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Fix "ortogonal" -> "orthogonal" typo in rasterizer code
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@@ -2444,7 +2444,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
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Transform3D transform = camera->transform;
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CameraMatrix projection;
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bool vaspect = camera->vaspect;
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bool is_ortogonal = false;
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bool is_orthogonal = false;
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switch (camera->type) {
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case Camera::ORTHOGONAL: {
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@@ -2454,7 +2454,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
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camera->znear,
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camera->zfar,
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camera->vaspect);
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is_ortogonal = true;
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is_orthogonal = true;
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} break;
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case Camera::PERSPECTIVE: {
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projection.set_perspective(
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@@ -2476,7 +2476,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
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} break;
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}
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camera_data.set_camera(transform, projection, is_ortogonal, vaspect);
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camera_data.set_camera(transform, projection, is_orthogonal, vaspect);
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} else {
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// Setup our camera for our XR interface.
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// We can support multiple views here each with their own camera
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@@ -2510,7 +2510,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
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RENDER_TIMESTAMP("Update Occlusion Buffer")
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// For now just cull on the first camera
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RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool);
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RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_orthogonal, RendererThreadPool::singleton->thread_work_pool);
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_render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_mesh_lod_threshold, true, r_render_info);
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#endif
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@@ -2920,7 +2920,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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RENDER_TIMESTAMP("Cull 3D Scene");
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//rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
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//rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_orthogonal);
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/* STEP 2 - CULL */
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@@ -2959,7 +2959,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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scene_render->set_directional_shadow_count(lights_with_shadow.size());
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for (int i = 0; i < lights_with_shadow.size(); i++) {
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_light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect);
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_light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect);
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}
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}
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@@ -3097,7 +3097,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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ins->transform.origin + cam_xf.basis.get_axis(0) * radius
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};
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if (!p_camera_data->is_ortogonal) {
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if (!p_camera_data->is_orthogonal) {
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//if using perspetive, map them to near plane
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for (int j = 0; j < 2; j++) {
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if (p.distance_to(points[j]) < 0) {
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@@ -3125,7 +3125,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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base + cam_xf.basis.get_axis(0) * w
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};
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if (!p_camera_data->is_ortogonal) {
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if (!p_camera_data->is_orthogonal) {
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//if using perspetive, map them to near plane
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for (int j = 0; j < 2; j++) {
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if (p.distance_to(points[j]) < 0) {
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@@ -3156,7 +3156,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
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//must redraw!
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RENDER_TIMESTAMP("> Render Light3D " + itos(i));
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light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold);
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light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold);
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RENDER_TIMESTAMP("< Render Light3D " + itos(i));
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} else {
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light->shadow_dirty = redraw;
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@@ -3229,7 +3229,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
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render_sdfgi_data[i].instances.clear();
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}
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// virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
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// virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0;
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}
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RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) {
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