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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
This commit is contained in:
440
servers/rendering/rendering_server_scene.h
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440
servers/rendering/rendering_server_scene.h
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/*************************************************************************/
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/* rendering_server_scene.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 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/rendering/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/rid_owner.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 RenderingServerScene {
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public:
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enum {
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MAX_INSTANCE_CULL = 65536,
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MAX_LIGHTS_CULLED = 4096,
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MAX_REFLECTION_PROBES_CULLED = 4096,
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MAX_GI_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 RenderingServerScene *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 = 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_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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/* 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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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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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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/* 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_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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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 = NULL;
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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 = 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_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 *> 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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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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};
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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 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 gi_probe_instance_cull_result[MAX_GI_PROBES_CULLED];
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int gi_probe_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_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, 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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_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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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, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, 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_force_environment, RID p_force_camera_effects, 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_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, RID p_shadow_atlas);
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void render_camera(RID p_render_buffers, 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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void render_probes();
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bool free(RID p_rid);
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RenderingServerScene();
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virtual ~RenderingServerScene();
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};
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#endif // VISUALSERVERSCENE_H
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