/**************************************************************************/ /* render_scene_data_rd.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #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 { … }