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Use range iterators for Map
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@@ -210,9 +210,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
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//make list of occluders
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for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
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for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
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for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
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if (!F->get()->enabled) {
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@@ -242,10 +242,10 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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int directional_light_count = 0;
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RENDER_TIMESTAMP("Cull Canvas Lights");
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for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
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for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
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//find lights in canvas
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@@ -307,7 +307,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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}
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}
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canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();
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canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
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}
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if (lights_with_shadow) {
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@@ -319,9 +319,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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RENDER_TIMESTAMP("Cull Occluders");
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//make list of occluders
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for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
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for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
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for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
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if (!F->get()->enabled) {
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@@ -400,9 +400,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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//make list of occluders
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int occ_cullded = 0;
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for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get().canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
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for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
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Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
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for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
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if (!F->get()->enabled) {
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@@ -439,17 +439,17 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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scenario_draw_canvas_bg = false;
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}
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for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E->get()->canvas);
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for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
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RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
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Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
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Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
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RendererCanvasRender::Light *canvas_lights = nullptr;
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RendererCanvasRender::Light *canvas_directional_lights = nullptr;
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RendererCanvasRender::Light *ptr = lights;
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while (ptr) {
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if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
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if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
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ptr->next_ptr = canvas_lights;
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canvas_lights = ptr;
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}
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@@ -458,7 +458,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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ptr = directional_lights;
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while (ptr) {
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if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
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if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
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ptr->next_ptr = canvas_directional_lights;
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canvas_directional_lights = ptr;
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}
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@@ -471,7 +471,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
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}
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i++;
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if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
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if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
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if (!can_draw_3d) {
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RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
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} else {
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@@ -660,8 +660,8 @@ void RendererViewport::draw_viewports() {
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//this needs to be called to make screen swapping more efficient
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RSG::rasterizer->prepare_for_blitting_render_targets();
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for (Map<int, Vector<BlitToScreen>>::Element *E = blit_to_screen_list.front(); E; E = E->next()) {
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RSG::rasterizer->blit_render_targets_to_screen(E->key(), E->get().ptr(), E->get().size());
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for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
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RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
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}
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}
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