#include "rasterizer_scene_gles3.h"
#include "drivers/gles3/effects/copy_effects.h"
#include "drivers/gles3/effects/feed_effects.h"
#include "rasterizer_gles3.h"
#include "storage/config.h"
#include "storage/mesh_storage.h"
#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
#include "core/config/project_settings.h"
#include "core/templates/sort_array.h"
#include "servers/camera/camera_feed.h"
#include "servers/camera_server.h"
#include "servers/rendering/rendering_server_default.h"
#include "servers/rendering/rendering_server_globals.h"
#ifdef GLES3_ENABLED
RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = …;
RenderGeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) { … }
uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() { … }
void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) { … }
void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { … }
void RasterizerSceneGLES3::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) { … }
void RasterizerSceneGLES3::GeometryInstanceGLES3::_mark_dirty() { … }
void RasterizerSceneGLES3::GeometryInstanceGLES3::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { … }
void RasterizerSceneGLES3::GeometryInstanceGLES3::set_lightmap_capture(const Color *p_sh9) { … }
void RasterizerSceneGLES3::_update_dirty_geometry_instances() { … }
void RasterizerSceneGLES3::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) { … }
void RasterizerSceneGLES3::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) { … }
void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) { … }
void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material_data, RID p_mat_src, RID p_mesh) { … }
void RasterizerSceneGLES3::_geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { … }
void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) { … }
void RasterizerSceneGLES3::_free_sky_data(Sky *p_sky) { … }
RID RasterizerSceneGLES3::sky_allocate() { … }
void RasterizerSceneGLES3::sky_initialize(RID p_rid) { … }
void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) { … }
void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { … }
void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) { … }
float RasterizerSceneGLES3::sky_get_baked_exposure(RID p_sky) const { … }
void RasterizerSceneGLES3::_invalidate_sky(Sky *p_sky) { … }
GLuint _init_radiance_texture(int p_size, int p_mipmaps, String p_name) { … }
void RasterizerSceneGLES3::_update_dirty_skys() { … }
void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size) { … }
void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_sky_energy_multiplier, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y, bool p_apply_color_adjustments_in_post) { … }
void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_sky_energy_multiplier) { … }
Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { … }
void RasterizerSceneGLES3::environment_glow_set_use_bicubic_upscale(bool p_enable) { … }
void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) { … }
void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { … }
void RasterizerSceneGLES3::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { … }
void RasterizerSceneGLES3::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) { … }
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) { … }
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) { … }
void RasterizerSceneGLES3::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) { … }
void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_enable) { … }
Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) { … }
void RasterizerSceneGLES3::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) { … }
void RasterizerSceneGLES3::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) { … }
RID RasterizerSceneGLES3::fog_volume_instance_create(RID p_fog_volume) { … }
void RasterizerSceneGLES3::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) { … }
void RasterizerSceneGLES3::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) { … }
RID RasterizerSceneGLES3::fog_volume_instance_get_volume(RID p_fog_volume_instance) const { … }
Vector3 RasterizerSceneGLES3::fog_volume_instance_get_position(RID p_fog_volume_instance) const { … }
RID RasterizerSceneGLES3::voxel_gi_instance_create(RID p_voxel_gi) { … }
void RasterizerSceneGLES3::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) { … }
bool RasterizerSceneGLES3::voxel_gi_needs_update(RID p_probe) const { … }
void RasterizerSceneGLES3::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) { … }
void RasterizerSceneGLES3::voxel_gi_set_quality(RS::VoxelGIQuality) { … }
_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) { … }
void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append) { … }
void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows, float p_shadow_bias) { … }
void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count, uint32_t &r_directional_shadow_count) { … }
void RasterizerSceneGLES3::_render_shadows(const RenderDataGLES3 *p_render_data, const Size2i &p_viewport_size) { … }
void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, RenderingMethod::RenderInfo *p_render_info, const Size2i &p_viewport_size, const Transform3D &p_main_cam_transform) { … }
void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RenderingMethod::RenderInfo *r_render_info) { … }
void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_render_data) { … }
template <PassMode p_pass_mode>
void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass) { … }
void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) { … }
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) { … }
void RasterizerSceneGLES3::_render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, GLuint p_framebuffer, const Rect2i &p_region) { … }
void RasterizerSceneGLES3::set_time(double p_time, double p_step) { … }
void RasterizerSceneGLES3::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) { … }
Ref<RenderSceneBuffers> RasterizerSceneGLES3::render_buffers_create() { … }
void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas, GLuint p_fbo) { … }
void RasterizerSceneGLES3::gi_set_use_half_resolution(bool p_enable) { … }
void RasterizerSceneGLES3::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) { … }
bool RasterizerSceneGLES3::screen_space_roughness_limiter_is_active() const { … }
void RasterizerSceneGLES3::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) { … }
void RasterizerSceneGLES3::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) { … }
TypedArray<Image> RasterizerSceneGLES3::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) { … }
bool RasterizerSceneGLES3::free(RID p_rid) { … }
void RasterizerSceneGLES3::update() { … }
void RasterizerSceneGLES3::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) { … }
void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) { … }
void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) { … }
void RasterizerSceneGLES3::lightmaps_set_bicubic_filter(bool p_enable) { … }
RasterizerSceneGLES3::RasterizerSceneGLES3() { … }
RasterizerSceneGLES3::~RasterizerSceneGLES3() { … }
#endif