This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
586 lines
20 KiB
C++
586 lines
20 KiB
C++
/*************************************************************************/
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/* renderer_scene_cull.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) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 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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#ifndef RENDERING_SERVER_SCENE_CULL_H
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#define RENDERING_SERVER_SCENE_CULL_H
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#include "core/templates/pass_func.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "core/math/geometry_3d.h"
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#include "core/math/octree.h"
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#include "core/os/semaphore.h"
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#include "core/os/thread.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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#include "servers/rendering/renderer_scene.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/xr/xr_interface.h"
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class RendererSceneCull : public RendererScene {
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public:
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RendererSceneRender *scene_render;
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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_DECALS_CULLED = 4096,
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MAX_GI_PROBES_CULLED = 4096,
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MAX_ROOM_CULL = 32,
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MAX_LIGHTMAPS_CULLED = 4096,
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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 RendererSceneCull *singleton;
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/* CAMERA API */
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struct Camera {
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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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bool vaspect;
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RID env;
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RID effects;
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Transform transform;
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Camera() {
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visible_layers = 0xFFFFFFFF;
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fov = 75;
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type = PERSPECTIVE;
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znear = 0.05;
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zfar = 4000;
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size = 1.0;
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offset = Vector2();
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vaspect = false;
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}
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};
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mutable RID_PtrOwner<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_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_camera_effects(RID p_camera, RID p_fx);
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virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
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virtual bool is_camera(RID p_camera) const;
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/* SCENARIO API */
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struct Instance;
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struct Scenario {
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RS::ScenarioDebugMode debug;
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RID self;
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Octree<Instance, true> octree;
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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 camera_effects;
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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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LocalVector<RID> dynamic_lights;
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Scenario() { debug = RS::SCENARIO_DEBUG_DISABLED; }
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};
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mutable RID_PtrOwner<Scenario> scenario_owner;
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static void *_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int);
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static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *);
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static void _instance_update_mesh_instance(Instance *p_instance);
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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_camera_effects(RID p_scenario, RID p_fx);
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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_reflection_size, int p_reflection_count);
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virtual bool is_scenario(RID p_scenario) const;
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virtual RID scenario_get_environment(RID p_scenario);
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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 : RendererSceneRender::InstanceBase {
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RID self;
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//scenario stuff
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OctreeElementID octree_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_dependencies;
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SelfList<Instance> update_item;
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AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
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float extra_margin;
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ObjectID 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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Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
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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 dependency_deleted(RID p_dependency) {
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if (p_dependency == base) {
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singleton->instance_set_base(self, RID());
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} else if (p_dependency == skeleton) {
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singleton->instance_attach_skeleton(self, RID());
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} else {
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singleton->_instance_queue_update(this, false, true);
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}
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}
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virtual void dependency_changed(bool p_aabb, bool p_dependencies) {
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singleton->_instance_queue_update(this, p_aabb, p_dependencies);
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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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octree_id = 0;
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scenario = nullptr;
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update_aabb = false;
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update_dependencies = false;
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extra_margin = 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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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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}
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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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void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = 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 *> decals;
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bool decal_dirty;
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List<Instance *> reflection_probes;
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bool reflection_dirty;
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List<Instance *> gi_probes;
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bool gi_probes_dirty;
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List<Instance *> lightmap_captures;
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InstanceGeometryData() {
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lighting_dirty = false;
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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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gi_probes_dirty = true;
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decal_dirty = 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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bool reflection_dirty;
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SelfList<InstanceReflectionProbeData> update_list;
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int render_step;
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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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}
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};
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struct InstanceDecalData : public InstanceBaseData {
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Instance *owner;
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RID instance;
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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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InstanceDecalData() {
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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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List<PairInfo> geometries;
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Instance *baked_light;
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RS::LightBakeMode bake_mode;
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uint32_t max_sdfgi_cascade = 2;
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uint64_t sdfgi_cascade_light_pass = 0;
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InstanceLightData() {
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bake_mode = RS::LIGHT_BAKE_DISABLED;
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shadow_dirty = true;
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D = nullptr;
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last_version = 0;
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baked_light = nullptr;
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}
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};
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struct InstanceGIProbeData : public InstanceBaseData {
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Instance *owner;
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struct PairInfo {
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List<Instance *>::Element *L; //gi probe iterator in geometry
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Instance *geometry;
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};
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List<PairInfo> geometries;
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List<PairInfo> dynamic_geometries;
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Set<Instance *> lights;
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struct LightCache {
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RS::LightType type;
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Transform transform;
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Color color;
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float energy;
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float bake_energy;
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float radius;
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float attenuation;
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float spot_angle;
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float spot_attenuation;
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bool has_shadow;
