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acbd1e8b02
Add set_interface for access by GDNative
1577 lines
46 KiB
C++
1577 lines
46 KiB
C++
/*************************************************************************/
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/* rasterizer_storage_gles3.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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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 RASTERIZERSTORAGEGLES3_H
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#define RASTERIZERSTORAGEGLES3_H
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#include "core/self_list.h"
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#include "drivers/gles_common/rasterizer_asserts.h"
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#include "servers/visual/rasterizer.h"
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#include "servers/visual/shader_language.h"
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#include "shader_compiler_gles3.h"
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#include "shader_gles3.h"
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#include "shaders/blend_shape.glsl.gen.h"
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#include "shaders/canvas.glsl.gen.h"
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#include "shaders/copy.glsl.gen.h"
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#include "shaders/cubemap_filter.glsl.gen.h"
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#include "shaders/particles.glsl.gen.h"
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// WebGL 2.0 has no MapBufferRange/UnmapBuffer, but offers a non-ES style BufferSubData API instead.
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#ifdef __EMSCRIPTEN__
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void glGetBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
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#endif
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class RasterizerCanvasGLES3;
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class RasterizerSceneGLES3;
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#define _TEXTURE_SRGB_DECODE_EXT 0x8A48
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#define _DECODE_EXT 0x8A49
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#define _SKIP_DECODE_EXT 0x8A4A
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void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type);
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class RasterizerStorageGLES3 : public RasterizerStorage {
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public:
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RasterizerCanvasGLES3 *canvas;
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RasterizerSceneGLES3 *scene;
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static GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo.
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enum RenderArchitecture {
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RENDER_ARCH_MOBILE,
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RENDER_ARCH_DESKTOP,
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};
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struct Config {
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bool shrink_textures_x2;
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bool use_fast_texture_filter;
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bool use_anisotropic_filter;
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bool use_lightmap_filter_bicubic;
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bool s3tc_supported;
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bool latc_supported;
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bool rgtc_supported;
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bool bptc_supported;
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bool etc_supported;
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bool etc2_supported;
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bool pvrtc_supported;
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bool srgb_decode_supported;
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bool support_npot_repeat_mipmap;
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bool texture_float_linear_supported;
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bool framebuffer_float_supported;
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bool framebuffer_half_float_supported;
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bool use_rgba_2d_shadows;
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float anisotropic_level;
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int max_texture_image_units;
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int max_texture_size;
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int max_cubemap_texture_size;
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bool generate_wireframes;
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bool use_texture_array_environment;
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Set<String> extensions;
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bool keep_original_textures;
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bool use_depth_prepass;
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bool force_vertex_shading;
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// in some cases the legacy render didn't orphan. We will mark these
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// so the user can switch orphaning off for them.
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bool should_orphan;
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} config;
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mutable struct Shaders {
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CopyShaderGLES3 copy;
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ShaderCompilerGLES3 compiler;
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CubemapFilterShaderGLES3 cubemap_filter;
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BlendShapeShaderGLES3 blend_shapes;
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ParticlesShaderGLES3 particles;
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ShaderCompilerGLES3::IdentifierActions actions_canvas;
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ShaderCompilerGLES3::IdentifierActions actions_scene;
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ShaderCompilerGLES3::IdentifierActions actions_particles;
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} shaders;
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struct Resources {
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GLuint white_tex;
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GLuint black_tex;
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GLuint normal_tex;
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GLuint aniso_tex;
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GLuint white_tex_3d;
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GLuint white_tex_array;
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GLuint quadie;
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GLuint quadie_array;
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GLuint transform_feedback_buffers[2];
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GLuint transform_feedback_array;
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} resources;
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struct Info {
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uint64_t texture_mem;
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uint64_t vertex_mem;
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struct Render {
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uint32_t object_count;
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uint32_t draw_call_count;
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uint32_t material_switch_count;
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uint32_t surface_switch_count;
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uint32_t shader_rebind_count;
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uint32_t vertices_count;
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uint32_t _2d_item_count;
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uint32_t _2d_draw_call_count;
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void reset() {
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object_count = 0;
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draw_call_count = 0;
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material_switch_count = 0;
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surface_switch_count = 0;
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shader_rebind_count = 0;
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vertices_count = 0;
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_2d_item_count = 0;
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_2d_draw_call_count = 0;
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}
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} render, render_final, snap;
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Info() {
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texture_mem = 0;
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vertex_mem = 0;
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render.reset();
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render_final.reset();
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}
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} info;
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/////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////DATA///////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////
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struct Instantiable : public RID_Data {
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SelfList<RasterizerScene::InstanceBase>::List instance_list;
