mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-29 07:07:14 +01:00
Relintai
87b91721da
Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios.
Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called.
- lawnjelly
d2b1d29634
756 lines
29 KiB
C++
756 lines
29 KiB
C++
#ifndef RENDERINGSERVERSCENE_H
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#define RENDERINGSERVERSCENE_H
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/*************************************************************************/
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/* rendering_server_scene.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "servers/rendering/rasterizer.h"
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#include "core/containers/self_list.h"
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#include "core/math/bvh.h"
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#include "core/math/geometry.h"
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#include "core/math/octree.h"
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#include "core/os/safe_refcount.h"
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#include "core/os/semaphore.h"
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#include "core/os/thread.h"
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#include "portals/portal_renderer.h"
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class RenderingServerScene {
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public:
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enum {
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MAX_INSTANCE_CULL = 65536,
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MAX_LIGHTS_CULLED = 4096,
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MAX_REFLECTION_PROBES_CULLED = 4096,
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MAX_ROOM_CULL = 32,
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MAX_EXTERIOR_PORTALS = 128,
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};
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uint64_t render_pass;
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static RenderingServerScene *singleton;
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/* EVENT QUEUING */
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void tick();
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void pre_draw(bool p_will_draw);
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/* CAMERA API */
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struct Scenario;
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struct Camera : public RID_Data {
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enum Type {
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PERSPECTIVE,
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ORTHOGONAL,
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FRUSTUM
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};
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Type type;
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float fov;
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float znear, zfar;
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float size;
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Vector2 offset;
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uint32_t visible_layers;
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RID env;
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// transform_prev is only used when using fixed timestep interpolation
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Transform transform;
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Transform transform_prev;
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bool interpolated : 1;
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bool on_interpolate_transform_list : 1;
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bool vaspect : 1;
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TransformInterpolator::Method interpolation_method : 3;
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int32_t previous_room_id_hint;
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Transform get_transform_interpolated() const;
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Camera() {
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visible_layers = 0xFFFFFFFF;
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fov = 70;
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type = PERSPECTIVE;
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znear = 0.05;
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zfar = 100;
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size = 1.0;
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offset = Vector2();
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vaspect = false;
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previous_room_id_hint = -1;
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interpolated = true;
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on_interpolate_transform_list = false;
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interpolation_method = TransformInterpolator::INTERP_LERP;
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}
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};
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mutable RID_Owner<Camera> camera_owner;
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virtual RID camera_create();
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virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far);
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virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
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virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far);
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virtual void camera_set_transform(RID p_camera, const Transform &p_transform);
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virtual void camera_set_interpolated(RID p_camera, bool p_interpolated);
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virtual void camera_reset_physics_interpolation(RID p_camera);
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virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers);
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virtual void camera_set_environment(RID p_camera, RID p_env);
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virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
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/* SCENARIO API */
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struct Instance;
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// common interface for all spatial partitioning schemes
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// this is a bit excessive boilerplatewise but can be removed if we decide to stick with one method
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// note this is actually the BVH id +1, so that visual server can test against zero
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// for validity to maintain compatibility with octree (where 0 indicates invalid)
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typedef uint32_t SpatialPartitionID;
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class SpatialPartitioningScene {
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public:
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virtual SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t pairable_mask) = 0;
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virtual void erase(SpatialPartitionID p_handle) = 0;
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virtual void move(SpatialPartitionID p_handle, const AABB &p_aabb) = 0;
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virtual void activate(SpatialPartitionID p_handle, const AABB &p_aabb) {}
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virtual void deactivate(SpatialPartitionID p_handle) {}
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virtual void force_collision_check(SpatialPartitionID p_handle) {}
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virtual void update() {}
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virtual void update_collisions() {}
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virtual void set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) = 0;
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virtual int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF) = 0;
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virtual int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) = 0;
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virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF) = 0;
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typedef void *(*PairCallback)(void *, uint32_t, Instance *, int, uint32_t, Instance *, int);
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typedef void (*UnpairCallback)(void *, uint32_t, Instance *, int, uint32_t, Instance *, int, void *);
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virtual void set_pair_callback(PairCallback p_callback, void *p_userdata) = 0;
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virtual void set_unpair_callback(UnpairCallback p_callback, void *p_userdata) = 0;
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// bvh specific
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virtual void params_set_node_expansion(real_t p_value) {}
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virtual void params_set_pairing_expansion(real_t p_value) {}
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// octree specific
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virtual void set_balance(float p_balance) {}
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virtual ~SpatialPartitioningScene() {}
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};
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class SpatialPartitioningScene_Octree : public SpatialPartitioningScene {
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Octree_CL<Instance, true> _octree;
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public:
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SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t pairable_mask);
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void erase(SpatialPartitionID p_handle);
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void move(SpatialPartitionID p_handle, const AABB &p_aabb);
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void set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);
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int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF);
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int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
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int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
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void set_pair_callback(PairCallback p_callback, void *p_userdata);
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void set_unpair_callback(UnpairCallback p_callback, void *p_userdata);
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void set_balance(float p_balance);
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};
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class SpatialPartitioningScene_BVH : public SpatialPartitioningScene {
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template <class T>
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class UserPairTestFunction {
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public:
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static bool user_pair_check(const T *p_a, const T *p_b) {
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// return false if no collision, decided by masks etc
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return true;
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}
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};
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template <class T>
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class UserCullTestFunction {
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// write this logic once for use in all routines
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// double check this as a possible source of bugs in future.
