t clear;
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uint32_t total_particles;
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uint32_t trail_size;
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uint32_t use_fractional_delta;
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uint32_t sub_emitter_mode;
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uint32_t can_emit;
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uint32_t trail_pass;
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};
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ParticlesShaderRD shader;
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ShaderCompiler compiler;
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RID default_shader;
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RID default_material;
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RID default_shader_rd;
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RID base_uniform_set;
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struct CopyPushConstant {
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float sort_direction[3];
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uint32_t total_particles;
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uint32_t trail_size;
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uint32_t trail_total;
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float frame_delta;
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float frame_remainder;
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float align_up[3];
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uint32_t align_mode;
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uint32_t order_by_lifetime;
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uint32_t lifetime_split;
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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 {
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MAX_USERDATAS = 6
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};
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enum {
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COPY_MODE_FILL_INSTANCES,
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COPY_MODE_FILL_SORT_BUFFER,
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COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER,
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COPY_MODE_MAX,
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};
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ParticlesCopyShaderRD copy_shader;
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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;
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Particles *particle_update_list = nullptr;
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struct ParticlesShaderData : public RendererRD::ShaderData {
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bool valid;
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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;
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uint32_t ubo_size;
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String path;
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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;
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bool userdatas_used[ParticlesShader::MAX_USERDATAS] = {};
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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<RendererMaterialStorage::InstanceShaderParam> *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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virtual RS::ShaderNativeSourceCode get_native_source_code() const;
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ParticlesShaderData();
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virtual ~ParticlesShaderData();
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};
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RendererRD::ShaderData *_create_particles_shader_func();
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static RendererRD::ShaderData *_create_particles_shader_funcs() {
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return base_singleton->_create_particles_shader_func();
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}
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struct ParticlesMaterialData : public RendererRD::MaterialData {
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ParticlesShaderData *shader_data = nullptr;
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RID uniform_set;
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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 bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
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virtual ~ParticlesMaterialData();
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};
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RendererRD::MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
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static RendererRD::MaterialData *_create_particles_material_funcs(RendererRD::ShaderData *p_shader) {
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return base_singleton->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader));
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}
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void update_particles();
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mutable RID_Owner<Particles, true> particles_owner;
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/* Particles Collision */
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struct ParticlesCollision {
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RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
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uint32_t cull_mask = 0xFFFFFFFF;
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float radius = 1.0;
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Vector3 extents = Vector3(1, 1, 1);
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float attractor_strength = 1.0;
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float attractor_attenuation = 1.0;
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float attractor_directionality = 0.0;
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RID field_texture;
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RID heightfield_texture;
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RID heightfield_fb;
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Size2i heightfield_fb_size;
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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 {
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RID collision;
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Transform3D transform;
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bool active = false;
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};
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mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
