/**************************************************************************/
/* 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. */
/**************************************************************************/
#pragma once
#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/rendering_server_types.h"
#include "servers/rendering/storage/render_data.h"
class RenderDataRD : public RenderData {
GDCLASS(RenderDataRD, RenderData);
public:
// Access methods to expose data externally
virtual Ref<RenderSceneBuffers> get_render_scene_buffers() const override { return render_buffers; }
virtual RenderSceneData *get_render_scene_data() const override { return scene_data; }
virtual RID get_environment() const override { return environment; }
virtual RID get_camera_attributes() const override { return camera_attributes; }
// Members are publicly accessible within the render engine.
Ref<RenderSceneBuffersRD> render_buffers;
RenderSceneDataRD *scene_data = nullptr;
const PagedArray<RenderGeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
const PagedArray<RID> *voxel_gi_instances = nullptr;
const PagedArray<RID> *decals = nullptr;
const PagedArray<RID> *lightmaps = nullptr;
const PagedArray<RID> *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;
bool lightmap_bicubic_filter = false;
float window_output_max_value = 1.0;
RenderingServerTypes::RenderInfo *render_info = nullptr;
/* Viewport data */
bool transparent_bg = false;
Rect2i render_region;
/* Shadow data */
const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
int render_shadow_count = 0;
LocalVector<int> cube_shadows;
LocalVector<int> shadows;
LocalVector<int> 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;
/* RT-extra: AABB-culled instances/lights outside frustum for TLAS and light gathering. */
const PagedArray<RenderGeometryInstance *> *rt_instances = nullptr;
const PagedArray<RID> *rt_lights = nullptr;
};