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static bool _cull_pairing_mask_test_hit(uint32_t p_maskA, uint32_t p_typeA, uint32_t p_maskB, uint32_t p_typeB) {
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// double check this as a possible source of bugs in future.
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bool A_match_B = p_maskA & p_typeB;
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if (!A_match_B) {
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bool B_match_A = p_maskB & p_typeA;
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if (!B_match_A) {
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return false;
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}
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}
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return true;
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}
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public:
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static bool user_cull_check(const T *p_a, const T *p_b) {
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DEV_ASSERT(p_a);
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DEV_ASSERT(p_b);
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uint32_t a_mask = p_a->bvh_pairable_mask;
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uint32_t a_type = p_a->bvh_pairable_type;
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uint32_t b_mask = p_b->bvh_pairable_mask;
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uint32_t b_type = p_b->bvh_pairable_type;
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if (!_cull_pairing_mask_test_hit(a_mask, a_type, b_mask, b_type)) {
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return false;
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}
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return true;
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}
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};
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private:
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// Note that SpatialPartitionIDs are +1 based when stored in visual server, to enable 0 to indicate invalid ID.
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BVH_Manager<Instance, 2, true, 256, UserPairTestFunction<Instance>, UserCullTestFunction<Instance>> _bvh;
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Instance *_dummy_cull_object;
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uint32_t find_tree_id_and_collision_mask(bool p_pairable, uint32_t &r_tree_collision_mask) const {
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// "pairable" (lights etc) can pair with geometry (non pairable) or other pairables.
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// Geometry never pairs with other geometry, so we can eliminate geometry - geometry collision checks.
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// Additionally, when lights are made invisible their p_pairable_mask is set to zero to stop their collisions.
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// We could potentially choose `tree_collision_mask` based on whether p_pairable_mask is zero,
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// in order to catch invisible lights, but in practice these instances will already have been deactivated within
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// the BVH so this step is unnecessary. So we can keep the simpler logic of geometry collides with pairable,
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// pairable collides with everything.
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r_tree_collision_mask = !p_pairable ? 2 : 3;
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// Returns tree_id.