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bool sky_only;
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};
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Vector<LightCache> light_cache;
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Vector<RID> light_instances;
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RID probe_instance;
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bool invalid;
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uint32_t base_version;
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SelfList<InstanceGIProbeData> update_element;
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InstanceGIProbeData() :
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update_element(this) {
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invalid = true;
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base_version = 0;
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}
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};
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SelfList<InstanceGIProbeData>::List gi_probe_update_list;
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struct InstanceLightmapData : public InstanceBaseData {
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struct PairInfo {
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List<Instance *>::Element *L; //iterator in geometry
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Instance *geometry;
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};
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List<PairInfo> geometries;
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Set<Instance *> users;
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InstanceLightmapData() {
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}
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};
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Set<Instance *> heightfield_particle_colliders_update_list;
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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 sdfgi_light_cull_result[MAX_LIGHTS_CULLED];
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RID light_instance_cull_result[MAX_LIGHTS_CULLED];
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uint64_t sdfgi_light_cull_pass = 0;
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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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RID decal_instance_cull_result[MAX_DECALS_CULLED];
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int reflection_probe_cull_count;
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int decal_cull_count;
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RID gi_probe_instance_cull_result[MAX_GI_PROBES_CULLED];
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int gi_probe_cull_count;
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Instance *lightmap_cull_result[MAX_LIGHTS_CULLED];
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int lightmap_cull_count;
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RID_PtrOwner<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_transform(RID p_instance, const Transform &p_transform);
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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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// 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_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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virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
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virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
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void _update_instance_shader_parameters_from_material(Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material);
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virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
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virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
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virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
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virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
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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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_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
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_FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold);
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RID _render_get_environment(RID p_camera, RID p_scenario);
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bool _render_reflection_probe_step(Instance *p_instance, int p_step);
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void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows = true);
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void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold);
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void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
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void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
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void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
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void update_dirty_instances();
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void render_particle_colliders();
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virtual void render_probes();
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TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
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//pass to scene render
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/* ENVIRONMENT API */
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#ifdef PASSBASE
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#undef PASSBASE
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#endif
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#define PASSBASE scene_render
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PASS1(directional_shadow_atlas_set_size, int)
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PASS1(gi_probe_set_quality, RS::GIProbeQuality)
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/* SKY API */
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PASS0R(RID, sky_create)
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PASS2(sky_set_radiance_size, RID, int)
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PASS2(sky_set_mode, RID, RS::SkyMode)
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PASS2(sky_set_material, RID, RID)
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PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
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PASS0R(RID, environment_create)
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PASS1RC(bool, is_environment, RID)
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PASS2(environment_set_background, RID, RS::EnvironmentBG)
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PASS2(environment_set_sky, RID, RID)
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PASS2(environment_set_sky_custom_fov, RID, float)
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PASS2(environment_set_sky_orientation, RID, const Basis &)
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PASS2(environment_set_bg_color, RID, const Color &)
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PASS2(environment_set_bg_energy, RID, float)
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PASS2(environment_set_canvas_max_layer, RID, int)
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PASS7(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource, const Color &)
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PASS6(environment_set_ssr, RID, bool, int, float, float, float)
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PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
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PASS9(environment_set_ssao, RID, bool, float, float, float, float, float, RS::EnvironmentSSAOBlur, float)
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PASS2(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool)
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PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float)
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PASS1(environment_glow_set_use_bicubic_upscale, bool)
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PASS1(environment_glow_set_use_high_quality, bool)
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PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float)
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PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
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PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
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PASS9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, RS::EnvVolumetricFogShadowFilter)
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PASS2(environment_set_volumetric_fog_volume_size, int, int)
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PASS1(environment_set_volumetric_fog_filter_active, bool)
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PASS1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
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PASS1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
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PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
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PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
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PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
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PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
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PASS1RC(int, environment_get_canvas_max_layer, RID)
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PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
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PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
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PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
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PASS2(sub_surface_scattering_set_scale, float, float)
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/* CAMERA EFFECTS */
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PASS0R(RID, camera_effects_create)
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PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
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PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
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PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
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PASS3(camera_effects_set_custom_exposure, RID, bool, float)
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PASS1(shadows_quality_set, RS::ShadowQuality)
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PASS1(directional_shadow_quality_set, RS::ShadowQuality)
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PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
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/* Render Buffers */
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PASS0R(RID, render_buffers_create)
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PASS7(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool)
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/* Shadow Atlas */
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PASS0R(RID, shadow_atlas_create)
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PASS2(shadow_atlas_set_size, RID, int)
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PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
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PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
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virtual void update();
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bool free(RID p_rid);
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RendererSceneCull();
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virtual ~RendererSceneCull();
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};
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#endif // VISUALSERVERSCENE_H
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