667c970b77
Prevents adding new octants until a limiting number of elements have been added to the current octant. This enables balancing the benefits of brute force against the benefits of spatial partitioning. The limit can be set per octree. Project settings are added for rendering octree to set the best balance per project depending on number of tests per frame / tick, and the amount of editing of the octree. Fixes octants being leaked when removing elements. Optimize octree with cached linear lists Storing elements in octants using linked lists is efficient for housekeeping but very slow for testing. This optimization stores additional local_vectors with Element pointers and AABBs which are cached and only updated when a dirty flag is set on the octant. This is selectable with 2 versions of Octree : Octree and Octree_CL, Octree being the old behaviour. At present the cached list version is only used for the visual server octree (rendering) as it has only been demonstrated to be faster there so far. This uses slightly more memory (probably a few kb in most cases) but can be significantly faster during testing (culling etc). Co-authored-by: Sergey Minakov <naithar@icloud.com>
537 lines
16 KiB
C++
537 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) 2007-2020 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 VISUALSERVERSCENE_H
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#define VISUALSERVERSCENE_H
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#include "servers/visual/rasterizer.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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/* 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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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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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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offset = Vector2();
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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_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_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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Octree_CL<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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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_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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