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_FORCE_INLINE_ void instance_change_notify(bool p_aabb, bool p_materials) {
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SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
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while (instances) {
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instances->self()->base_changed(p_aabb, p_materials);
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instances = instances->next();
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}
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}
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_FORCE_INLINE_ void instance_remove_deps() {
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SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
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while (instances) {
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SelfList<RasterizerScene::InstanceBase> *next = instances->next();
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instances->self()->base_removed();
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instances = next;
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}
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}
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Instantiable() {}
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virtual ~Instantiable() {
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}
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};
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struct GeometryOwner : public Instantiable {
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virtual ~GeometryOwner() {}
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};
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struct Geometry : Instantiable {
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enum Type {
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GEOMETRY_INVALID,
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GEOMETRY_SURFACE,
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GEOMETRY_IMMEDIATE,
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GEOMETRY_MULTISURFACE,
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};
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Type type;
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RID material;
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uint64_t last_pass;
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uint32_t index;
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virtual void material_changed_notify() {}
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Geometry() {
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last_pass = 0;
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index = 0;
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}
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};
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/////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////API////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////////////////////
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/* TEXTURE API */
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struct RenderTarget;
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struct Texture : public RID_Data {
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Texture *proxy;
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Set<Texture *> proxy_owners;
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String path;
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uint32_t flags;
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int width, height, depth;
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int alloc_width, alloc_height, alloc_depth;
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Image::Format format;
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VS::TextureType type;
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GLenum target;
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GLenum gl_format_cache;
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GLenum gl_internal_format_cache;
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GLenum gl_type_cache;
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int data_size; //original data size, useful for retrieving back
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bool compressed;
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bool srgb;
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int total_data_size;
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bool ignore_mipmaps;
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int mipmaps;
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bool is_npot_repeat_mipmap;
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bool active;
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GLuint tex_id;
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bool using_srgb;
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bool redraw_if_visible;
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uint16_t stored_cube_sides;
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RenderTarget *render_target;
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Vector<Ref<Image> > images;
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VisualServer::TextureDetectCallback detect_3d;
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void *detect_3d_ud;
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VisualServer::TextureDetectCallback detect_srgb;
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void *detect_srgb_ud;
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VisualServer::TextureDetectCallback detect_normal;
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void *detect_normal_ud;
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Texture() :
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proxy(NULL),
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flags(0),
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width(0),
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height(0),
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format(Image::FORMAT_L8),
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type(VS::TEXTURE_TYPE_2D),
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target(GL_TEXTURE_2D),
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data_size(0),
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compressed(false),
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srgb(false),
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total_data_size(0),
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ignore_mipmaps(false),
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mipmaps(0),
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active(false),
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tex_id(0),
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using_srgb(false),
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redraw_if_visible(false),
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stored_cube_sides(0),
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render_target(NULL),
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detect_3d(NULL),
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detect_3d_ud(NULL),
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detect_srgb(NULL),
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detect_srgb_ud(NULL),
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detect_normal(NULL),
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detect_normal_ud(NULL) {
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}
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_ALWAYS_INLINE_ Texture *get_ptr() {
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if (proxy) {
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return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
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} else {
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return this;
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}
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}
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~Texture() {
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if (tex_id != 0) {
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glDeleteTextures(1, &tex_id);
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}
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for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
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E->get()->proxy = NULL;
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}
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if (proxy) {
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proxy->proxy_owners.erase(this);
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}
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}
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};
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mutable RID_Owner<Texture> texture_owner;
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Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool &r_srgb, bool p_force_decompress) const;
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virtual RID texture_create();
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virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT);
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virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
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virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
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virtual Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
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virtual void texture_set_flags(RID p_texture, uint32_t p_flags);
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virtual uint32_t texture_get_flags(RID p_texture) const;
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virtual Image::Format texture_get_format(RID p_texture) const;
