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authorreduz <reduzio@gmail.com>2020-12-03 18:09:47 -0300
committerreduz <reduzio@gmail.com>2020-12-03 19:01:01 -0300
commite93b2242c2fe21f6a8badd85545a88c58565eb3e (patch)
tree8ad6b29c045f3351765e1f1ea1ee36c92c2b863b /servers/rendering/rendering_server_scene_raster.h
parentea7dd1be36abc528f39e7c42725267d01774983b (diff)
Reorganize rendering server.
-Made RenderingServerScene abstract, allowing reimplementation -RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
Diffstat (limited to 'servers/rendering/rendering_server_scene_raster.h')
-rw-r--r--servers/rendering/rendering_server_scene_raster.h582
1 files changed, 582 insertions, 0 deletions
diff --git a/servers/rendering/rendering_server_scene_raster.h b/servers/rendering/rendering_server_scene_raster.h
new file mode 100644
index 0000000000..f3c4b81b3f
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+++ b/servers/rendering/rendering_server_scene_raster.h
@@ -0,0 +1,582 @@
+/*************************************************************************/
+/* rendering_server_scene_raster.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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 RENDERING_SERVER_SCENE_RASTER_H
+#define RENDERING_SERVER_SCENE_RASTER_H
+
+#include "core/templates/pass_func.h"
+#include "servers/rendering/rasterizer.h"
+
+#include "core/math/geometry_3d.h"
+#include "core/math/octree.h"
+#include "core/os/semaphore.h"
+#include "core/os/thread.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/rendering_server_scene.h"
+#include "servers/xr/xr_interface.h"
+
+class RenderingServerSceneRaster : public RenderingServerScene {
+public:
+ RasterizerScene *scene_render;
+
+ enum {
+ MAX_INSTANCE_CULL = 65536,
+ MAX_LIGHTS_CULLED = 4096,
+ MAX_REFLECTION_PROBES_CULLED = 4096,
+ MAX_DECALS_CULLED = 4096,
+ MAX_GI_PROBES_CULLED = 4096,
+ MAX_ROOM_CULL = 32,
+ MAX_LIGHTMAPS_CULLED = 4096,
+ MAX_EXTERIOR_PORTALS = 128,
+ };
+
+ uint64_t render_pass;
+
+ static RenderingServerSceneRaster *singleton;
+
+ /* CAMERA API */
+
+ struct Camera {
+ enum Type {
+ PERSPECTIVE,
+ ORTHOGONAL,
+ FRUSTUM
+ };
+ Type type;
+ float fov;
+ float znear, zfar;
+ float size;
+ Vector2 offset;
+ uint32_t visible_layers;
+ bool vaspect;
+ RID env;
+ RID effects;
+
+ Transform transform;
+
+ Camera() {
+ visible_layers = 0xFFFFFFFF;
+ fov = 75;
+ type = PERSPECTIVE;
+ znear = 0.05;
+ zfar = 100;
+ size = 1.0;
+ offset = Vector2();
+ vaspect = false;
+ }
+ };
+
+ mutable RID_PtrOwner<Camera> camera_owner;
+
+ virtual RID camera_create();
+ virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
+ virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
+ virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
+ virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
+ virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
+ virtual void camera_set_environment(RID p_camera, RID p_env);
+ virtual void camera_set_camera_effects(RID p_camera, RID p_fx);
+ virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
+ virtual bool is_camera(RID p_camera) const;
+
+ /* SCENARIO API */
+
+ struct Instance;
+
+ struct Scenario {
+ RS::ScenarioDebugMode debug;
+ RID self;
+
+ Octree<Instance, true> octree;
+
+ List<Instance *> directional_lights;
+ RID environment;
+ RID fallback_environment;
+ RID camera_effects;
+ RID reflection_probe_shadow_atlas;
+ RID reflection_atlas;
+
+ SelfList<Instance>::List instances;
+
+ LocalVector<RID> dynamic_lights;
+
+ Scenario() { debug = RS::SCENARIO_DEBUG_DISABLED; }
+ };
+
+ mutable RID_PtrOwner<Scenario> scenario_owner;
+