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return p_pairable ? 1 : 0;
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}
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public:
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SpatialPartitioningScene_BVH();
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~SpatialPartitioningScene_BVH();
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SpatialPartitionID create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);
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void erase(SpatialPartitionID p_handle);
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void move(SpatialPartitionID p_handle, const AABB &p_aabb);
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void activate(SpatialPartitionID p_handle, const AABB &p_aabb);
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void deactivate(SpatialPartitionID p_handle);
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void force_collision_check(SpatialPartitionID p_handle);
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void update();
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void update_collisions();
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void set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask);
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int cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask = 0xFFFFFFFF);
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int cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
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int cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array = nullptr, uint32_t p_mask = 0xFFFFFFFF);
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void set_pair_callback(PairCallback p_callback, void *p_userdata);
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void set_unpair_callback(UnpairCallback p_callback, void *p_userdata);
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void params_set_node_expansion(real_t p_value) { _bvh.params_set_node_expansion(p_value); }
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void params_set_pairing_expansion(real_t p_value) { _bvh.params_set_pairing_expansion(p_value); }
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};
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struct Scenario : RID_Data {
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RS::ScenarioDebugMode debug;
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RID self;
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SpatialPartitioningScene *sps;
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PortalRenderer _portal_renderer;
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List<Instance *> directional_lights;
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RID environment;
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RID fallback_environment;
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RID reflection_probe_shadow_atlas;
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RID reflection_atlas;
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SelfList<Instance>::List instances;
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Scenario();
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~Scenario() { memdelete(sps); }
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};
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mutable RID_Owner<Scenario> scenario_owner;
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static void *_instance_pair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int);
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static void _instance_unpair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int, void *);
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virtual RID scenario_create();
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virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
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virtual void scenario_set_environment(RID p_scenario, RID p_environment);
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virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
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virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv);
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/* INSTANCING API */
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struct InstanceBaseData {
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virtual ~InstanceBaseData() {}
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};
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struct Instance : RasterizerScene::InstanceBase {
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RID self;
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//scenario stuff
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SpatialPartitionID spatial_partition_id;
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// rooms & portals
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OcclusionHandle occlusion_handle; // handle of instance in occlusion system (or 0)
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RenderingServer::InstancePortalMode portal_mode;
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Scenario *scenario;
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SelfList<Instance> scenario_item;
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//aabb stuff
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bool update_aabb;
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bool update_materials;
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SelfList<Instance> update_item;
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AABB aabb;
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AABB transformed_aabb;
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AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
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float sorting_offset;
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bool use_aabb_center;
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float extra_margin;
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uint32_t object_id;
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float lod_begin;
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float lod_end;
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float lod_begin_hysteresis;
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float lod_end_hysteresis;
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RID lod_instance;
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// These are used for the user cull testing function
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// in the BVH, this is precached rather than recalculated each time.
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uint32_t bvh_pairable_mask;
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uint32_t bvh_pairable_type;
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uint64_t last_render_pass;
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uint64_t last_frame_pass;
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uint64_t version; // changes to this, and changes to base increase version
