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372 lines
8.5 KiB
C++
372 lines
8.5 KiB
C++
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#ifndef VISUALSERVERSCENE_H
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#define VISUALSERVERSCENE_H
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#include "servers/visual/rasterizer.h"
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#include "geometry.h"
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#include "allocators.h"
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#include "octree.h"
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#include "self_list.h"
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class VisualServerScene {
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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_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 VisualServerScene *singleton;
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#if 0
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struct Portal {
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bool enabled;
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float disable_distance;
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Color disable_color;
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float connect_range;
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Vector<Point2> shape;
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Rect2 bounds;
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Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
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};
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struct BakedLight {
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Rasterizer::BakedLightData data;
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DVector<int> sampler;
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AABB octree_aabb;
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Size2i octree_tex_size;
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Size2i light_tex_size;
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};
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struct BakedLightSampler {
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float params[BAKED_LIGHT_SAMPLER_MAX];
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int resolution;
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Vector<Vector3> dp_cache;
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BakedLightSampler() {
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params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
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params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
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params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
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params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
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resolution=16;
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}
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};
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void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
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#endif
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struct Camera : public RID_Data {
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enum Type {
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PERSPECTIVE,
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ORTHOGONAL
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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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uint32_t visible_layers;
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bool vaspect;
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RID env;
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Transform transform;
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Camera() {
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visible_layers=0xFFFFFFFF;
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fov=60;
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type=PERSPECTIVE;
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znear=0.1; zfar=100;
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size=1.0;
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vaspect=false;
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}
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};
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mutable RID_Owner<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_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_use_vertical_aspect(RID p_camera,bool p_enable);
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/*
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struct RoomInfo {
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Transform affine_inverse;
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Room *room;
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List<Instance*> owned_geometry_instances;
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List<Instance*> owned_portal_instances;
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List<Instance*> owned_room_instances;
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List<Instance*> owned_light_instances; //not used, but just for the sake of it
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Set<Instance*> disconnected_child_portals;
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Set<Instance*> owned_autoroom_geometry;
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uint64_t last_visited_pass;
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RoomInfo() { last_visited_pass=0; }
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};
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struct InstancePortal {
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Portal *portal;
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Set<Instance*> candidate_set;
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Instance *connected;
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uint64_t last_visited_pass;
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Plane plane_cache;
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Vector<Vector3> transformed_point_cache;
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PortalInfo() { connected=NULL; last_visited_pass=0;}
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};
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*/
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/* SCENARIO API */
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struct Instance;
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struct Scenario : RID_Data {
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VS::ScenarioDebugMode debug;
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RID self;
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// well wtf, balloon allocator is slower?
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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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SelfList<Instance>::List instances;
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Scenario() { debug=VS::SCENARIO_DEBUG_DISABLED; }
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};
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RID_Owner<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,VS::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_fallback_environment(RID p_scenario, RID p_environment);
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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_materials;
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SelfList<Instance> update_item;
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AABB aabb;
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AABB transformed_aabb;
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float extra_margin;
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uint32_t object_ID;
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bool visible;
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uint32_t layer_mask;
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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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Instance *room;
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SelfList<Instance> room_item;
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bool visible_in_all_rooms;
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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 base_removed() {
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singleton->instance_set_base(self,RID());
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}
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virtual void base_changed() {
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singleton->_instance_queue_update(this,true,true);
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}
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Instance() : scenario_item(this), update_item(this), room_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_materials=false;
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extra_margin=0;
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object_ID=0;
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visible=true;
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layer_mask=1;
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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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room=NULL;
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visible_in_all_rooms=false;
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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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}
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~Instance() {
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if (base_data)
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memdelete(base_data);
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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_materials=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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InstanceGeometryData() {
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lighting_dirty=false;
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}
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};
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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_hash;
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List<Instance*>::Element *D; // directional light in scenario
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bool shadow_sirty;
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List<PairInfo> geometries;
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InstanceLightData() {
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shadow_sirty=true;
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D=NULL;
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last_hash=0;
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}
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};
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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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RID_Owner<Instance> instance_owner;
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// from can be mesh, light, area and portal so far.
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virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far.
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virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far.
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virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far.
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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_morph_target_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_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_room( RID p_instance, RID p_room );
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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,VS::InstanceFlags p_flags,bool p_enabled);
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virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, VS::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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void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size);
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void update_dirty_instances();
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bool free(RID p_rid);
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VisualServerScene();
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};
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#endif // VISUALSERVERSCENE_H
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