#include "renderer_scene_render_rd.h"
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
#include "servers/rendering/storage/camera_attributes_storage.h"
void get_vogel_disk(float *r_kernel, int p_sample_count) { … }
RID RendererSceneRenderRD::sky_allocate() { … }
void RendererSceneRenderRD::sky_initialize(RID p_rid) { … }
void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) { … }
void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) { … }
void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) { … }
Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { … }
void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) { … }
void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) { … }
void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) { … }
void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) { … }
void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) { … }
void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) { … }
Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) { … }
RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) { … }
RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) { … }
void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) { … }
void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) { … }
RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const { … }
Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const { … }
RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) { … }
void RendererSceneRenderRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) { … }
bool RendererSceneRenderRD::voxel_gi_needs_update(RID p_probe) const { … }
void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) { … }
void RendererSceneRenderRD::_debug_sdfgi_probes(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const Projection *p_camera_with_transforms) { … }
Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() { … }
bool RendererSceneRenderRD::_compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type) { … }
bool RendererSceneRenderRD::_has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) { … }
void RendererSceneRenderRD::_process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data) { … }
void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) { … }
void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) { … }
void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) { … }
void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) { … }
void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) { … }
bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) { … }
void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) { … }
RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() { … }
float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() { … }
RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() { … }
bool RendererSceneRenderRD::_render_buffers_can_be_storage() { … }
void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) { … }
void RendererSceneRenderRD::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) { … }
void RendererSceneRenderRD::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) { … }
void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) { … }
void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) { … }
void RendererSceneRenderRD::lightmaps_set_bicubic_filter(bool p_enable) { … }
int RendererSceneRenderRD::get_roughness_layers() const { … }
bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const { … }
void RendererSceneRenderRD::_update_vrs(Ref<RenderSceneBuffersRD> p_render_buffers) { … }
bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) { … }
void RendererSceneRenderRD::_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) { … }
void RendererSceneRenderRD::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 RendererSceneRenderRD::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 RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) { … }
bool RendererSceneRenderRD::free(RID p_rid) { … }
void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) { … }
void RendererSceneRenderRD::update() { … }
void RendererSceneRenderRD::set_time(double p_time, double p_step) { … }
void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) { … }
bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const { … }
float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const { … }
float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const { … }
TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) { … }
void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) { … }
RendererSceneRenderRD *RendererSceneRenderRD::singleton = …;
bool RendererSceneRenderRD::is_vrs_supported() const { … }
bool RendererSceneRenderRD::is_dynamic_gi_supported() const { … }
bool RendererSceneRenderRD::is_volumetric_supported() const { … }
uint32_t RendererSceneRenderRD::get_max_elements() const { … }
RendererSceneRenderRD::RendererSceneRenderRD() { … }
void RendererSceneRenderRD::init() { … }
RendererSceneRenderRD::~RendererSceneRenderRD() { … }