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InstanceBaseData *base_data;
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virtual void base_removed() {
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singleton->instance_set_base(self, RID());
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}
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virtual void base_changed(bool p_aabb, bool p_materials) {
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singleton->_instance_queue_update(this, p_aabb, p_materials);
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}
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Instance() :
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scenario_item(this),
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update_item(this) {
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spatial_partition_id = 0;
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scenario = nullptr;
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update_aabb = false;
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update_materials = false;
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extra_margin = 0;
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object_id = 0;
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visible = true;
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occlusion_handle = 0;
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portal_mode = RenderingServer::InstancePortalMode::INSTANCE_PORTAL_MODE_STATIC;
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lod_begin = 0;
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lod_end = 0;
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lod_begin_hysteresis = 0;
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lod_end_hysteresis = 0;
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bvh_pairable_mask = 0;
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bvh_pairable_type = 0;
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last_render_pass = 0;
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last_frame_pass = 0;
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version = 1;
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base_data = nullptr;
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custom_aabb = nullptr;
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sorting_offset = 0.0f;
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use_aabb_center = true;
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}
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~Instance() {
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if (base_data) {
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memdelete(base_data);
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}
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if (custom_aabb) {
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memdelete(custom_aabb);
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}
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}
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};
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SelfList<Instance>::List _instance_update_list;
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// fixed timestep interpolation
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virtual void set_physics_interpolation_enabled(bool p_enabled);
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struct InterpolationData {
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void notify_free_camera(RID p_rid, Camera &r_camera);
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void notify_free_instance(RID p_rid, Instance &r_instance);
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LocalVector<RID> instance_interpolate_update_list;
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LocalVector<RID> instance_transform_update_lists[2];
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LocalVector<RID> *instance_transform_update_list_curr = &instance_transform_update_lists[0];
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LocalVector<RID> *instance_transform_update_list_prev = &instance_transform_update_lists[1];
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LocalVector<RID> instance_teleport_list;
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LocalVector<RID> camera_transform_update_lists[2];
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LocalVector<RID> *camera_transform_update_list_curr = &camera_transform_update_lists[0];
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LocalVector<RID> *camera_transform_update_list_prev = &camera_transform_update_lists[1];
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LocalVector<RID> camera_teleport_list;
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bool interpolation_enabled = false;
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} _interpolation_data;
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void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_materials = false);
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struct InstanceGeometryData : public InstanceBaseData {
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List<Instance *> lighting;
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bool lighting_dirty;
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bool can_cast_shadows;
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bool material_is_animated;
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List<Instance *> reflection_probes;
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bool reflection_dirty;
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InstanceGeometryData() {
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lighting_dirty = true;
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reflection_dirty = true;
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can_cast_shadows = true;
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material_is_animated = true;
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}
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};
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struct InstanceReflectionProbeData : public InstanceBaseData {
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Instance *owner;
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struct PairInfo {
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List<Instance *>::Element *L; //reflection iterator in geometry
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Instance *geometry;
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};
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List<PairInfo> geometries;
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|
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RID instance;
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bool reflection_dirty;
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SelfList<InstanceReflectionProbeData> update_list;
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|
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int render_step;
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int32_t previous_room_id_hint;
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|