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virtual VS::TextureType texture_get_type(RID p_texture) const;
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virtual uint32_t texture_get_texid(RID p_texture) const;
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virtual uint32_t texture_get_width(RID p_texture) const;
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virtual uint32_t texture_get_height(RID p_texture) const;
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virtual uint32_t texture_get_depth(RID p_texture) const;
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virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth);
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virtual void texture_bind(RID p_texture, uint32_t p_texture_no);
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virtual void texture_set_path(RID p_texture, const String &p_path);
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virtual String texture_get_path(RID p_texture) const;
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virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable);
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virtual void texture_debug_usage(List<VS::TextureInfo> *r_info);
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virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
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virtual void textures_keep_original(bool p_enable);
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virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
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virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
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virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata);
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virtual void texture_set_proxy(RID p_texture, RID p_proxy);
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virtual Size2 texture_size_with_proxy(RID p_texture) const;
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virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable);
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/* SKY API */
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struct Sky : public RID_Data {
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RID panorama;
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GLuint radiance;
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GLuint irradiance;
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int radiance_size;
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};
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mutable RID_Owner<Sky> sky_owner;
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virtual RID sky_create();
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virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
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/* SHADER API */
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struct Material;
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struct Shader : public RID_Data {
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RID self;
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VS::ShaderMode mode;
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ShaderGLES3 *shader;
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String code;
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SelfList<Material>::List materials;
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Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
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Vector<uint32_t> ubo_offsets;
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uint32_t ubo_size;
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uint32_t texture_count;
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uint32_t custom_code_id;
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uint32_t version;
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SelfList<Shader> dirty_list;
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Map<StringName, RID> default_textures;
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Vector<ShaderLanguage::DataType> texture_types;
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Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints;
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bool valid;
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String path;
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struct CanvasItem {
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enum BlendMode {
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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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BLEND_MODE_PMALPHA,
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BLEND_MODE_DISABLED,
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};
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int blend_mode;
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enum LightMode {
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LIGHT_MODE_NORMAL,
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LIGHT_MODE_UNSHADED,
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LIGHT_MODE_LIGHT_ONLY
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};
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int light_mode;
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// these flags are specifically for batching
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// some of the logic is thus in rasterizer_storage.cpp
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// we could alternatively set bitflags for each 'uses' and test on the fly
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// defined in RasterizerStorageCommon::BatchFlags
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unsigned int batch_flags;
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bool uses_screen_texture;
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bool uses_screen_uv;
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bool uses_time;
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bool uses_modulate;
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bool uses_color;
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bool uses_vertex;
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// all these should disable item joining if used in a custom shader
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bool uses_world_matrix;
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bool uses_extra_matrix;
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bool uses_projection_matrix;
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bool uses_instance_custom;
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} canvas_item;
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struct Spatial {
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enum BlendMode {
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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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int blend_mode;
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enum DepthDrawMode {
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DEPTH_DRAW_OPAQUE,
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DEPTH_DRAW_ALWAYS,
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DEPTH_DRAW_NEVER,
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DEPTH_DRAW_ALPHA_PREPASS,
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};
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int depth_draw_mode;
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enum CullMode {
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CULL_MODE_FRONT,
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CULL_MODE_BACK,
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CULL_MODE_DISABLED,
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};
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int cull_mode;
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bool uses_alpha;
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bool uses_alpha_scissor;
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bool unshaded;
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bool no_depth_test;
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bool uses_vertex;
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bool uses_discard;
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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_time;
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bool uses_tangent;
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bool uses_ensure_correct_normals;
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bool writes_modelview_or_projection;
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bool uses_vertex_lighting;
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bool uses_world_coordinates;
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} spatial;
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struct Particles {
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} particles;
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bool uses_vertex_time;
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bool uses_fragment_time;
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Shader() :
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dirty_list(this) {
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shader = NULL;
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ubo_size = 0;
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valid = false;
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custom_code_id = 0;
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version = 1;
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}
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};
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|
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mutable SelfList<Shader>::List _shader_dirty_list;
|
|
void _shader_make_dirty(Shader *p_shader);