+ static void *_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int);
+ static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *);
+
+ virtual RID scenario_create();
+
+ virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
+ virtual void scenario_set_environment(RID p_scenario, RID p_environment);
+ virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
+ virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
+ virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
+ virtual bool is_scenario(RID p_scenario) const;
+ virtual RID scenario_get_environment(RID p_scenario);
+
+ /* INSTANCING API */
+
+ struct InstanceBaseData {
+ virtual ~InstanceBaseData() {}
+ };
+
+ struct Instance : RasterizerScene::InstanceBase {
+ RID self;
+ //scenario stuff
+ OctreeElementID octree_id;
+ Scenario *scenario;
+ SelfList<Instance> scenario_item;
+
+ //aabb stuff
+ bool update_aabb;
+ bool update_dependencies;
+
+ SelfList<Instance> update_item;
+
+ AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
+ float extra_margin;
+ ObjectID object_id;
+
+ float lod_begin;
+ float lod_end;
+ float lod_begin_hysteresis;
+ float lod_end_hysteresis;
+ RID lod_instance;
+
+ Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
+
+ uint64_t last_render_pass;
+ uint64_t last_frame_pass;
+
+ uint64_t version; // changes to this, and changes to base increase version
+
+ InstanceBaseData *base_data;
+
+ virtual void dependency_deleted(RID p_dependency) {
+ if (p_dependency == base) {
+ singleton->instance_set_base(self, RID());
+ } else if (p_dependency == skeleton) {
+ singleton->instance_attach_skeleton(self, RID());
+ } else {
+ singleton->_instance_queue_update(this, false, true);
+ }
+ }
+
+ virtual void dependency_changed(bool p_aabb, bool p_dependencies) {
+ singleton->_instance_queue_update(this, p_aabb, p_dependencies);
+ }
+
+ Instance() :
+ scenario_item(this),
+ update_item(this) {
+ octree_id = 0;
+ scenario = nullptr;
+
+ update_aabb = false;
+ update_dependencies = false;
+
+ extra_margin = 0;
+
+ visible = true;
+
+ lod_begin = 0;
+ lod_end = 0;
+ lod_begin_hysteresis = 0;
+ lod_end_hysteresis = 0;
+
+ last_render_pass = 0;
+ last_frame_pass = 0;
+ version = 1;
+ base_data = nullptr;
+
+ custom_aabb = nullptr;
+ }
+
+ ~Instance() {
+ if (base_data) {
+ memdelete(base_data);
+ }
+ if (custom_aabb) {
+ memdelete(custom_aabb);
+ }
+ }
+ };
+
+ SelfList<Instance>::List _instance_update_list;
+ void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
+
+ struct InstanceGeometryData : public InstanceBaseData {
+ List<Instance *> lighting;
+ bool lighting_dirty;
+ bool can_cast_shadows;
+ bool material_is_animated;
+
+ List<Instance *> decals;
+ bool decal_dirty;
+
+ List<Instance *> reflection_probes;
+ bool reflection_dirty;
+
+ List<Instance *> gi_probes;
+ bool gi_probes_dirty;
+
+ List<Instance *> lightmap_captures;
+
+ InstanceGeometryData() {
+ lighting_dirty = false;
+ reflection_dirty = true;
+ can_cast_shadows = true;
+ material_is_animated = true;
+ gi_probes_dirty = true;
+ decal_dirty = true;
+ }
+ };
+
+ struct InstanceReflectionProbeData : public InstanceBaseData {
+ Instance *owner;
+
+ struct PairInfo {
+ List<Instance *>::Element *L; //reflection iterator in geometry
+ Instance *geometry;
+ };
+ List<PairInfo> geometries;
+
+ RID instance;
+ bool reflection_dirty;
+ SelfList<InstanceReflectionProbeData> update_list;
+
+ int render_step;
+
+ InstanceReflectionProbeData() :
+ update_list(this) {
+ reflection_dirty = true;
+ render_step = -1;
+ }
+ };
+
+ struct InstanceDecalData : public InstanceBaseData {
+ Instance *owner;
+ RID instance;
+
+ struct PairInfo {