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InstanceReflectionProbeData() :
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update_list(this) {
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reflection_dirty = true;
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render_step = -1;
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previous_room_id_hint = -1;
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}
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};
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SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
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struct InstanceLightData : public InstanceBaseData {
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struct PairInfo {
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List<Instance *>::Element *L; //light iterator in geometry
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Instance *geometry;
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};
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RID instance;
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uint64_t last_version;
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List<Instance *>::Element *D; // directional light in scenario
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bool shadow_dirty;
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|
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List<PairInfo> geometries;
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|
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int32_t previous_room_id_hint;
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InstanceLightData() {
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shadow_dirty = true;
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D = nullptr;
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last_version = 0;
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previous_room_id_hint = -1;
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}
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};
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int instance_cull_count;
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Instance *instance_cull_result[MAX_INSTANCE_CULL];
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Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
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Instance *light_cull_result[MAX_LIGHTS_CULLED];
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RID light_instance_cull_result[MAX_LIGHTS_CULLED];
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int light_cull_count;
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int directional_light_count;
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RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
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int reflection_probe_cull_count;
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|
|
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RID_Owner<Instance> instance_owner;
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|
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virtual RID instance_create();
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virtual void instance_set_base(RID p_instance, RID p_base);
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virtual void instance_set_scenario(RID p_instance, RID p_scenario);
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virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
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virtual void instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
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virtual void instance_set_transform(RID p_instance, const Transform &p_transform);
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virtual void instance_set_interpolated(RID p_instance, bool p_interpolated);
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virtual void instance_reset_physics_interpolation(RID p_instance);
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virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id);
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virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight);
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virtual void instance_set_surface_material(RID p_instance, int p_surface, RID p_material);
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virtual void instance_set_visible(RID p_instance, bool p_visible);
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virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
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virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
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virtual void instance_set_exterior(RID p_instance, bool p_enabled);
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virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
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// Portals
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virtual void instance_set_portal_mode(RID p_instance, RenderingServer::InstancePortalMode p_mode);
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bool _instance_get_transformed_aabb(RID p_instance, AABB &r_aabb);
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bool _instance_get_transformed_aabb_for_occlusion(VSInstance *p_instance, AABB &r_aabb) const {
|
|
r_aabb = ((Instance *)p_instance)->transformed_aabb;
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return ((Instance *)p_instance)->portal_mode != RenderingServer::INSTANCE_PORTAL_MODE_GLOBAL;
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}
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void *_instance_get_from_rid(RID p_instance);
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|
bool _instance_cull_check(VSInstance *p_instance, uint32_t p_cull_mask) const {
|
|
uint32_t pairable_type = 1 << ((Instance *)p_instance)->base_type;
|
|
return pairable_type & p_cull_mask;
|
|
}
|
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ObjectID _instance_get_object_ID(VSInstance *p_instance) const {
|
|
if (p_instance) {
|
|
return ((Instance *)p_instance)->object_id;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
private:
|
|
void _instance_create_occlusion_rep(Instance *p_instance);
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|
void _instance_destroy_occlusion_rep(Instance *p_instance);
|
|
|
|
public:
|
|
struct Ghost : RID_Data {
|
|
// all interactions with actual ghosts are indirect, as the ghost is part of the scenario
|
|
Scenario *scenario = nullptr;
|
|
uint32_t object_id = 0;
|
|
RGhostHandle rghost_handle = 0; // handle in occlusion system (or 0)
|
|
AABB aabb;
|
|
virtual ~Ghost() {
|
|
if (scenario) {
|
|
if (rghost_handle) {
|
|
scenario->_portal_renderer.rghost_destroy(rghost_handle);
|
|
rghost_handle = 0;
|
|
}
|
|
scenario = nullptr;
|
|
}
|
|
}
|
|
};
|
|
RID_Owner<Ghost> ghost_owner;
|
|
|
|
virtual RID ghost_create();
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|
virtual void ghost_set_scenario(RID p_ghost, RID p_scenario, ObjectID p_id, const AABB &p_aabb);
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|
virtual void ghost_update(RID p_ghost, const AABB &p_aabb);
