#include "particles_storage.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/rendering_server_globals.h"
#include "texture_storage.h"
usingnamespaceRendererRD;
ParticlesStorage *ParticlesStorage::singleton = …;
ParticlesStorage *ParticlesStorage::get_singleton() { … }
ParticlesStorage::ParticlesStorage() { … }
ParticlesStorage::~ParticlesStorage() { … }
bool ParticlesStorage::free(RID p_rid) { … }
RID ParticlesStorage::particles_allocate() { … }
void ParticlesStorage::particles_initialize(RID p_rid) { … }
void ParticlesStorage::particles_free(RID p_rid) { … }
void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) { … }
void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) { … }
bool ParticlesStorage::particles_get_emitting(RID p_particles) { … }
void ParticlesStorage::_particles_free_data(Particles *particles) { … }
void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) { … }
void ParticlesStorage::particles_set_amount_ratio(RID p_particles, float p_amount_ratio) { … }
void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) { … }
void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) { … }
void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) { … }
void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) { … }
void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) { … }
void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) { … }
void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) { … }
void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) { … }
void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) { … }
void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) { … }
void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) { … }
void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) { … }
void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) { … }
void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) { … }
void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) { … }
void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) { … }
RID ParticlesStorage::particles_get_process_material(RID p_particles) const { … }
void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) { … }
void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_passes) { … }
void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) { … }
void ParticlesStorage::particles_restart(RID p_particles) { … }
void ParticlesStorage::_particles_allocate_emission_buffer(Particles *particles) { … }
void ParticlesStorage::_particles_ensure_unused_buffer(Particles *particles) { … }
void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) { … }
void ParticlesStorage::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) { … }
void ParticlesStorage::particles_request_process(RID p_particles) { … }
AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) { … }
AABB ParticlesStorage::particles_get_aabb(RID p_particles) const { … }
void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) { … }
void ParticlesStorage::particles_set_emitter_velocity(RID p_particles, const Vector3 &p_velocity) { … }
void ParticlesStorage::particles_set_interp_to_end(RID p_particles, float p_interp) { … }
int ParticlesStorage::particles_get_draw_passes(RID p_particles) const { … }
RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { … }
void ParticlesStorage::particles_update_dependency(RID p_particles, DependencyTracker *p_instance) { … }
void ParticlesStorage::particles_get_instance_buffer_motion_vectors_offsets(RID p_particles, uint32_t &r_current_offset, uint32_t &r_prev_offset) { … }
void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) { … }
void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) { … }
void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) { … }
void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) { … }
void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) { … }
void ParticlesStorage::_particles_update_buffers(Particles *particles) { … }
void ParticlesStorage::update_particles() { … }
Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const { … }
bool ParticlesStorage::particles_is_inactive(RID p_particles) const { … }
void ParticlesStorage::ParticlesShaderData::set_code(const String &p_code) { … }
bool ParticlesStorage::ParticlesShaderData::is_animated() const { … }
bool ParticlesStorage::ParticlesShaderData::casts_shadows() const { … }
RS::ShaderNativeSourceCode ParticlesStorage::ParticlesShaderData::get_native_source_code() const { … }
ParticlesStorage::ParticlesShaderData::~ParticlesShaderData() { … }
MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() { … }
bool ParticlesStorage::ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { … }
ParticlesStorage::ParticleProcessMaterialData::~ParticleProcessMaterialData() { … }
MaterialStorage::MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) { … }
RID ParticlesStorage::particles_collision_allocate() { … }
void ParticlesStorage::particles_collision_initialize(RID p_rid) { … }
void ParticlesStorage::particles_collision_free(RID p_rid) { … }
RID ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const { … }
void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) { … }
void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) { … }
void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) { … }
void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) { … }
void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) { … }
void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) { … }
void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) { … }
void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) { … }
void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) { … }
void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) { … }
AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const { … }
Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const { … }
bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const { … }
Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const { … }
RID ParticlesStorage::particles_collision_instance_create(RID p_collision) { … }
void ParticlesStorage::particles_collision_instance_free(RID p_rid) { … }
void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) { … }
void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) { … }