pandemonium_engine/servers/rendering/rendering_server_constants.h
lawnjelly 1be9006ab0 Physics Interpolation - refactor Camera and fix get_camera_transform()
* Moves 3D Camera interpolation scene side.
* Automatically switches `get_camera_transform()` to report interpolated transform during `_process()`.
* Fixes `ClippedCamera` to work with physics interpolation.
2024-07-14 11:18:12 +02:00

62 lines
3.4 KiB
C++

#ifndef RENDERING_SERVER_CONSTANTS_H
#define RENDERING_SERVER_CONSTANTS_H
/*************************************************************************/
/* rendering_server_constants.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 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 */
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/* 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
// Use for constants etc that need not be included as often as VisualServer.h
// to reduce dependencies and prevent slow compilation.
// This is a "cheap" include, and can be used from scene side code as well as servers.
// Uncomment to provide comparison of node culling versus item culling
// #define RENDERING_SERVER_CANVAS_TIME_NODE_CULLING
// N.B. ONLY allow these defined in DEV_ENABLED builds, they will slow
// performance, and are only necessary to use for debugging.
#ifdef DEV_ENABLED
// Uncomment this define to store canvas item names in VisualServerCanvas.
// This is relatively expensive, but is invaluable for debugging the canvas scene tree
// especially using _print_tree() in VisualServerCanvas.
// #define RENDERING_SERVER_CANVAS_DEBUG_ITEM_NAMES
// Uncomment this define to verify local bounds of canvas items,
// to check that the hierarchical culling is working correctly.
// This is expensive.
// #define RENDERING_SERVER_CANVAS_CHECK_BOUNDS
// Uncomment this define to produce debugging output for physics interpolation.
// #define VISUAL_SERVER_DEBUG_PHYSICS_INTERPOLATION
#endif // DEV_ENABLED
#endif // RENDERING_SERVER_CONSTANTS_H