#ifdef GLES3_ENABLED
#include "light_storage.h"
#include "../rasterizer_gles3.h"
#include "../rasterizer_scene_gles3.h"
#include "config.h"
#include "core/config/project_settings.h"
#include "texture_storage.h"
usingnamespaceGLES3;
LightStorage *LightStorage::singleton = …;
LightStorage *LightStorage::get_singleton() { … }
LightStorage::LightStorage() { … }
LightStorage::~LightStorage() { … }
void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) { … }
RID LightStorage::directional_light_allocate() { … }
void LightStorage::directional_light_initialize(RID p_rid) { … }
RID LightStorage::omni_light_allocate() { … }
void LightStorage::omni_light_initialize(RID p_rid) { … }
RID LightStorage::spot_light_allocate() { … }
void LightStorage::spot_light_initialize(RID p_rid) { … }
void LightStorage::light_free(RID p_rid) { … }
void LightStorage::light_set_color(RID p_light, const Color &p_color) { … }
void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_value) { … }
void LightStorage::light_set_shadow(RID p_light, bool p_enabled) { … }
void LightStorage::light_set_projector(RID p_light, RID p_texture) { … }
void LightStorage::light_set_negative(RID p_light, bool p_enable) { … }
void LightStorage::light_set_cull_mask(RID p_light, uint32_t p_mask) { … }
void LightStorage::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) { … }
void LightStorage::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) { … }
void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) { … }
void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) { … }
RS::LightOmniShadowMode LightStorage::light_omni_get_shadow_mode(RID p_light) { … }
void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) { … }
void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) { … }
bool LightStorage::light_directional_get_blend_splits(RID p_light) const { … }
void LightStorage::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) { … }
RS::LightDirectionalSkyMode LightStorage::light_directional_get_sky_mode(RID p_light) const { … }
RS::LightDirectionalShadowMode LightStorage::light_directional_get_shadow_mode(RID p_light) { … }
RS::LightBakeMode LightStorage::light_get_bake_mode(RID p_light) { … }
uint64_t LightStorage::light_get_version(RID p_light) const { … }
uint32_t LightStorage::light_get_cull_mask(RID p_light) const { … }
AABB LightStorage::light_get_aabb(RID p_light) const { … }
RID LightStorage::light_instance_create(RID p_light) { … }
void LightStorage::light_instance_free(RID p_light_instance) { … }
void LightStorage::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) { … }
void LightStorage::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) { … }
void LightStorage::light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) { … }
void LightStorage::light_instance_mark_visible(RID p_light_instance) { … }
RID LightStorage::reflection_probe_allocate() { … }
void LightStorage::reflection_probe_initialize(RID p_rid) { … }
void LightStorage::reflection_probe_free(RID p_rid) { … }
void LightStorage::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) { … }
void LightStorage::reflection_probe_set_intensity(RID p_probe, float p_intensity) { … }
void LightStorage::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) { … }
void LightStorage::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) { … }
void LightStorage::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) { … }
void LightStorage::reflection_probe_set_max_distance(RID p_probe, float p_distance) { … }
void LightStorage::reflection_probe_set_size(RID p_probe, const Vector3 &p_size) { … }
void LightStorage::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) { … }
void LightStorage::reflection_probe_set_as_interior(RID p_probe, bool p_enable) { … }
void LightStorage::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) { … }
void LightStorage::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) { … }
void LightStorage::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) { … }
void LightStorage::reflection_probe_set_reflection_mask(RID p_probe, uint32_t p_layers) { … }
void LightStorage::reflection_probe_set_resolution(RID p_probe, int p_resolution) { … }
AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const { … }
RS::ReflectionProbeUpdateMode LightStorage::reflection_probe_get_update_mode(RID p_probe) const { … }
uint32_t LightStorage::reflection_probe_get_cull_mask(RID p_probe) const { … }
uint32_t LightStorage::reflection_probe_get_reflection_mask(RID p_probe) const { … }
Vector3 LightStorage::reflection_probe_get_size(RID p_probe) const { … }
Vector3 LightStorage::reflection_probe_get_origin_offset(RID p_probe) const { … }
float LightStorage::reflection_probe_get_origin_max_distance(RID p_probe) const { … }
bool LightStorage::reflection_probe_renders_shadows(RID p_probe) const { … }
void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) { … }
float LightStorage::reflection_probe_get_mesh_lod_threshold(RID p_probe) const { … }
Dependency *LightStorage::reflection_probe_get_dependency(RID p_probe) const { … }
RID LightStorage::reflection_atlas_create() { … }
void LightStorage::reflection_atlas_free(RID p_ref_atlas) { … }
int LightStorage::reflection_atlas_get_size(RID p_ref_atlas) const { … }
void LightStorage::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) { … }
RID LightStorage::reflection_probe_instance_create(RID p_probe) { … }
void LightStorage::reflection_probe_instance_free(RID p_instance) { … }
void LightStorage::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) { … }
bool LightStorage::reflection_probe_has_atlas_index(RID p_instance) { … }
void LightStorage::reflection_probe_release_atlas_index(RID p_instance) { … }
bool LightStorage::reflection_probe_instance_needs_redraw(RID p_instance) { … }
bool LightStorage::reflection_probe_instance_has_reflection(RID p_instance) { … }
bool LightStorage::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { … }
Ref<RenderSceneBuffers> LightStorage::reflection_probe_atlas_get_render_buffers(RID p_reflection_atlas) { … }
bool LightStorage::reflection_probe_instance_postprocess_step(RID p_instance) { … }
GLuint LightStorage::reflection_probe_instance_get_texture(RID p_instance) { … }
GLuint LightStorage::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) { … }
RID LightStorage::lightmap_allocate() { … }
void LightStorage::lightmap_initialize(RID p_rid) { … }
void LightStorage::lightmap_free(RID p_rid) { … }
void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) { … }
void LightStorage::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) { … }
void LightStorage::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) { … }
void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) { … }
void LightStorage::lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) { … }
PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const { … }
PackedColorArray LightStorage::lightmap_get_probe_capture_sh(RID p_lightmap) const { … }
PackedInt32Array LightStorage::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const { … }
PackedInt32Array LightStorage::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const { … }
AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const { … }
void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) { … }
bool LightStorage::lightmap_is_interior(RID p_lightmap) const { … }
void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) { … }
float LightStorage::lightmap_get_probe_capture_update_speed() const { … }
RID LightStorage::lightmap_instance_create(RID p_lightmap) { … }
void LightStorage::lightmap_instance_free(RID p_lightmap) { … }
void LightStorage::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) { … }
RID LightStorage::shadow_atlas_create() { … }
void LightStorage::shadow_atlas_free(RID p_atlas) { … }
void LightStorage::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) { … }
void LightStorage::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) { … }
bool LightStorage::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) { … }
bool LightStorage::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, bool is_omni, int &r_quadrant, int &r_shadow) { … }
void LightStorage::_shadow_atlas_invalidate_shadow(ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) { … }
void LightStorage::shadow_atlas_update(RID p_atlas) { … }
void LightStorage::update_directional_shadow_atlas() { … }
void LightStorage::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) { … }
void LightStorage::set_directional_shadow_count(int p_count) { … }
static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) { … }
Rect2i LightStorage::get_directional_shadow_rect() { … }
int LightStorage::get_directional_light_shadow_size(RID p_light_instance) { … }
#endif