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Changed storage structs to private
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@@ -145,23 +145,23 @@ Fog::FogMaterialData::~FogMaterialData() {
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free_parameters_uniform_set(uniform_set);
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}
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RendererRD::ShaderData *Fog::_create_fog_shader_func() {
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RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_func() {
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FogShaderData *shader_data = memnew(FogShaderData);
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return shader_data;
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}
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RendererRD::ShaderData *Fog::_create_fog_shader_funcs() {
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RendererRD::MaterialStorage::ShaderData *Fog::_create_fog_shader_funcs() {
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return Fog::get_singleton()->_create_fog_shader_func();
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};
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RendererRD::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
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RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_func(FogShaderData *p_shader) {
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FogMaterialData *material_data = memnew(FogMaterialData);
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material_data->shader_data = p_shader;
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//update will happen later anyway so do nothing.
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return material_data;
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}
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RendererRD::MaterialData *Fog::_create_fog_material_funcs(RendererRD::ShaderData *p_shader) {
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RendererRD::MaterialStorage::MaterialData *Fog::_create_fog_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) {
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return Fog::get_singleton()->_create_fog_material_func(static_cast<FogShaderData *>(p_shader));
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};
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@@ -190,8 +190,8 @@ void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_lay
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volumetric_fog_modes.push_back("");
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volumetric_fog.shader.initialize(volumetric_fog_modes);
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material_storage->shader_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_shader_funcs);
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material_storage->material_set_data_request_function(RendererRD::SHADER_TYPE_FOG, _create_fog_material_funcs);
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material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
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material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
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volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO));
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}
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@@ -246,7 +246,7 @@ ALBEDO = vec3(1.0);
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material_storage->material_initialize(volumetric_fog.default_material);
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material_storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader);
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FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::SHADER_TYPE_FOG));
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FogMaterialData *md = static_cast<FogMaterialData *>(material_storage->material_get_data(volumetric_fog.default_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
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volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0);
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Vector<RD::Uniform> uniforms;
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@@ -701,7 +701,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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FogMaterialData *material = nullptr;
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if (fog_material.is_valid()) {
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material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
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material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
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if (!material || !material->shader_data->valid) {
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material = nullptr;
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}
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@@ -709,7 +709,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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if (!material) {
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fog_material = volumetric_fog.default_material;
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material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::SHADER_TYPE_FOG));
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material = static_cast<FogMaterialData *>(material_storage->material_get_data(fog_material, RendererRD::MaterialStorage::SHADER_TYPE_FOG));
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}
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ERR_FAIL_COND(!material);
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@@ -805,7 +805,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 1;
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if (p_settings.shadow_atlas_depth.is_null()) {
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u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
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u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
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} else {
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u.append_id(p_settings.shadow_atlas_depth);
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}
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@@ -821,7 +821,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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if (p_settings.directional_shadow_depth.is_valid()) {
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u.append_id(p_settings.directional_shadow_depth);
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} else {
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u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK));
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u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK));
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}
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uniforms.push_back(u);
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copy_uniforms.push_back(u);
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@@ -986,7 +986,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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u.binding = 19;
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RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
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RID radiance_texture = texture_storage->texture_rd_get_default(p_settings.is_using_radiance_cubemap_array ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
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RID sky_texture = RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env).is_valid() ? p_settings.sky->sky_get_radiance_texture_rd(RendererSceneRenderRD::get_singleton()->environment_get_sky(p_settings.env)) : RID();
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u.append_id(sky_texture.is_valid() ? sky_texture : radiance_texture);
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uniforms.push_back(u);
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