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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 {
|
|
AABB aabb;
|
|
Callable enter_callback;
|
|
Callable exit_callback;
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
|
|
|
|
/* LIGHT */
|
|
|
|
struct Light {
|
|
RS::LightType type;
|
|
float param[RS::LIGHT_PARAM_MAX];
|
|
Color color = Color(1, 1, 1, 1);
|
|
RID projector;
|
|
bool shadow = false;
|
|
bool negative = false;
|
|
bool reverse_cull = false;
|
|
RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
|
|
uint32_t max_sdfgi_cascade = 2;
|
|
uint32_t cull_mask = 0xFFFFFFFF;
|
|
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;
|
|
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
|
|
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
|
|
bool directional_blend_splits = false;
|
|
RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
|
|
uint64_t version = 0;
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<Light, true> light_owner;
|
|
|
|
/* REFLECTION PROBE */
|
|
|
|
struct ReflectionProbe {
|
|
RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
|
|
int resolution = 256;
|
|
float intensity = 1.0;
|
|
RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
|
|
Color ambient_color;
|
|
float ambient_color_energy = 1.0;
|
|
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;
|
|
float mesh_lod_threshold = 0.01;
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
|
|
|
|
/* VOXEL GI */
|
|
|
|
struct VoxelGI {
|
|
RID octree_buffer;
|
|
RID data_buffer;
|
|
RID sdf_texture;
|
|
|
|
uint32_t octree_buffer_size = 0;
|
|
uint32_t data_buffer_size = 0;
|
|
|
|
Vector<int> level_counts;
|
|
|
|
int cell_count = 0;
|
|
|
|
Transform3D to_cell_xform;
|
|
AABB bounds;
|
|
Vector3i octree_size;
|
|
|
|
float dynamic_range = 2.0;
|
|
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;
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
|
|
|
|
/* 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;
|
|
};
|
|
|
|
Dependency dependency;
|
|
};
|
|
|
|
bool using_lightmap_array; //high end uses this
|
|
/* for high end */
|
|
|
|
Vector<RID> lightmap_textures;
|
|
|
|
uint64_t lightmap_array_version = 0;
|
|
|
|
mutable RID_Owner<Lightmap, true> lightmap_owner;
|
|
|
|
float lightmap_probe_capture_update_speed = 4;
|
|
|
|
/* EFFECTS */
|
|
|
|
EffectsRD *effects = nullptr;
|
|
|
|
public:
|
|
//internal usage
|
|
|
|
_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
|
|
return default_rd_samplers[p_filter][p_repeat];
|
|
}
|
|
_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);
|
|
|
|
/* Light API */
|
|
|
|
void _light_initialize(RID p_rid, RS::LightType p_type);
|
|
|
|
RID directional_light_allocate();
|
|
void directional_light_initialize(RID p_light);
|
|
|
|
RID omni_light_allocate();
|
|
void omni_light_initialize(RID p_light);
|
|
|
|
RID spot_light_allocate();
|
|
void spot_light_initialize(RID p_light);
|
|
|
|
void light_set_color(RID p_light, const Color &p_color);
|
|
void light_set_param(RID p_light, RS::LightParam p_param, float p_value);
|
|
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);
|
|
void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length);
|
|
void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
|
|
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);
|
|
|
|
void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode);
|
|
|
|
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode);
|
|
void light_directional_set_blend_splits(RID p_light, bool p_enable);
|
|
bool light_directional_get_blend_splits(RID p_light) const;
|
|
void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode);
|
|
RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const;
|
|
|
|
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
|
|
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
|
|
|
|
_FORCE_INLINE_ RS::LightType light_get_type(RID p_light) const {
|
|
const Light *light = light_owner.get_or_null(p_light);
|
|
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
|
|
|
|
return light->type;
|
|
}
|
|
AABB light_get_aabb(RID p_light) const;
|
|
|
|
_FORCE_INLINE_ float light_get_param(RID p_light, RS::LightParam p_param) {
|
|
const Light *light = light_owner.get_or_null(p_light);
|
|
ERR_FAIL_COND_V(!light, 0);
|
|
|
|
return light->param[p_param];
|
|
}
|
|
|
|
_FORCE_INLINE_ RID light_get_projector(RID p_light) {
|
|
const Light *light = light_owner.get_or_null(p_light);
|
|
ERR_FAIL_COND_V(!light, RID());
|
|
|
|
return light->projector;
|
|
}
|
|
|
|
_FORCE_INLINE_ Color light_get_color(RID p_light) {
|
|
const Light *light = light_owner.get_or_null(p_light);
|
|
ERR_FAIL_COND_V(!light, Color());
|
|
|
|
return light->color;
|
|
}
|
|
|
|
_FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
|
|
const Light *light = light_owner.get_or_null(p_light);
|
|
ERR_FAIL_COND_V(!light, 0);
|
|
|
|
return light->cull_mask;
|
|
}
|
|
|
|
_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;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool light_has_shadow(RID p_light) const {
|
|
const Light *light = light_owner.get_or_null(p_light);
|
|
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
|
|
|
|
return light->shadow;
|
|
}
|
|
|
|
_FORCE_INLINE_ bool light_has_projector(RID p_light) const {
|
|
const Light *light = light_owner.get_or_null(p_light);
|
|
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
|
|
|
|
return light_owner.owns(light->projector);
|
|
}
|
|
|
|
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
|
|
const Light *light = light_owner.get_or_null(p_light);
|
|
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
|
|
|
|
return light->negative;
|
|
}
|
|
|
|
_FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
|
|
const Light *light = light_owner.get_or_null(p_light);
|
|
ERR_FAIL_COND_V(!light, 0.0);
|
|
|
|
return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
|
|
}
|
|
|
|
_FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const {
|
|
const Light *light = light_owner.get_or_null(p_light);
|
|
ERR_FAIL_COND_V(!light, 0.0);
|
|
|
|
return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE];
|
|
}
|
|
|
|
RS::LightBakeMode light_get_bake_mode(RID p_light);
|
|
uint32_t light_get_max_sdfgi_cascade(RID p_light);
|
|
uint64_t light_get_version(RID p_light) const;
|
|
|
|
/* PROBE API */
|
|
|
|
RID reflection_probe_allocate();
|
|
void reflection_probe_initialize(RID p_reflection_probe);
|
|
|
|
void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode);
|
|
void reflection_probe_set_intensity(RID p_probe, float p_intensity);
|
|
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);
|
|
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);
|
|
void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio);
|
|
|
|
AABB reflection_probe_get_aabb(RID p_probe) const;
|
|
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
|
|
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;
|
|
float reflection_probe_get_mesh_lod_threshold(RID p_probe) const;
|
|
|
|
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;
|
|
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;
|
|
|
|
void base_update_dependency(RID p_base, DependencyTracker *p_instance);
|
|
|
|
/* VOXEL GI API */
|
|
|
|
RID voxel_gi_allocate();
