mirror of
https://github.com/godotengine/godot.git
synced 2026-01-06 10:11:57 +03:00
Style: Apply fixes from clang-format 18.1.3
This commit is contained in:
@@ -359,7 +359,7 @@ public:
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virtual void delete_sub_window(WindowID p_id);
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virtual WindowID window_get_active_popup() const { return INVALID_WINDOW_ID; };
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virtual void window_set_popup_safe_rect(WindowID p_window, const Rect2i &p_rect){};
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virtual void window_set_popup_safe_rect(WindowID p_window, const Rect2i &p_rect) {};
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virtual Rect2i window_get_popup_safe_rect(WindowID p_window) const { return Rect2i(); };
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virtual int64_t window_get_native_handle(HandleType p_handle_type, WindowID p_window = MAIN_WINDOW_ID) const;
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@@ -503,7 +503,7 @@ public:
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virtual int tablet_get_driver_count() const { return 1; };
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virtual String tablet_get_driver_name(int p_driver) const { return "default"; };
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virtual String tablet_get_current_driver() const { return "default"; };
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virtual void tablet_set_current_driver(const String &p_driver){};
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virtual void tablet_set_current_driver(const String &p_driver) {};
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virtual void process_events() = 0;
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@@ -597,7 +597,7 @@ void GodotSoftBody3D::generate_bending_constraints(int p_distance) {
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const uint32_t adj_size = n * n;
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unsigned *adj = memnew_arr(unsigned, adj_size);
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#define IDX(_x_, _y_) ((_y_)*n + (_x_))
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#define IDX(_x_, _y_) ((_y_) * n + (_x_))
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for (j = 0; j < n; ++j) {
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for (i = 0; i < n; ++i) {
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int idx_ij = j * n + i;
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@@ -60,7 +60,7 @@ public:
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virtual RID shader_allocate() override { return RID(); }
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virtual void shader_initialize(RID p_rid) override {}
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virtual void shader_free(RID p_rid) override{};
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virtual void shader_free(RID p_rid) override {};
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virtual void shader_set_code(RID p_shader, const String &p_code) override {}
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virtual void shader_set_path_hint(RID p_shader, const String &p_code) override {}
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@@ -77,7 +77,7 @@ public:
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/* MATERIAL API */
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virtual RID material_allocate() override { return RID(); }
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virtual void material_initialize(RID p_rid) override {}
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virtual void material_free(RID p_rid) override{};
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virtual void material_free(RID p_rid) override {};
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virtual void material_set_render_priority(RID p_material, int priority) override {}
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virtual void material_set_shader(RID p_shader_material, RID p_shader) override {}
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@@ -58,14 +58,14 @@ public:
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/* Canvas Texture API */
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virtual RID canvas_texture_allocate() override { return RID(); };
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virtual void canvas_texture_initialize(RID p_rid) override{};
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virtual void canvas_texture_free(RID p_rid) override{};
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virtual void canvas_texture_initialize(RID p_rid) override {};
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virtual void canvas_texture_free(RID p_rid) override {};
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virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override{};
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virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override{};
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virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override {};
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virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override {};
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virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override{};
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virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override{};
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virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override {};
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virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override {};
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/* Texture API */
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@@ -90,18 +90,18 @@ public:
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ERR_FAIL_COND(!t);
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t->image = p_image->duplicate();
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};
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virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override{};
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virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override{};
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virtual void texture_proxy_initialize(RID p_texture, RID p_base) override{}; //all slices, then all the mipmaps, must be coherent
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virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override {};
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virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override {};
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virtual void texture_proxy_initialize(RID p_texture, RID p_base) override {}; //all slices, then all the mipmaps, must be coherent
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virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override{};
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virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override{};
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virtual void texture_proxy_update(RID p_proxy, RID p_base) override{};
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virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override {};
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virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override {};
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virtual void texture_proxy_update(RID p_proxy, RID p_base) override {};
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//these two APIs can be used together or in combination with the others.