|
|
|
|
mutable RID_Owner<Shader> shader_owner;
|
|
|
|
virtual RID shader_create();
|
|
|
|
virtual void shader_set_code(RID p_shader, const String &p_code);
|
|
virtual String shader_get_code(RID p_shader) const;
|
|
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
|
|
|
|
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture);
|
|
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const;
|
|
|
|
virtual void shader_add_custom_define(RID p_shader, const String &p_define);
|
|
virtual void shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const;
|
|
virtual void shader_remove_custom_define(RID p_shader, const String &p_define);
|
|
|
|
void _update_shader(Shader *p_shader) const;
|
|
|
|
void update_dirty_shaders();
|
|
|
|
/* COMMON MATERIAL API */
|
|
|
|
struct Material : public RID_Data {
|
|
|
|
Shader *shader;
|
|
GLuint ubo_id;
|
|
uint32_t ubo_size;
|
|
Map<StringName, Variant> params;
|
|
SelfList<Material> list;
|
|
SelfList<Material> dirty_list;
|
|
Vector<bool> texture_is_3d;
|
|
Vector<RID> textures;
|
|
float line_width;
|
|
int render_priority;
|
|
|
|
RID next_pass;
|
|
|
|
uint32_t index;
|
|
uint64_t last_pass;
|
|
|
|
Map<Geometry *, int> geometry_owners;
|
|
Map<RasterizerScene::InstanceBase *, int> instance_owners;
|
|
|
|
bool can_cast_shadow_cache;
|
|
bool is_animated_cache;
|
|
|
|
Material() :
|
|
shader(NULL),
|
|
ubo_id(0),
|
|
ubo_size(0),
|
|
list(this),
|
|
dirty_list(this),
|
|
line_width(1.0),
|
|
render_priority(0),
|
|
last_pass(0),
|
|
can_cast_shadow_cache(false),
|
|
is_animated_cache(false) {
|
|
}
|
|
};
|
|
|
|
mutable SelfList<Material>::List _material_dirty_list;
|
|
void _material_make_dirty(Material *p_material) const;
|
|
void _material_add_geometry(RID p_material, Geometry *p_geometry);
|
|
void _material_remove_geometry(RID p_material, Geometry *p_geometry);
|
|
|
|
mutable RID_Owner<Material> material_owner;
|
|
|
|
virtual RID material_create();
|
|
|
|
virtual void material_set_shader(RID p_material, RID p_shader);
|
|
virtual RID material_get_shader(RID p_material) const;
|
|
|
|
virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value);
|
|
virtual Variant material_get_param(RID p_material, const StringName &p_param) const;
|
|
virtual Variant material_get_param_default(RID p_material, const StringName &p_param) const;
|
|
|
|
virtual void material_set_line_width(RID p_material, float p_width);
|
|
virtual void material_set_next_pass(RID p_material, RID p_next_material);
|
|
|
|
virtual bool material_is_animated(RID p_material);
|
|
virtual bool material_casts_shadows(RID p_material);
|
|
virtual bool material_uses_tangents(RID p_material);
|
|
virtual bool material_uses_ensure_correct_normals(RID p_material);
|
|
|
|
virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
|
|
virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance);
|
|
|
|
virtual void material_set_render_priority(RID p_material, int priority);
|
|
|
|
void _update_material(Material *material);
|
|
|
|
void update_dirty_materials();
|
|
|
|
/* MESH API */
|
|
|
|
struct Mesh;
|
|
struct Surface : public Geometry {
|
|
|
|
struct Attrib {
|
|
|
|
bool enabled;
|
|
bool integer;
|
|
GLuint index;
|
|
GLint size;
|
|
GLenum type;
|
|
GLboolean normalized;
|
|
GLsizei stride;
|
|
uint32_t offset;
|
|
};
|
|
|
|
Attrib attribs[VS::ARRAY_MAX];
|
|
|
|
Mesh *mesh;
|
|
uint32_t format;
|
|
|
|
GLuint array_id;
|
|
GLuint instancing_array_id;
|
|
GLuint vertex_id;
|
|
GLuint index_id;
|
|
|
|
GLuint index_wireframe_id;
|
|
GLuint array_wireframe_id;
|
|
GLuint instancing_array_wireframe_id;
|
|
int index_wireframe_len;
|
|
|
|
Vector<AABB> skeleton_bone_aabb;
|
|
Vector<bool> skeleton_bone_used;
|
|
|
|
//bool packed;
|
|
|
|
struct BlendShape {
|
|
GLuint vertex_id;
|
|
GLuint array_id;
|
|
};
|
|
|
|
Vector<BlendShape> blend_shapes;
|
|
|
|
AABB aabb;
|
|
|
|
int array_len;
|
|
int index_array_len;
|
|
int max_bone;
|
|
|
|
int array_byte_size;
|
|
int index_array_byte_size;
|
|
|
|
VS::PrimitiveType primitive;
|
|
|
|
bool active;
|
|
|
|
virtual void material_changed_notify() {
|
|
mesh->instance_change_notify(false, true);
|
|
mesh->update_multimeshes();
|
|
}
|
|
|
|
int total_data_size;
|
|
|
|
Surface() :
|
|
mesh(NULL),
|
|
format(0),
|
|
array_id(0),
|
|
vertex_id(0),
|
|
index_id(0),
|
|
index_wireframe_id(0),
|
|
array_wireframe_id(0),
|
|
instancing_array_wireframe_id(0),
|
|
index_wireframe_len(0),
|
|
array_len(0),
|
|
index_array_len(0),
|
|
array_byte_size(0),
|
|
index_array_byte_size(0),
|
|
primitive(VS::PRIMITIVE_POINTS),
|
|
active(false),
|
|
total_data_size(0) {
|
|
type = GEOMETRY_SURFACE;
|
|
}
|
|
|
|
~Surface() {
|
|
}
|
|
};
|
|
|
|
struct MultiMesh;
|
|
|
|
struct Mesh : public GeometryOwner {
|
|
|
|
bool active;
|
|
Vector<Surface *> surfaces;
|
|
int blend_shape_count;
|
|
VS::BlendShapeMode blend_shape_mode;
|
|
AABB custom_aabb;
|
|
mutable uint64_t last_pass;
|
|
SelfList<MultiMesh>::List multimeshes;
|
|
_FORCE_INLINE_ void update_multimeshes() {
|
|
|
|
SelfList<MultiMesh> *mm = multimeshes.first();
|
|
while (mm) {
|
|
mm->self()->instance_change_notify(false, true);
|
|
mm = mm->next();
|
|
}
|
|
}
|
|
|
|
Mesh() :
|
|
active(false),
|
|
blend_shape_count(0),
|
|
blend_shape_mode(VS::BLEND_SHAPE_MODE_NORMALIZED),
|
|
last_pass(0) {
|
|
}
|
|
};
|
|
|
|
mutable RID_Owner<Mesh> mesh_owner;
|
|
|
|
virtual RID mesh_create();
|
|
|
|
virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>());
|
|
|
|
virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount);
|
|
virtual int mesh_get_blend_shape_count(RID p_mesh) const;
|
|
|
|
virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode);
|
|
virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
|
|
|
|
virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data);
|
|
|
|
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
|
|
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
|
|
|
|
virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const;
|
|
virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const;
|
|
|
|
virtual PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const;
|
|
virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const;
|
|
|
|
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
|
|
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
|
|
|
|
virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const;
|
|
virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const;
|
|
virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const;
|
|
|
|
virtual void mesh_remove_surface(RID p_mesh, int p_surface);
|
|
virtual int mesh_get_surface_count(RID p_mesh) const;
|
|
|
|
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb);
|
|
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
|
|
|
|
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const;
|
|
virtual void mesh_clear(RID p_mesh);
|
|
|
|
void mesh_render_blend_shapes(Surface *s, const float *p_weights);
|
|
|
|
/* MULTIMESH API */
|
|
|
|
struct MultiMesh : public GeometryOwner {
|
|
RID mesh;
|
|
int size;
|
|
VS::MultimeshTransformFormat transform_format;
|
|
VS::MultimeshColorFormat color_format;
|
|
VS::MultimeshCustomDataFormat custom_data_format;
|
|
Vector<float> data;
|
|
AABB aabb;
|
|
SelfList<MultiMesh> update_list;
|
|
SelfList<MultiMesh> mesh_list;
|
|
GLuint buffer;
|
|
int visible_instances;
|
|
|
|
int xform_floats;
|
|
int color_floats;
|
|
int custom_data_floats;
|
|
|
|
bool dirty_aabb;
|
|
bool dirty_data;
|
|
|
|
MultiMesh() :
|
|
size(0),
|
|
transform_format(VS::MULTIMESH_TRANSFORM_2D),
|
|
color_format(VS::MULTIMESH_COLOR_NONE),
|
|
custom_data_format(VS::MULTIMESH_CUSTOM_DATA_NONE),
|
|
update_list(this),
|
|
mesh_list(this),
|
|
buffer(0),
|
|
visible_instances(-1),
|
|
xform_floats(0),
|
|
color_floats(0),
|
|
custom_data_floats(0),
|
|
dirty_aabb(true),
|
|
dirty_data(true) {
|
|
}
|
|
};
|
|
|
|
mutable RID_Owner<MultiMesh> multimesh_owner;
|
|
|
|
SelfList<MultiMesh>::List multimesh_update_list;
|
|
|
|
void update_dirty_multimeshes();
|
|
|
|
virtual RID multimesh_create();
|
|
|
|
virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data_format = VS::MULTIMESH_CUSTOM_DATA_NONE);
|
|
virtual int multimesh_get_instance_count(RID p_multimesh) const;
|
|
|
|
virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
|
|
virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform);
|
|
virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform);
|
|
virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color);
|
|
virtual void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_custom_data);
|
|
|
|
virtual RID multimesh_get_mesh(RID p_multimesh) const;
|
|
|
|
virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const;
|
|
virtual Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const;
|
|
virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const;
|
|
virtual Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const;
|
|
|
|
virtual void multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array);
|
|
|
|
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible);
|
|
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
|
|
|
|
virtual AABB multimesh_get_aabb(RID p_multimesh) const;
|
|
|
|
/* IMMEDIATE API */
|
|
|
|
struct Immediate : public Geometry {
|
|
|
|
struct Chunk {
|
|
|
|
RID texture;
|
|
VS::PrimitiveType primitive;
|
|
Vector<Vector3> vertices;
|
|
Vector<Vector3> normals;
|
|
Vector<Plane> tangents;
|
|
Vector<Color> colors;
|
|
Vector<Vector2> uvs;
|
|
Vector<Vector2> uvs2;
|
|
};
|
|
|
|
List<Chunk> chunks;
|
|
bool building;
|
|
int mask;
|
|
AABB aabb;
|
|
|
|
Immediate() {
|
|
type = GEOMETRY_IMMEDIATE;
|
|
building = false;
|
|
}
|
|
};
|
|
|
|
Vector3 chunk_vertex;
|
|
Vector3 chunk_normal;
|
|
Plane chunk_tangent;
|
|
Color chunk_color;
|
|
Vector2 chunk_uv;
|
|
Vector2 chunk_uv2;
|
|
|
|
mutable RID_Owner<Immediate> immediate_owner;
|
|
|
|
virtual RID immediate_create();
|
|
virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture = RID());
|
|
virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex);
|
|
virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal);
|
|
virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent);