|
|
void voxel_gi_initialize(RID p_voxel_gi);
|
|
|
|
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);
|
|
|
|
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;
|
|
|
|
Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const;
|
|
Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range);
|
|
float voxel_gi_get_dynamic_range(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_propagation(RID p_voxel_gi, float p_range);
|
|
float voxel_gi_get_propagation(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_energy(RID p_voxel_gi, float p_energy);
|
|
float voxel_gi_get_energy(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_bias(RID p_voxel_gi, float p_bias);
|
|
float voxel_gi_get_bias(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range);
|
|
float voxel_gi_get_normal_bias(RID p_voxel_gi) const;
|
|
|
|
void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable);
|
|
bool voxel_gi_is_interior(RID p_voxel_gi) const;
|
|
|
|
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;
|
|
|
|
void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength);
|
|
float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const;
|
|
|
|
uint32_t voxel_gi_get_version(RID p_probe);
|
|
uint32_t voxel_gi_get_data_version(RID p_probe);
|
|
|
|
RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const;
|
|
RID voxel_gi_get_data_buffer(RID p_voxel_gi) const;
|
|
|
|
RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
|
|
|
|
/* LIGHTMAP CAPTURE */
|
|
|
|
RID lightmap_allocate();
|
|
void lightmap_initialize(RID p_lightmap);
|
|
|
|
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;
|
|
}
|
|
_FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const {
|
|
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_COND_V(!lm, RID());
|
|
return lm->light_texture;
|
|
}
|
|
_FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
|
|
ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
|
|
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
|
|
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
|
|
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
|
|
return lm->uses_spherical_harmonics;
|
|
}
|
|
_FORCE_INLINE_ uint64_t lightmap_array_get_version() const {
|
|
ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
|
|
return lightmap_array_version;
|
|
}
|
|
|
|
_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;
|
|
}
|
|
|
|
/* PARTICLES */
|
|
|
|
RID particles_allocate();
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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);
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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);
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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);
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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);
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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);
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AABB particles_get_current_aabb(RID p_particles);
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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);
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int particles_get_draw_passes(RID p_particles) const;
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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);
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return particles->mode;
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}
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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) {
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r_trail_divisor = particles->trail_bind_poses.size();
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} else {
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r_trail_divisor = 1;
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}
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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);
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return particles->has_collision_cache;
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}
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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;
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}
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_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());
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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;
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{
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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);
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}
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particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
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}
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return particles->particles_transforms_buffer_uniform_set;
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}
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virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance);
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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();
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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);
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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);
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virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality);
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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
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virtual void particles_collision_height_field_update(RID p_particles_collision); //for SDF and vector field
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virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution); //for SDF and vector field
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virtual AABB particles_collision_get_aabb(RID p_particles_collision) const;
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virtual Vector3 particles_collision_get_extents(RID p_particles_collision) const;
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virtual bool particles_collision_is_heightfield(RID p_particles_collision) const;
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RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
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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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//used from 2D and 3D
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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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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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|
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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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