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			246 lines
		
	
	
		
			8.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/**************************************************************************/
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/*  renderer_scene_occlusion_cull.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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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#pragma once
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#include "core/math/projection.h"
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#include "core/templates/local_vector.h"
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#include "servers/rendering/rendering_server.h"
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class RendererSceneOcclusionCull {
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protected:
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	static RendererSceneOcclusionCull *singleton;
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public:
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	class HZBuffer {
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	protected:
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		LocalVector<float> data;
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		LocalVector<Size2i> sizes;
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		LocalVector<float *> mips;
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		RID debug_texture;
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		Ref<Image> debug_image;
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		PackedByteArray debug_data;
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		float debug_tex_range = 0.0f;
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		uint64_t occlusion_frame = 0;
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		Size2i occlusion_buffer_size;
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		_FORCE_INLINE_ bool _is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const Projection &p_cam_projection, real_t p_near, bool p_is_orthogonal) const {
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			if (is_empty()) {
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				return false;
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			}
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			Vector3 closest_point = p_cam_position.clamp(Vector3(p_bounds[0], p_bounds[1], p_bounds[2]), Vector3(p_bounds[3], p_bounds[4], p_bounds[5]));
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			if (closest_point == p_cam_position) {
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				return false;
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			}
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			Vector3 closest_point_view = p_cam_inv_transform.xform(closest_point);
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			if (closest_point_view.z > -p_near) {
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				return false;
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			}
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			// Force distance calculation to use double precision to avoid floating-point overflow for distant objects.
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			closest_point = closest_point - p_cam_position;
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			float min_depth = Math::sqrt((double)closest_point.x * (double)closest_point.x + (double)closest_point.y * (double)closest_point.y + (double)closest_point.z * (double)closest_point.z);
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			Vector2 rect_min = Vector2(FLT_MAX, FLT_MAX);
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			Vector2 rect_max = Vector2(FLT_MIN, FLT_MIN);
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			for (int j = 0; j < 8; j++) {
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				// Bitmask to cycle through the corners of the AABB.
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				Vector3 corner = Vector3(
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						j & 4 ? p_bounds[0] : p_bounds[3],
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						j & 2 ? p_bounds[1] : p_bounds[4],
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						j & 1 ? p_bounds[2] : p_bounds[5]);
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				Vector3 view = p_cam_inv_transform.xform(corner);
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				// When using an orthogonal camera, the closest point of an AABB to the camera is guaranteed to be a corner.
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				if (p_is_orthogonal) {
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					min_depth = MIN(min_depth, -view.z);
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				}
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				Vector3 projected = p_cam_projection.xform(view);
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				if (-view.z < 0.0) {
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					rect_min = Vector2(0.0f, 0.0f);
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					rect_max = Vector2(1.0f, 1.0f);
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					break;
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				}
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				Vector2 normalized = Vector2(projected.x * 0.5f + 0.5f, projected.y * 0.5f + 0.5f);
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				rect_min = rect_min.min(normalized);
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				rect_max = rect_max.max(normalized);
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			}
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			rect_max = rect_max.minf(1);
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			rect_min = rect_min.maxf(0);
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			int mip_count = mips.size();
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			Vector2 screen_diagonal = (rect_max - rect_min) * sizes[0];
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			float size = MAX(screen_diagonal.x, screen_diagonal.y);
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			float l = Math::ceil(Math::log2(size));
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			int lod = CLAMP(l, 0, mip_count - 1);
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			const int max_samples = 512;
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			int sample_count = 0;
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			bool visible = true;
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			for (; lod >= 0; lod--) {
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				int w = sizes[lod].x;
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				int h = sizes[lod].y;
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				int minx = CLAMP(rect_min.x * w - 1, 0, w - 1);
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				int maxx = CLAMP(rect_max.x * w + 1, 0, w - 1);
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				int miny = CLAMP(rect_min.y * h - 1, 0, h - 1);
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				int maxy = CLAMP(rect_max.y * h + 1, 0, h - 1);
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				sample_count += (maxx - minx + 1) * (maxy - miny + 1);
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				if (sample_count > max_samples) {
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					return false;
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				}
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				visible = false;
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				for (int y = miny; y <= maxy; y++) {
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					for (int x = minx; x <= maxx; x++) {
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						float depth = mips[lod][y * w + x];
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						if (depth > min_depth) {
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							visible = true;
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							break;
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						}
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					}
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					if (visible) {
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						break;
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					}
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				}
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				if (!visible) {
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					return true;
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				}
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			}
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			return !visible;
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		}
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	public:
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		static bool occlusion_jitter_enabled;
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		_FORCE_INLINE_ bool is_empty() const {
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			return sizes.is_empty();
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		}
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		virtual void clear();
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		virtual void resize(const Size2i &p_size);
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		void update_mips();
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		// Thin wrapper around _is_occluded(),
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		// allowing occlusion timers to delay the disappearance
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		// of objects to prevent flickering when using jittering.