|
|
virtual void immediate_color(RID p_immediate, const Color &p_color);
|
|
virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv);
|
|
virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv);
|
|
virtual void immediate_end(RID p_immediate);
|
|
virtual void immediate_clear(RID p_immediate);
|
|
virtual void immediate_set_material(RID p_immediate, RID p_material);
|
|
virtual RID immediate_get_material(RID p_immediate) const;
|
|
virtual AABB immediate_get_aabb(RID p_immediate) const;
|
|
|
|
/* SKELETON API */
|
|
|
|
struct Skeleton : RID_Data {
|
|
bool use_2d;
|
|
int size;
|
|
Vector<float> skel_texture;
|
|
GLuint texture;
|
|
SelfList<Skeleton> update_list;
|
|
Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton
|
|
Transform2D base_transform_2d;
|
|
|
|
Skeleton() :
|
|
use_2d(false),
|
|
size(0),
|
|
texture(0),
|
|
update_list(this) {
|
|
}
|
|
};
|
|
|
|
mutable RID_Owner<Skeleton> skeleton_owner;
|
|
|
|
SelfList<Skeleton>::List skeleton_update_list;
|
|
|
|
void update_dirty_skeletons();
|
|
|
|
virtual RID skeleton_create();
|
|
virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
|
|
virtual int skeleton_get_bone_count(RID p_skeleton) const;
|
|
virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform);
|
|
virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const;
|
|
virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
|
|
virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
|
|
virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
|
|
|
|
/* Light API */
|
|
|
|
struct Light : Instantiable {
|
|
|
|
VS::LightType type;
|
|
float param[VS::LIGHT_PARAM_MAX];
|
|
Color color;
|
|
Color shadow_color;
|
|
RID projector;
|
|
bool shadow;
|
|
bool negative;
|
|
bool reverse_cull;
|
|
VS::LightBakeMode bake_mode;
|
|
uint32_t cull_mask;
|
|
VS::LightOmniShadowMode omni_shadow_mode;
|
|
VS::LightOmniShadowDetail omni_shadow_detail;
|
|
VS::LightDirectionalShadowMode directional_shadow_mode;
|
|
VS::LightDirectionalShadowDepthRangeMode directional_range_mode;
|
|
bool directional_blend_splits;
|
|
uint64_t version;
|
|
};
|
|
|
|
mutable RID_Owner<Light> light_owner;
|
|
|
|
virtual RID light_create(VS::LightType p_type);
|
|
|
|
virtual void light_set_color(RID p_light, const Color &p_color);
|
|
virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value);
|
|
virtual void light_set_shadow(RID p_light, bool p_enabled);
|
|
virtual void light_set_shadow_color(RID p_light, const Color &p_color);
|
|
virtual void light_set_projector(RID p_light, RID p_texture);
|
|
virtual void light_set_negative(RID p_light, bool p_enable);
|
|
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask);
|
|
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
|
|
virtual void light_set_use_gi(RID p_light, bool p_enabled);
|
|
virtual void light_set_bake_mode(RID p_light, VS::LightBakeMode p_bake_mode);
|
|
|
|
virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode);
|
|
virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail);
|
|
|
|
virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode);
|
|
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable);
|
|
virtual bool light_directional_get_blend_splits(RID p_light) const;
|
|
|
|
virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
|
|
virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
|
|
|
|
virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode);
|
|
virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
|
|
|
|
virtual bool light_has_shadow(RID p_light) const;
|
|
|
|
virtual VS::LightType light_get_type(RID p_light) const;
|
|
virtual float light_get_param(RID p_light, VS::LightParam p_param);
|
|
virtual Color light_get_color(RID p_light);
|
|
virtual bool light_get_use_gi(RID p_light);
|
|
virtual VS::LightBakeMode light_get_bake_mode(RID p_light);
|
|
|
|
virtual AABB light_get_aabb(RID p_light) const;
|
|
virtual uint64_t light_get_version(RID p_light) const;
|
|
|
|
/* PROBE API */
|
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struct ReflectionProbe : Instantiable {
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VS::ReflectionProbeUpdateMode update_mode;
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float intensity;
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Color interior_ambient;
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float interior_ambient_energy;
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float interior_ambient_probe_contrib;
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float max_distance;
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Vector3 extents;
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Vector3 origin_offset;
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bool interior;
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bool box_projection;
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bool enable_shadows;
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uint32_t cull_mask;
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};
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mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
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virtual RID reflection_probe_create();
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virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode);
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virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity);
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virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient);
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virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy);
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virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib);
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virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance);
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virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
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virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
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virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
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virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
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virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
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virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
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virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution);
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virtual AABB reflection_probe_get_aabb(RID p_probe) const;
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virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
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virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
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virtual Vector3 reflection_probe_get_extents(RID p_probe) const;
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virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
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virtual float reflection_probe_get_origin_max_distance(RID p_probe) const;
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virtual bool reflection_probe_renders_shadows(RID p_probe) const;
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/* GI PROBE API */
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struct GIProbe : public Instantiable {
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AABB bounds;
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Transform to_cell;
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float cell_size;
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int dynamic_range;
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float energy;
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float bias;
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float normal_bias;
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float propagation;
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bool interior;
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bool compress;
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uint32_t version;
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PoolVector<int> dynamic_data;
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};
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mutable RID_Owner<GIProbe> gi_probe_owner;
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virtual RID gi_probe_create();
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virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds);
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virtual AABB gi_probe_get_bounds(RID p_probe) const;
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virtual void gi_probe_set_cell_size(RID p_probe, float p_size);
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virtual float gi_probe_get_cell_size(RID p_probe) const;
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virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform);
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virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const;
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virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data);
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virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const;
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virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range);
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virtual int gi_probe_get_dynamic_range(RID p_probe) const;
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virtual void gi_probe_set_energy(RID p_probe, float p_range);
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virtual float gi_probe_get_energy(RID p_probe) const;
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virtual void gi_probe_set_bias(RID p_probe, float p_range);