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virtual void texture_2d_placeholder_initialize(RID p_texture) override{};
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virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override{};
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virtual void texture_3d_placeholder_initialize(RID p_texture) override{};
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virtual void texture_2d_placeholder_initialize(RID p_texture) override {};
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virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override {};
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virtual void texture_3d_placeholder_initialize(RID p_texture) override {};
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virtual Ref<Image> texture_2d_get(RID p_texture) const override {
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DummyTexture *t = texture_owner.get_or_null(p_texture);
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@@ -112,18 +112,18 @@ public:
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virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); };
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virtual void texture_replace(RID p_texture, RID p_by_texture) override { texture_free(p_by_texture); };
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virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override{};
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virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) override {};
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virtual void texture_set_path(RID p_texture, const String &p_path) override{};
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virtual void texture_set_path(RID p_texture, const String &p_path) override {};
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virtual String texture_get_path(RID p_texture) const override { return String(); };
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virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override{};
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virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override{};
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virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override{};
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virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override {};
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virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override {};
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virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override {};
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virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override{};
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virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) override {};
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virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override{};
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virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override {};
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virtual Size2 texture_size_with_proxy(RID p_proxy) override { return Size2(); };
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@@ -133,7 +133,7 @@ public:
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/* DECAL API */
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virtual RID decal_allocate() override { return RID(); }
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virtual void decal_initialize(RID p_rid) override {}
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virtual void decal_free(RID p_rid) override{};
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virtual void decal_free(RID p_rid) override {};
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virtual void decal_set_size(RID p_decal, const Vector3 &p_size) override {}
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virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override {}
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@@ -314,8 +314,8 @@ public:
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int last_shadow_filter = -1;
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virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{};
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virtual void free_data() override{};
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virtual void configure(RenderSceneBuffersRD *p_render_buffers) override {};
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virtual void free_data() override {};
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bool sync_gi_dependent_sets_validity(bool p_ensure_freed = false);
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@@ -461,7 +461,7 @@ public:
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RID get_voxel_gi_buffer();
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virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{};
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virtual void configure(RenderSceneBuffersRD *p_render_buffers) override {};
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virtual void free_data() override;
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};
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@@ -672,7 +672,7 @@ public:
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int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
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RID integrate_sky_uniform_set;
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virtual void configure(RenderSceneBuffersRD *p_render_buffers) override{};
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virtual void configure(RenderSceneBuffersRD *p_render_buffers) override {};
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virtual void free_data() override;
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~SDFGI();
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@@ -360,12 +360,12 @@ protected:
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virtual RID _render_buffers_get_normal_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override;
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virtual RID _render_buffers_get_velocity_texture(Ref<RenderSceneBuffersRD> p_render_buffers) override;
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virtual void 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) override{};
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virtual void 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) override{};
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virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override{};
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virtual void 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) override {};
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virtual void 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) override {};
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virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {};
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virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override{};
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virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override{};
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virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override {};
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virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override {};
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/* Geometry instance */
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@@ -204,9 +204,9 @@ public:
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/* LIGHTING */
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virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size){};
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virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture){};
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virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size){};
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virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size) {};
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virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) {};
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virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size) {};
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/* GI */
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@@ -278,7 +278,7 @@ public:
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RID render_buffers_get_default_voxel_gi_buffer();
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virtual void base_uniforms_changed() = 0;
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virtual void update_uniform_sets(){};
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virtual void update_uniform_sets() {};
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virtual void 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_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 = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) override;
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@@ -27,11 +27,10 @@ layout(location = 3) out vec2 pixel_size_interp;
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#endif
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#GLOBALS
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@@ -224,11 +223,10 @@ layout(location = 3) in vec2 pixel_size_interp;
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layout(location = 0) out vec4 frag_color;
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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vec2 screen_uv_to_sdf(vec2 p_uv) {
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@@ -119,9 +119,10 @@ layout(set = 0, binding = 3, std140) uniform DirectionalLights {
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directional_lights;
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
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layout(set = 1, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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layout(set = 2, binding = 0) uniform textureCube radiance;
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@@ -258,9 +259,7 @@ void main() {
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#endif //USE_CUBEMAP_PASS
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{
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#CODE : SKY
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}
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frag_color.rgb = color;
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@@ -90,9 +90,10 @@ layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
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#endif
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
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layout(set = 2, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#GLOBALS
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@@ -96,9 +96,10 @@ layout(location = 8) out vec4 prev_screen_position;
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#endif
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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float global_time;
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@@ -590,11 +591,10 @@ vec2 multiview_uv(vec2 uv) {
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#endif
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#GLOBALS
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@@ -92,11 +92,10 @@ layout(location = 6) mediump out vec3 binormal_interp;
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#endif
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#ifdef MODE_DUAL_PARABOLOID
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@@ -558,11 +557,10 @@ vec2 multiview_uv(vec2 uv) {
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#endif
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
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layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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#GLOBALS
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@@ -179,11 +179,10 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
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/* SET 3: MATERIAL */
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
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layout(set = 3, binding = 0, std140) uniform MaterialUniforms {
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#MATERIAL_UNIFORMS
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} material;
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}
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material;
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#endif
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layout(push_constant, std430) uniform Params {
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@@ -133,10 +133,10 @@ public:
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virtual RID get_velocity_texture(); /* obtain velocity output texture (if applicable, used for spacewarp) */
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virtual void process() = 0;
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virtual void pre_render(){};
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virtual void pre_render() {};
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virtual bool pre_draw_viewport(RID p_render_target) { return true; }; /* inform XR interface we are about to start our viewport draw process */
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virtual Vector<BlitToScreen> post_draw_viewport(RID p_render_target, const Rect2 &p_screen_rect) = 0; /* inform XR interface we finished our viewport draw process */
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virtual void end_frame(){};
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virtual void end_frame() {};
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/** passthrough **/
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