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Rewrite culling to be more cache/thread friendly.
-Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
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@@ -37,9 +37,14 @@
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class RendererSceneRender {
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public:
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enum {
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MAX_DIRECTIONAL_LIGHTS = 8,
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MAX_DIRECTIONAL_LIGHT_CASCADES = 4
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};
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/* SHADOW ATLAS API */
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virtual RID shadow_atlas_create() = 0;
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virtual RID
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shadow_atlas_create() = 0;
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virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
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virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
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virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
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@@ -56,7 +61,7 @@ public:
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virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const = 0;
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virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const = 0;
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virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const = 0;
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virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const PagedArray<RID> &p_directionals, const RID *p_positional_light_instances, uint32_t p_positional_light_count) = 0;
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virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count) = 0;
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/* SKY API */
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