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https://github.com/godotengine/godot.git
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Rename Transform to Transform3D in core
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parent
b80494e633
commit
de3f6699a5
257 changed files with 1697 additions and 1702 deletions
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@ -570,7 +570,7 @@ RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
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return reflection_probe_instance_owner.make_rid(rpi);
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}
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void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {
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void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
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ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!rpi);
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@ -1233,7 +1233,7 @@ RID RendererSceneRenderRD::light_instance_create(RID p_light) {
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return li;
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}
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void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
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void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
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LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
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ERR_FAIL_COND(!light_instance);
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@ -1247,7 +1247,7 @@ void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const
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light_instance->aabb = p_aabb;
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}
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void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &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) {
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void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &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) {
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LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
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ERR_FAIL_COND(!light_instance);
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@ -1305,7 +1305,7 @@ RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
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return decal_instance_owner.make_rid(di);
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}
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void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform &p_transform) {
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void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
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DecalInstance *di = decal_instance_owner.getornull(p_decal);
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ERR_FAIL_COND(!di);
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di->transform = p_transform;
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@ -1318,7 +1318,7 @@ RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
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li.lightmap = p_lightmap;
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return lightmap_instance_owner.make_rid(li);
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}
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void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform &p_transform) {
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void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
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LightmapInstance *li = lightmap_instance_owner.getornull(p_lightmap);
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ERR_FAIL_COND(!li);
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li->transform = p_transform;
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@ -1330,7 +1330,7 @@ RID RendererSceneRenderRD::gi_probe_instance_create(RID p_base) {
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return gi.gi_probe_instance_create(p_base);
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}
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void RendererSceneRenderRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
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void RendererSceneRenderRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
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gi.gi_probe_instance_set_transform_to_data(p_probe, p_xform);
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}
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@ -2284,7 +2284,7 @@ RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_g
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return rb->data;
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}
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void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform &p_camera_inverse_transform, RID p_environment) {
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void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
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cluster.reflection_count = 0;
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for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
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@ -2344,8 +2344,8 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
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reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
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reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
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Transform transform = rpi->transform;
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Transform proj = (p_camera_inverse_transform * transform).inverse();
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Transform3D transform = rpi->transform;
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Transform3D proj = (p_camera_inverse_transform * transform).inverse();
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RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
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if (current_cluster_builder != nullptr) {
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@ -2360,8 +2360,8 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
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}
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}
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void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
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Transform inverse_transform = p_camera_transform.affine_inverse();
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void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
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Transform3D inverse_transform = p_camera_transform.affine_inverse();
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r_directional_light_count = 0;
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r_positional_light_count = 0;
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@ -2387,7 +2387,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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// Copy to SkyDirectionalLightData
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if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
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RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
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Transform light_transform = li->transform;
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Transform3D light_transform = li->transform;
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Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
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sky_light_data.direction[0] = world_direction.x;
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@ -2423,7 +2423,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
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Transform light_transform = li->transform;
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Transform3D light_transform = li->transform;
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Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
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@ -2513,7 +2513,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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CameraMatrix rectm;
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rectm.set_light_atlas_rect(atlas_rect);
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Transform modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
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Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
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CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
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light_data.shadow_split_offsets[j] = split;
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@ -2609,7 +2609,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
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RID base = li->light;
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Transform light_transform = li->transform;
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Transform3D light_transform = li->transform;
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float sign = storage->light_is_negative(base) ? -1 : 1;
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Color linear_col = storage->light_get_color(base).to_linear();
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@ -2709,7 +2709,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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if (type == RS::LIGHT_OMNI) {
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light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
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Transform proj = (inverse_transform * light_transform).inverse();
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Transform3D proj = (inverse_transform * light_transform).inverse();
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RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
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@ -2721,7 +2721,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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}
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} else if (type == RS::LIGHT_SPOT) {
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Transform modelview = (inverse_transform * light_transform).inverse();
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Transform3D modelview = (inverse_transform * light_transform).inverse();
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CameraMatrix bias;
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bias.set_light_bias();
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@ -2765,8 +2765,8 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
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}
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}
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void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform &p_camera_inverse_xform) {
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Transform uv_xform;
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void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
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Transform3D uv_xform;
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uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
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uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
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@ -2785,7 +2785,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
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}
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RID decal = di->decal;
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Transform xform = di->transform;
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Transform3D xform = di->transform;
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real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
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@ -2817,7 +2817,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
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di->render_index = i;
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di->cull_mask = storage->decal_get_cull_mask(decal);
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Transform xform = di->transform;
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Transform3D xform = di->transform;
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float fade = 1.0;
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if (storage->decal_is_distance_fade_enabled(decal)) {
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@ -2834,9 +2834,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
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Vector3 decal_extents = storage->decal_get_extents(decal);
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Transform scale_xform;
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Transform3D scale_xform;
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scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
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Transform to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
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Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
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RendererStorageRD::store_transform(to_decal_xform, dd.xform);
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Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
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@ -3066,7 +3066,7 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
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rb->volumetric_fog = nullptr;
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}
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void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) {
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void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_gi_probe_count) {
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ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
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RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
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ERR_FAIL_COND(!rb);
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@ -3365,7 +3365,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
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params.max_gi_probes = env->volumetric_fog_gi_inject > 0.001 ? p_gi_probe_count : 0;
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params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
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Transform to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
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Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
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storage->store_transform(to_prev_cam_view, params.to_prev_view);
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params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
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@ -3630,7 +3630,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
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}
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}
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void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, 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_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) {
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void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, 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_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) {
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// getting this here now so we can direct call a bunch of things more easily
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RenderBuffers *rb = nullptr;
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if (p_render_buffers.is_valid()) {
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@ -3808,7 +3808,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
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bool flip_y = false;
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CameraMatrix light_projection;
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Transform light_transform;
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Transform3D light_transform;
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if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
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//set pssm stuff
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@ -3958,11 +3958,11 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
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}
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}
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void RendererSceneRenderRD::render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
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void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
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_render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, p_framebuffer, p_region);
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}
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void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
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void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
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ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
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Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
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CameraMatrix cm;
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@ -3971,7 +3971,7 @@ void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider,
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Vector3 cam_pos = p_transform.origin;
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cam_pos.y += extents.y;
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Transform cam_xform;
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Transform3D cam_xform;
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cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
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RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
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