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Properly override virtual functions in render_scene_render_rd and subclasses
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@@ -108,7 +108,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
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~RenderBufferDataForwardClustered();
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};
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virtual RenderBufferData *_create_render_buffer_data();
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virtual RenderBufferData *_create_render_buffer_data() override;
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void _allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb);
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RID render_base_uniform_set;
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@@ -117,8 +117,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
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uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
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virtual void _base_uniforms_changed();
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virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
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virtual void _base_uniforms_changed() override;
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virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override;
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void _update_render_base_uniform_set();
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RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
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@@ -565,46 +565,46 @@ class RenderForwardClustered : public RendererSceneRenderRD {
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RenderList render_list[RENDER_LIST_MAX];
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protected:
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virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color);
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virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
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virtual void _render_shadow_begin();
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virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true);
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virtual void _render_shadow_process();
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virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
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virtual void _render_shadow_begin() override;
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virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true) override;
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virtual void _render_shadow_process() override;
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virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
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virtual void _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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virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
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virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
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virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
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virtual void _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) override;
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virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
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virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
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virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override;
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public:
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virtual GeometryInstance *geometry_instance_create(RID p_base);
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virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
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virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
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virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
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virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
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virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
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virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
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virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
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virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
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virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
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virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
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virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
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virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
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virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
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virtual GeometryInstance *geometry_instance_create(RID p_base) override;
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virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
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virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
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virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override;
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virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
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virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
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virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
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virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
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virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
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virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
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virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
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virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override;
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virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override;
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virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override;
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virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance);
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virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
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virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override;
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virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override;
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virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
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virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override;
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virtual uint32_t geometry_instance_get_pair_mask();
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virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
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virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
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virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
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virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count);
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virtual uint32_t geometry_instance_get_pair_mask() override;
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virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override;
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virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
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virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
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virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
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virtual bool free(RID p_rid);
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virtual bool free(RID p_rid) override;
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RenderForwardClustered(RendererStorageRD *p_storage);
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~RenderForwardClustered();
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