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virtual float gi_probe_get_bias(RID p_probe) const;
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virtual void gi_probe_set_normal_bias(RID p_probe, float p_range);
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virtual float gi_probe_get_normal_bias(RID p_probe) const;
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virtual void gi_probe_set_propagation(RID p_probe, float p_range);
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virtual float gi_probe_get_propagation(RID p_probe) const;
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virtual void gi_probe_set_interior(RID p_probe, bool p_enable);
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virtual bool gi_probe_is_interior(RID p_probe) const;
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virtual void gi_probe_set_compress(RID p_probe, bool p_enable);
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virtual bool gi_probe_is_compressed(RID p_probe) const;
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virtual uint32_t gi_probe_get_version(RID p_probe);
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struct GIProbeData : public RID_Data {
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int width;
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int height;
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int depth;
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int levels;
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GLuint tex_id;
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GIProbeCompression compression;
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GIProbeData() {
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}
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};
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mutable RID_Owner<GIProbeData> gi_probe_data_owner;
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virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const;
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virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression);
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virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data);
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/* LIGHTMAP CAPTURE */
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virtual RID lightmap_capture_create();
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virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds);
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virtual AABB lightmap_capture_get_bounds(RID p_capture) const;
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virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree);
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virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const;
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virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform);
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virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const;
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virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv);
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virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const;
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virtual void lightmap_capture_set_energy(RID p_capture, float p_energy);
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virtual float lightmap_capture_get_energy(RID p_capture) const;
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virtual void lightmap_capture_set_interior(RID p_capture, bool p_interior);
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virtual bool lightmap_capture_is_interior(RID p_capture) const;
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virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const;
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struct LightmapCapture : public Instantiable {
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PoolVector<LightmapCaptureOctree> octree;
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AABB bounds;
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Transform cell_xform;
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int cell_subdiv;
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float energy;
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bool interior;
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SelfList<LightmapCapture> update_list;
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LightmapCapture() :
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update_list(this) {
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energy = 1.0;
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cell_subdiv = 1;
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interior = false;
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}
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};
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SelfList<LightmapCapture>::List capture_update_list;
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void update_dirty_captures();
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mutable RID_Owner<LightmapCapture> lightmap_capture_data_owner;
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/* PARTICLES */
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struct Particles : public GeometryOwner {
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bool inactive;
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float inactive_time;
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bool emitting;
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bool one_shot;
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int amount;
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float lifetime;
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float pre_process_time;
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float explosiveness;
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float randomness;
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bool restart_request;
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AABB custom_aabb;
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bool use_local_coords;
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RID process_material;
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VS::ParticlesDrawOrder draw_order;
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Vector<RID> draw_passes;
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GLuint particle_buffers[2];
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GLuint particle_vaos[2];
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GLuint particle_buffer_histories[2];
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GLuint particle_vao_histories[2];
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bool particle_valid_histories[2];
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bool histories_enabled;
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SelfList<Particles> particle_element;
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float phase;
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float prev_phase;
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uint64_t prev_ticks;
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uint32_t random_seed;
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uint32_t cycle_number;
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float speed_scale;
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int fixed_fps;
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bool fractional_delta;
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float frame_remainder;
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bool clear;
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Transform emission_transform;
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Particles() :
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inactive(true),
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inactive_time(0.0),
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emitting(false),
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one_shot(false),
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amount(0),
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lifetime(1.0),
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pre_process_time(0.0),
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explosiveness(0.0),
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randomness(0.0),
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restart_request(false),
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custom_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))),
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use_local_coords(true),
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draw_order(VS::PARTICLES_DRAW_ORDER_INDEX),
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histories_enabled(false),
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particle_element(this),
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prev_ticks(0),
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random_seed(0),
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cycle_number(0),
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speed_scale(1.0),
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fixed_fps(0),
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fractional_delta(false),
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frame_remainder(0),
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clear(true) {
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particle_buffers[0] = 0;
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particle_buffers[1] = 0;
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glGenBuffers(2, particle_buffers);
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glGenVertexArrays(2, particle_vaos);
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}