|
|
|
|
private:
|
|
void _ghost_create_occlusion_rep(Ghost *p_ghost);
|
|
void _ghost_destroy_occlusion_rep(Ghost *p_ghost);
|
|
|
|
public:
|
|
/* PORTALS API */
|
|
|
|
struct Portal : RID_Data {
|
|
// all interactions with actual portals are indirect, as the portal is part of the scenario
|
|
uint32_t scenario_portal_id = 0;
|
|
Scenario *scenario = nullptr;
|
|
virtual ~Portal() {
|
|
if (scenario) {
|
|
scenario->_portal_renderer.portal_destroy(scenario_portal_id);
|
|
scenario = nullptr;
|
|
scenario_portal_id = 0;
|
|
}
|
|
}
|
|
};
|
|
RID_Owner<Portal> portal_owner;
|
|
|
|
virtual RID portal_create();
|
|
virtual void portal_set_scenario(RID p_portal, RID p_scenario);
|
|
virtual void portal_set_geometry(RID p_portal, const Vector<Vector3> &p_points, real_t p_margin);
|
|
virtual void portal_link(RID p_portal, RID p_room_from, RID p_room_to, bool p_two_way);
|
|
virtual void portal_set_active(RID p_portal, bool p_active);
|
|
|
|
/* ROOMGROUPS API */
|
|
|
|
struct RoomGroup : RID_Data {
|
|
// all interactions with actual roomgroups are indirect, as the roomgroup is part of the scenario
|
|
uint32_t scenario_roomgroup_id = 0;
|
|
Scenario *scenario = nullptr;
|
|
virtual ~RoomGroup() {
|
|
if (scenario) {
|
|
scenario->_portal_renderer.roomgroup_destroy(scenario_roomgroup_id);
|
|
scenario = nullptr;
|
|
scenario_roomgroup_id = 0;
|
|
}
|
|
}
|
|
};
|
|
RID_Owner<RoomGroup> roomgroup_owner;
|
|
|
|
virtual RID roomgroup_create();
|
|
virtual void roomgroup_prepare(RID p_roomgroup, ObjectID p_roomgroup_object_id);
|
|
virtual void roomgroup_set_scenario(RID p_roomgroup, RID p_scenario);
|
|
virtual void roomgroup_add_room(RID p_roomgroup, RID p_room);
|
|
|
|
/* OCCLUDERS API */
|
|
|
|
struct OccluderInstance : RID_Data {
|
|
uint32_t scenario_occluder_id = 0;
|
|
Scenario *scenario = nullptr;
|
|
virtual ~OccluderInstance() {
|
|
if (scenario) {
|
|
scenario->_portal_renderer.occluder_instance_destroy(scenario_occluder_id);
|
|
scenario = nullptr;
|
|
scenario_occluder_id = 0;
|
|
}
|
|
}
|
|
};
|
|
RID_Owner<OccluderInstance> occluder_instance_owner;
|
|
|
|
struct OccluderResource : RID_Data {
|
|
uint32_t occluder_resource_id = 0;
|
|
void destroy(PortalResources &r_portal_resources) {
|
|
r_portal_resources.occluder_resource_destroy(occluder_resource_id);
|
|
occluder_resource_id = 0;
|
|
}
|
|
virtual ~OccluderResource() {
|
|
DEV_ASSERT(occluder_resource_id == 0);
|
|
}
|
|
};
|
|
RID_Owner<OccluderResource> occluder_resource_owner;
|
|
|
|
virtual RID occluder_instance_create();
|
|
virtual void occluder_instance_set_scenario(RID p_occluder_instance, RID p_scenario);
|
|
virtual void occluder_instance_link_resource(RID p_occluder_instance, RID p_occluder_resource);
|
|
virtual void occluder_instance_set_transform(RID p_occluder_instance, const Transform &p_xform);
|
|
virtual void occluder_instance_set_active(RID p_occluder_instance, bool p_active);
|
|
|
|
virtual RID occluder_resource_create();
|
|
virtual void occluder_resource_prepare(RID p_occluder_resource, RenderingServer::OccluderType p_type);
|
|
virtual void occluder_resource_spheres_update(RID p_occluder_resource, const Vector<Plane> &p_spheres);
|
|
virtual void occluder_resource_mesh_update(RID p_occluder_resource, const Geometry::OccluderMeshData &p_mesh_data);
|
|
virtual void set_use_occlusion_culling(bool p_enable);
|
|
|
|
// editor only .. slow
|
|
virtual Geometry::MeshData occlusion_debug_get_current_polys(RID p_scenario) const;
|
|
const PortalResources &get_portal_resources() const {
|
|
return _portal_resources;
|
|
}
|
|
PortalResources &get_portal_resources() {
|
|
return _portal_resources;
|
|
}
|
|
|
|
/* ROOMS API */
|
|
|
|
struct Room : RID_Data {
|
|
// all interactions with actual rooms are indirect, as the room is part of the scenario
|
|
uint32_t scenario_room_id = 0;
|
|
Scenario *scenario = nullptr;
|
|
virtual ~Room() {
|
|
if (scenario) {
|
|
scenario->_portal_renderer.room_destroy(scenario_room_id);
|
|
scenario = nullptr;
|
|
scenario_room_id = 0;
|
|
}
|
|
}
|
|
};
|
|
RID_Owner<Room> room_owner;
|
|
|
|
virtual RID room_create();
|
|
virtual void room_set_scenario(RID p_room, RID p_scenario);
|
|
virtual void room_add_instance(RID p_room, RID p_instance, const AABB &p_aabb, const Vector<Vector3> &p_object_pts);
|
|
virtual void room_add_ghost(RID p_room, ObjectID p_object_id, const AABB &p_aabb);
|
|
virtual void room_set_bound(RID p_room, ObjectID p_room_object_id, const Vector<Plane> &p_convex, const AABB &p_aabb, const Vector<Vector3> &p_verts);
|
|
virtual void room_prepare(RID p_room, int32_t p_priority);
|
|
virtual void rooms_and_portals_clear(RID p_scenario);
|
|
virtual void rooms_unload(RID p_scenario, String p_reason);
|
|
virtual void rooms_finalize(RID p_scenario, bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename, bool p_use_simple_pvs, bool p_log_pvs_generation);
|
|
virtual void rooms_override_camera(RID p_scenario, bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex);
|
|
virtual void rooms_set_active(RID p_scenario, bool p_active);
|
|
virtual void rooms_set_params(RID p_scenario, int p_portal_depth_limit, real_t p_roaming_expansion_margin);
|
|
virtual void rooms_set_debug_feature(RID p_scenario, RenderingServer::RoomsDebugFeature p_feature, bool p_active);
|
|
virtual void rooms_update_gameplay_monitor(RID p_scenario, const Vector<Vector3> &p_camera_positions);
|
|
|
|
// don't use this in a game
|
|
virtual bool rooms_is_loaded(RID p_scenario) const;
|
|
|
|
virtual void callbacks_register(RenderingServerCallbacks *p_callbacks);
|
|
RenderingServerCallbacks *get_callbacks() const {
|
|
return _rendering_server_callbacks;
|
|
}
|
|
|
|
// 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;
|
|
|
|
// internal (uses portals when available)
|
|
int _cull_convex_from_point(Scenario *p_scenario, const Transform &p_cam_transform, const Projection &p_cam_projection, const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, int32_t &r_previous_room_id_hint, uint32_t p_mask = 0xFFFFFFFF);
|
|
void _rooms_instance_update(Instance *p_instance, const AABB &p_aabb);
|
|
|
|
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_material_overlay(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);
|
|
|
|
_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_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario, uint32_t p_visible_layers = 0xFFFFFF);
|
|
|
|
void _prepare_scene(const Transform p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int32_t &r_previous_room_id_hint);
|
|
void _render_scene(const Transform p_cam_transform, const Projection &p_cam_projection, const int p_eye, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
|
|
void render_empty_scene(RID p_scenario, RID p_shadow_atlas);
|
|
|
|
void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
|
|
void update_dirty_instances();
|
|
|
|
// interpolation
|
|
void update_interpolation_tick(bool p_process = true);
|
|
void update_interpolation_frame(bool p_process = true);
|
|
|
|
bool free(RID p_rid);
|
|
|
|
private:
|
|
bool _use_bvh;
|
|
RenderingServerCallbacks *_rendering_server_callbacks;
|
|
PortalResources _portal_resources;
|
|
|
|
public:
|
|
RenderingServerScene();
|
|
virtual ~RenderingServerScene();
|
|
};
|
|
|
|
#endif // RENDERINGSERVERSCENE_H
|