mirror of
https://github.com/Relintai/pandemonium_engine_minimal.git
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528 lines
20 KiB
C++
528 lines
20 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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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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};
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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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List<Instance *> directional_lights;
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RID environment;
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RID fallback_environment;
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RID shadow_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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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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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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InstanceGeometryData() {
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lighting_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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RID instance;
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SelfList<InstanceReflectionProbeData> update_list;
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int render_step;
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int32_t previous_room_id_hint;
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InstanceReflectionProbeData() :
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update_list(this) {
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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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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_Owner<Instance> instance_owner;
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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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public:
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virtual void callbacks_register(RenderingServerCallbacks *p_callbacks);
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RenderingServerCallbacks *get_callbacks() const {
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return _rendering_server_callbacks;
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}
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// don't use these in a game!
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virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
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virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
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virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
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virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
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virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
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virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
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virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material);
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virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
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virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);
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_FORCE_INLINE_ void _update_instance(Instance *p_instance);
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_FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
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_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
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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);
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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);
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void render_empty_scene(RID p_scenario, RID p_shadow_atlas);
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void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
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void update_dirty_instances();
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// interpolation
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void update_interpolation_tick(bool p_process = true);
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void update_interpolation_frame(bool p_process = true);
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bool free(RID p_rid);
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private:
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bool _use_bvh;
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RenderingServerCallbacks *_rendering_server_callbacks;
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public:
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RenderingServerScene();
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virtual ~RenderingServerScene();
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};
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#endif // RENDERINGSERVERSCENE_H
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