godot/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp

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/*  render_scene_data_rd.cpp                                              */
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#include "render_scene_data_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"

Transform3D RenderSceneDataRD::get_cam_transform() const {}

Projection RenderSceneDataRD::get_cam_projection() const {}

uint32_t RenderSceneDataRD::get_view_count() const {}

Vector3 RenderSceneDataRD::get_view_eye_offset(uint32_t p_view) const {}

Projection RenderSceneDataRD::get_view_projection(uint32_t p_view) const {}

RID RenderSceneDataRD::create_uniform_buffer() {}

void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers, bool p_apply_alpha_multiplier) {}

RID RenderSceneDataRD::get_uniform_buffer() const {}