/**************************************************************************/ /* render_data_rd.h */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #ifndef RENDER_DATA_RD_H #define RENDER_DATA_RD_H #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" #include "servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h" #include "servers/rendering/storage/render_data.h" class RenderDataRD : public RenderData { GDCLASS(RenderDataRD, RenderData); protected: static void _bind_methods(); public: // Access methods to expose data externally virtual Ref get_render_scene_buffers() const override; virtual RenderSceneData *get_render_scene_data() const override; virtual RID get_environment() const override; virtual RID get_camera_attributes() const override; // Members are publicly accessible within the render engine. Ref render_buffers; RenderSceneDataRD *scene_data = nullptr; const PagedArray *instances = nullptr; const PagedArray *lights = nullptr; const PagedArray *reflection_probes = nullptr; const PagedArray *voxel_gi_instances = nullptr; const PagedArray *decals = nullptr; const PagedArray *lightmaps = nullptr; const PagedArray *fog_volumes = nullptr; RID environment; RID camera_attributes; RID compositor; RID shadow_atlas; RID occluder_debug_tex; RID reflection_atlas; RID reflection_probe; int reflection_probe_pass = 0; RID cluster_buffer; uint32_t cluster_size = 0; uint32_t cluster_max_elements = 0; uint32_t directional_light_count = 0; bool directional_light_soft_shadows = false; RenderingMethod::RenderInfo *render_info = nullptr; /* Shadow data */ const RendererSceneRender::RenderShadowData *render_shadows = nullptr; int render_shadow_count = 0; LocalVector cube_shadows; LocalVector shadows; LocalVector directional_shadows; /* GI info */ const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr; int render_sdfgi_region_count = 0; const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr; uint32_t voxel_gi_count = 0; }; #endif // RENDER_DATA_RD_H