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~Particles() {
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glDeleteBuffers(2, particle_buffers);
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glDeleteVertexArrays(2, particle_vaos);
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if (histories_enabled) {
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glDeleteBuffers(2, particle_buffer_histories);
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glDeleteVertexArrays(2, particle_vao_histories);
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}
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}
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};
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SelfList<Particles>::List particle_update_list;
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void update_particles();
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mutable RID_Owner<Particles> particles_owner;
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virtual RID particles_create();
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virtual void particles_set_emitting(RID p_particles, bool p_emitting);
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virtual bool particles_get_emitting(RID p_particles);
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virtual void particles_set_amount(RID p_particles, int p_amount);
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virtual void particles_set_lifetime(RID p_particles, float p_lifetime);
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virtual void particles_set_one_shot(RID p_particles, bool p_one_shot);
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virtual void particles_set_pre_process_time(RID p_particles, float p_time);
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virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
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virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio);
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virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
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virtual void particles_set_speed_scale(RID p_particles, float p_scale);
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virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
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virtual void particles_set_process_material(RID p_particles, RID p_material);
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virtual void particles_set_fixed_fps(RID p_particles, int p_fps);
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virtual void particles_set_fractional_delta(RID p_particles, bool p_enable);
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virtual void particles_restart(RID p_particles);
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virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order);
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virtual void particles_set_draw_passes(RID p_particles, int p_passes);
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virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
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virtual void particles_request_process(RID p_particles);
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virtual AABB particles_get_current_aabb(RID p_particles);
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virtual AABB particles_get_aabb(RID p_particles) const;
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virtual void _particles_update_histories(Particles *particles);
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virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform);
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void _particles_process(Particles *p_particles, float p_delta);
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virtual int particles_get_draw_passes(RID p_particles) const;
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virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
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virtual bool particles_is_inactive(RID p_particles) const;
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/* INSTANCE */
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virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
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virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
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virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
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virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
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/* RENDER TARGET */
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struct RenderTarget : public RID_Data {
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GLuint fbo;
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GLuint color;
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GLuint depth;
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struct Buffers {
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bool active;
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bool effects_active;
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GLuint fbo;
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GLuint depth;
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GLuint specular;
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GLuint diffuse;
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GLuint normal_rough;
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GLuint sss;
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GLuint effect_fbo;
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GLuint effect;
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} buffers;
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struct Effects {
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struct MipMaps {
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struct Size {
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GLuint fbo;
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int width;
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int height;
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};
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Vector<Size> sizes;
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GLuint color;
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int levels;
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MipMaps() :
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color(0),
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levels(0) {
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}
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};
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MipMaps mip_maps[2]; //first mipmap chain starts from full-screen
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//GLuint depth2; //depth for the second mipmap chain, in case of desiring upsampling
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struct SSAO {
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GLuint blur_fbo[2]; // blur fbo
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GLuint blur_red[2]; // 8 bits red buffer
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GLuint linear_depth;
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Vector<GLuint> depth_mipmap_fbos; //fbos for depth mipmapsla ver
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SSAO() :
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linear_depth(0) {
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blur_fbo[0] = 0;
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blur_fbo[1] = 0;
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}
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} ssao;
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Effects() {}
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} effects;
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struct Exposure {
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GLuint fbo;
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GLuint color;
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Exposure() :
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fbo(0) {}
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} exposure;
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// External FBO to render our final result to (mostly used for ARVR)
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struct External {
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GLuint fbo;
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GLuint color;
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GLuint depth;
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RID texture;
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External() :
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fbo(0),
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color(0),
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depth(0) {
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}
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} external;
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uint64_t last_exposure_tick;
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int width, height;
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bool flags[RENDER_TARGET_FLAG_MAX];
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bool used_in_frame;
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VS::ViewportMSAA msaa;
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bool use_fxaa;
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bool use_debanding;
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RID texture;
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RenderTarget() :
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fbo(0),
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depth(0),
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last_exposure_tick(0),
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width(0),