+ List<Instance *>::Element *L; //reflection iterator in geometry
+ Instance *geometry;
+ };
+ List<PairInfo> geometries;
+
+ InstanceDecalData() {
+ }
+ };
+
+ SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
+
+ struct InstanceLightData : public InstanceBaseData {
+ struct PairInfo {
+ List<Instance *>::Element *L; //light iterator in geometry
+ Instance *geometry;
+ };
+
+ RID instance;
+ uint64_t last_version;
+ List<Instance *>::Element *D; // directional light in scenario
+
+ bool shadow_dirty;
+
+ List<PairInfo> geometries;
+
+ Instance *baked_light;
+
+ RS::LightBakeMode bake_mode;
+ uint32_t max_sdfgi_cascade = 2;
+
+ uint64_t sdfgi_cascade_light_pass = 0;
+
+ InstanceLightData() {
+ bake_mode = RS::LIGHT_BAKE_DISABLED;
+ shadow_dirty = true;
+ D = nullptr;
+ last_version = 0;
+ baked_light = nullptr;
+ }
+ };
+
+ struct InstanceGIProbeData : public InstanceBaseData {
+ Instance *owner;
+
+ struct PairInfo {
+ List<Instance *>::Element *L; //gi probe iterator in geometry
+ Instance *geometry;
+ };
+
+ List<PairInfo> geometries;
+ List<PairInfo> dynamic_geometries;
+
+ Set<Instance *> lights;
+
+ struct LightCache {
+ RS::LightType type;
+ Transform transform;
+ Color color;
+ float energy;
+ float bake_energy;
+ float radius;
+ float attenuation;
+ float spot_angle;
+ float spot_attenuation;
+ bool has_shadow;
+ bool sky_only;
+ };
+
+ Vector<LightCache> light_cache;
+ Vector<RID> light_instances;
+
+ RID probe_instance;
+
+ bool invalid;
+ uint32_t base_version;
+
+ SelfList<InstanceGIProbeData> update_element;
+
+ InstanceGIProbeData() :
+ update_element(this) {
+ invalid = true;
+ base_version = 0;
+ }
+ };
+
+ SelfList<InstanceGIProbeData>::List gi_probe_update_list;
+
+ struct InstanceLightmapData : public InstanceBaseData {
+ struct PairInfo {
+ List<Instance *>::Element *L; //iterator in geometry
+ Instance *geometry;
+ };
+ List<PairInfo> geometries;
+
+ Set<Instance *> users;
+
+ InstanceLightmapData() {
+ }
+ };
+
+ Set<Instance *> heightfield_particle_colliders_update_list;
+
+ int instance_cull_count;
+ Instance *instance_cull_result[MAX_INSTANCE_CULL];
+ Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
+ Instance *light_cull_result[MAX_LIGHTS_CULLED];
+ RID sdfgi_light_cull_result[MAX_LIGHTS_CULLED];
+ RID light_instance_cull_result[MAX_LIGHTS_CULLED];
+ uint64_t sdfgi_light_cull_pass = 0;
+ int light_cull_count;
+ int directional_light_count;
+ RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
+ RID decal_instance_cull_result[MAX_DECALS_CULLED];
+ int reflection_probe_cull_count;
+ int decal_cull_count;
+ RID gi_probe_instance_cull_result[MAX_GI_PROBES_CULLED];
+ int gi_probe_cull_count;
+ Instance *lightmap_cull_result[MAX_LIGHTS_CULLED];
+ int lightmap_cull_count;
+
+ RID_PtrOwner<Instance> instance_owner;
+
+ virtual RID instance_create();
+
+ virtual void instance_set_base(RID p_instance, RID p_base);
+ virtual void instance_set_scenario(RID p_instance, RID p_scenario);
+ virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
+ virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
+ virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
+ virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
+ virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
+ virtual void instance_set_visible(RID p_instance, bool p_visible);
+
+ virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
+
+ virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
+ virtual void instance_set_exterior(RID p_instance, bool p_enabled);
+
+ virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
+
+ // don't use these in a game!
+ virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
+ virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
+ virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
+
+ virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
+ virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
+ virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
+
+ virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
+ virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);
+ virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
+
+ void _update_instance_shader_parameters_from_material(Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material);
+
+ virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
+ virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
+ virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
+ virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
+
+ _FORCE_INLINE_ void _update_instance(Instance *p_instance);
+ _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
+ _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
+ _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
+
+ _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario);
+
+ RID _render_get_environment(RID p_camera, RID p_scenario);
+
+ bool _render_reflection_probe_step(Instance *p_instance, int p_step);
+ void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows = true);
+ void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
+ void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
+
+ void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
+ void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
+ void update_dirty_instances();
+
+ void render_particle_colliders();
+ virtual void render_probes();
+
+ TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
+
+ //pass to scene render
+
+ /* ENVIRONMENT API */
+
+#ifdef PASSBASE
+#undef PASSBASE
+#endif
+
+#define PASSBASE scene_render
+
+ PASS1(directional_shadow_atlas_set_size, int)
+ PASS1(gi_probe_set_quality, RS::GIProbeQuality)
+
+ /* SKY API */
+
+ PASS0R(RID, sky_create)
+ PASS2(sky_set_radiance_size, RID, int)
+ PASS2(sky_set_mode, RID, RS::SkyMode)
+ PASS2(sky_set_material, RID, RID)
+ PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
+
+ PASS0R(RID, environment_create)
+
+ PASS1RC(bool, is_environment, RID)
+
+ PASS2(environment_set_background, RID, RS::EnvironmentBG)
+ PASS2(environment_set_sky, RID, RID)
+ PASS2(environment_set_sky_custom_fov, RID, float)
+ PASS2(environment_set_sky_orientation, RID, const Basis &)
+ PASS2(environment_set_bg_color, RID, const Color &)
+ PASS2(environment_set_bg_energy, RID, float)
+ PASS2(environment_set_canvas_max_layer, RID, int)
+ PASS7(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource, const Color &)
+
+ PASS6(environment_set_ssr, RID, bool, int, float, float, float)
+ PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
+
+ PASS9(environment_set_ssao, RID, bool, float, float, float, float, float, RS::EnvironmentSSAOBlur, float)
+ PASS2(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool)
+
+ PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float)
+ PASS1(environment_glow_set_use_bicubic_upscale, bool)
+ PASS1(environment_glow_set_use_high_quality, bool)
+
+ PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float)
+
+ PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
+
+ PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
+ PASS9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, RS::EnvVolumetricFogShadowFilter)
+
+ PASS2(environment_set_volumetric_fog_volume_size, int, int)
+ PASS1(environment_set_volumetric_fog_filter_active, bool)
+ PASS1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
+ PASS1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
+
+ PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
+ PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
+ PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
+
+ PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
+ PASS1RC(int, environment_get_canvas_max_layer, RID)
+
+ PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
+
+ PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
+ PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
+ PASS2(sub_surface_scattering_set_scale, float, float)
+
+ /* CAMERA EFFECTS */
+
+ PASS0R(RID, camera_effects_create)
+
+ PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
+ PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
+
+ PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
+ PASS3(camera_effects_set_custom_exposure, RID, bool, float)
+
+ PASS1(shadows_quality_set, RS::ShadowQuality)
+ PASS1(directional_shadow_quality_set, RS::ShadowQuality)
+
+ PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
+
+ /* Render Buffers */
+
+ PASS0R(RID, render_buffers_create)
+ PASS7(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool)
+
+ /* Shadow Atlas */
+ PASS0R(RID, shadow_atlas_create)
+ PASS2(shadow_atlas_set_size, RID, int)
+ PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
+
+ PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
+
+ virtual void update();
+
+ bool free(RID p_rid);
+
+ RenderingServerSceneRaster();
+ virtual ~RenderingServerSceneRaster();
+};
+
+#endif // VISUALSERVERSCENE_H