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		_FORCE_INLINE_ bool is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const Projection &p_cam_projection, real_t p_near, bool p_is_orthogonal, uint64_t &r_occlusion_timeout) const {
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			bool occluded = _is_occluded(p_bounds, p_cam_position, p_cam_inv_transform, p_cam_projection, p_near, p_is_orthogonal);
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			// Special case, temporal jitter disabled,
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			// so we don't use occlusion timers.
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			if (!occlusion_jitter_enabled) {
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				return occluded;
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			}
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			if (!occluded) {
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//#define DEBUG_RASTER_OCCLUSION_JITTER
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#ifdef DEBUG_RASTER_OCCLUSION_JITTER
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				r_occlusion_timeout = occlusion_frame + 1;
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#else
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				r_occlusion_timeout = occlusion_frame + 9;
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#endif
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			} else if (r_occlusion_timeout) {
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				// Regular timeout, allow occlusion culling
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				// to proceed as normal after the delay.
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				if (occlusion_frame >= r_occlusion_timeout) {
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					r_occlusion_timeout = 0;
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				}
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			}
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			return occluded && !r_occlusion_timeout;
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		}
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		RID get_debug_texture();
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		const Size2i &get_occlusion_buffer_size() const { return occlusion_buffer_size; }
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		virtual ~HZBuffer() {}
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	};
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	static RendererSceneOcclusionCull *get_singleton() { return singleton; }
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	void _print_warning() {
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		WARN_PRINT_ONCE("Occlusion culling is disabled at build-time.");
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	}
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	virtual bool is_occluder(RID p_rid) { return false; }
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	virtual RID occluder_allocate() { return RID(); }
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	virtual void occluder_initialize(RID p_occluder) {}
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	virtual void free_occluder(RID p_occluder) { _print_warning(); }
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	virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) { _print_warning(); }
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	virtual void add_scenario(RID p_scenario) {}
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	virtual void remove_scenario(RID p_scenario) {}
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	virtual void scenario_set_instance(RID p_scenario, RID p_instance, RID p_occluder, const Transform3D &p_xform, bool p_enabled) { _print_warning(); }
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	virtual void scenario_remove_instance(RID p_scenario, RID p_instance) { _print_warning(); }
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	virtual void add_buffer(RID p_buffer) { _print_warning(); }
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	virtual void remove_buffer(RID p_buffer) { _print_warning(); }
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	virtual HZBuffer *buffer_get_ptr(RID p_buffer) {
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		return nullptr;
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	}
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	virtual void buffer_set_scenario(RID p_buffer, RID p_scenario) { _print_warning(); }
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	virtual void buffer_set_size(RID p_buffer, const Vector2i &p_size) { _print_warning(); }
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	virtual void buffer_update(RID p_buffer, const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal) {}
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	virtual RID buffer_get_debug_texture(RID p_buffer) {
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		_print_warning();
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		return RID();
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	}
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	virtual void set_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {}
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	RendererSceneOcclusionCull() {
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		singleton = this;
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	}
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	virtual ~RendererSceneOcclusionCull() {
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		singleton = nullptr;
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	}
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};
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