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height(0),
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used_in_frame(false),
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msaa(VS::VIEWPORT_MSAA_DISABLED),
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use_fxaa(false),
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use_debanding(false) {
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exposure.fbo = 0;
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buffers.fbo = 0;
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external.fbo = 0;
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for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) {
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flags[i] = false;
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}
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flags[RENDER_TARGET_HDR] = true;
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buffers.active = false;
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buffers.effects_active = false;
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}
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};
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mutable RID_Owner<RenderTarget> render_target_owner;
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void _render_target_clear(RenderTarget *rt);
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void _render_target_allocate(RenderTarget *rt);
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virtual RID render_target_create();
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virtual void render_target_set_position(RID p_render_target, int p_x, int p_y);
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virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
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virtual RID render_target_get_texture(RID p_render_target) const;
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virtual uint32_t render_target_get_depth_texture_id(RID p_render_target) const;
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virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id, unsigned int p_depth_id);
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virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
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virtual bool render_target_was_used(RID p_render_target);
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virtual void render_target_clear_used(RID p_render_target);
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virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa);
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virtual void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
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virtual void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
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/* CANVAS SHADOW */
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struct CanvasLightShadow : public RID_Data {
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int size;
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int height;
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GLuint fbo;
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GLuint depth;
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GLuint distance; //for older devices
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};
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RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
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virtual RID canvas_light_shadow_buffer_create(int p_width);
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/* LIGHT SHADOW MAPPING */
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struct CanvasOccluder : public RID_Data {
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GLuint array_id; // 0 means, unconfigured
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GLuint vertex_id; // 0 means, unconfigured
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GLuint index_id; // 0 means, unconfigured
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PoolVector<Vector2> lines;
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int len;
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};
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RID_Owner<CanvasOccluder> canvas_occluder_owner;
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virtual RID canvas_light_occluder_create();
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virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines);
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virtual VS::InstanceType get_base_type(RID p_rid) const;
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virtual bool free(RID p_rid);
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struct Frame {
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RenderTarget *current_rt;
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bool clear_request;
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Color clear_request_color;
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float time[4];
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float delta;
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uint64_t count;
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} frame;
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void initialize();
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void finalize();
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virtual bool has_os_feature(const String &p_feature) const;
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virtual void update_dirty_resources();
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virtual void set_debug_generate_wireframes(bool p_generate);
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virtual void render_info_begin_capture();
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virtual void render_info_end_capture();
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virtual int get_captured_render_info(VS::RenderInfo p_info);
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virtual uint64_t get_render_info(VS::RenderInfo p_info);
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virtual String get_video_adapter_name() const;
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virtual String get_video_adapter_vendor() const;
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void buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false) const;
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bool safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const;
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RasterizerStorageGLES3();
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};
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inline bool RasterizerStorageGLES3::safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const {
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r_offset_after = p_offset + p_data_size;
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#ifdef DEBUG_ENABLED
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// we are trying to write across the edge of the buffer
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if (r_offset_after > p_total_buffer_size)
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return false;
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#endif
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glBufferSubData(p_target, p_offset, p_data_size, p_data);
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return true;
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}
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// standardize the orphan / upload in one place so it can be changed per platform as necessary, and avoid future
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// bugs causing pipeline stalls
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inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target, GLenum p_usage, bool p_optional_orphan) const {
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// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
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// Was previously #ifndef GLES_OVER_GL however this causes stalls on desktop mac also (and possibly other)
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if (!p_optional_orphan || (config.should_orphan)) {
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glBufferData(p_target, p_buffer_size, NULL, p_usage);
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#ifdef RASTERIZER_EXTRA_CHECKS
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// fill with garbage off the end of the array
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if (p_buffer_size) {
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unsigned int start = p_offset + p_data_size;
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unsigned int end = start + 1024;
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if (end < p_buffer_size) {
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uint8_t *garbage = (uint8_t *)alloca(1024);
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for (int n = 0; n < 1024; n++) {
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garbage[n] = Math::random(0, 255);
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}
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glBufferSubData(p_target, start, 1024, garbage);
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}
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}
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#endif
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}
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RAST_DEV_DEBUG_ASSERT((p_offset + p_data_size) <= p_buffer_size);
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glBufferSubData(p_target, p_offset, p_data_size, p_data);
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}
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#endif // RASTERIZERSTORAGEGLES3_H
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