552 lines
16 KiB
C++
552 lines
16 KiB
C++
/*************************************************************************/
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/* visual_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) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 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 VISUALSERVERSCENE_H
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#define VISUALSERVERSCENE_H
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#include "servers/visual/rasterizer.h"
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#include "core/allocators.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/semaphore.h"
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#include "core/os/thread.h"
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#include "core/self_list.h"
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#include "servers/arvr/arvr_interface.h"
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class VisualServerScene {
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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 VisualServerScene *singleton;
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// FIXME: Kept as reference for future implementation
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#if 0
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struct Portal {
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bool enabled;
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float disable_distance;
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Color disable_color;
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float connect_range;
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Vector<Point2> shape;
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Rect2 bounds;
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Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
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};
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#endif
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/* CAMERA API */
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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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};
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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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uint32_t visible_layers;
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bool vaspect;
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RID env;
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Transform transform;
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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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vaspect = false;
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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_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_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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struct Scenario : RID_Data {
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VS::ScenarioDebugMode debug;
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RID self;
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// well wtf, balloon allocator is slower?
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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 reflection_probe_shadow_atlas;
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RID reflection_atlas;
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SelfList<Instance>::List instances;
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Scenario() { debug = VS::SCENARIO_DEBUG_DISABLED; }
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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, 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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virtual RID scenario_create();
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virtual void scenario_set_debug(RID p_scenario, VS::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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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_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 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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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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octree_id = 0;
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scenario = NULL;
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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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last_render_pass = 0;
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last_frame_pass = 0;
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version = 1;
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base_data = NULL;
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custom_aabb = NULL;
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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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if (custom_aabb)
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memdelete(custom_aabb);
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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_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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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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}
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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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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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InstanceLightData() {
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shadow_dirty = true;
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D = NULL;
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last_version = 0;
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baked_light = NULL;
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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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Set<Instance *> lights;
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struct LightCache {
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VS::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 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 visible;
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bool operator==(const LightCache &p_cache) {
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return (type == p_cache.type &&
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transform == p_cache.transform &&
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color == p_cache.color &&
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energy == p_cache.energy &&
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radius == p_cache.radius &&
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attenuation == p_cache.attenuation &&
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spot_angle == p_cache.spot_angle &&
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spot_attenuation == p_cache.spot_attenuation &&
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visible == p_cache.visible);
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}
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bool operator!=(const LightCache &p_cache) {
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return !operator==(p_cache);
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}
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LightCache() {
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type = VS::LIGHT_DIRECTIONAL;
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energy = 1.0;
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radius = 1.0;
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attenuation = 1.0;
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spot_angle = 1.0;
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spot_attenuation = 1.0;
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visible = true;
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}
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};
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struct LocalData {
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uint16_t pos[3];
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uint16_t energy[3]; //using 0..1024 for float range 0..1. integer is needed for deterministic add/remove of lights
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};
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struct CompBlockS3TC {
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uint32_t offset; //offset in mipmap
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uint32_t source_count; //sources
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uint32_t sources[16]; //id for each source
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uint8_t alpha[8]; //alpha block is pre-computed
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};
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struct Dynamic {
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Map<RID, LightCache> light_cache;
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Map<RID, LightCache> light_cache_changes;
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PoolVector<int> light_data;
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PoolVector<LocalData> local_data;
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Vector<Vector<uint32_t> > level_cell_lists;
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RID probe_data;
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bool enabled;
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int bake_dynamic_range;
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RasterizerStorage::GIProbeCompression compression;
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Vector<PoolVector<uint8_t> > mipmaps_3d;
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Vector<PoolVector<CompBlockS3TC> > mipmaps_s3tc; //for s3tc
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int updating_stage;
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float propagate;
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int grid_size[3];
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Transform light_to_cell_xform;
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} dynamic;
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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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dynamic.updating_stage = GI_UPDATE_STAGE_CHECK;
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}
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};
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SelfList<InstanceGIProbeData>::List gi_probe_update_list;
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struct InstanceLightmapCaptureData : 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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InstanceLightmapCaptureData() {
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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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RID_Owner<Instance> instance_owner;
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// from can be mesh, light, area and portal so far.
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virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far.
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virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far.
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virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far.
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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_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap);
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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, VS::InstanceFlags p_flags, bool p_enabled);
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virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, VS::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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_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, RID p_shadow_atlas, Scenario *p_scenario);
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void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &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);
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void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
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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 render_camera(Ref<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, 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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//probes
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struct GIProbeDataHeader {
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uint32_t version;
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uint32_t cell_subdiv;
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uint32_t width;
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uint32_t height;
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uint32_t depth;
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uint32_t cell_count;
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uint32_t leaf_cell_count;
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};
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struct GIProbeDataCell {
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uint32_t children[8];
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uint32_t albedo;
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uint32_t emission;
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uint32_t normal;
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uint32_t level_alpha;
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};
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enum {
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GI_UPDATE_STAGE_CHECK,
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GI_UPDATE_STAGE_LIGHTING,
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GI_UPDATE_STAGE_UPLOADING,
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};
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void _gi_probe_bake_thread();
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static void _gi_probe_bake_threads(void *);
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volatile bool probe_bake_thread_exit;
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Thread *probe_bake_thread;
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Semaphore *probe_bake_sem;
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Mutex *probe_bake_mutex;
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List<Instance *> probe_bake_list;
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bool _render_reflection_probe_step(Instance *p_instance, int p_step);
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void _gi_probe_fill_local_data(int p_idx, int p_level, int p_x, int p_y, int p_z, const GIProbeDataCell *p_cell, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, Vector<uint32_t> *prev_cell);
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_FORCE_INLINE_ uint32_t _gi_bake_find_cell(const GIProbeDataCell *cells, int x, int y, int z, int p_cell_subdiv);
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void _bake_gi_downscale_light(int p_idx, int p_level, const GIProbeDataCell *p_cells, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, float p_propagate);
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void _bake_gi_probe_light(const GIProbeDataHeader *header, const GIProbeDataCell *cells, InstanceGIProbeData::LocalData *local_data, const uint32_t *leaves, int p_leaf_count, const InstanceGIProbeData::LightCache &light_cache, int p_sign);
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void _bake_gi_probe(Instance *p_gi_probe);
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bool _check_gi_probe(Instance *p_gi_probe);
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void _setup_gi_probe(Instance *p_instance);
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void render_probes();
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bool free(RID p_rid);
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VisualServerScene();
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virtual ~VisualServerScene();
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};
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#endif // VISUALSERVERSCENE_H
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