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Diffstat (limited to 'servers/rendering/renderer_scene_cull.h')
-rw-r--r--servers/rendering/renderer_scene_cull.h28
1 files changed, 22 insertions, 6 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index d7d59665ec..36eece9dd8 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -45,8 +45,10 @@
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_scene.h"
+#include "servers/rendering/renderer_scene_occlusion_cull.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/xr/xr_interface.h"
+
class RendererSceneCull : public RendererScene {
public:
RendererSceneRender *scene_render;
@@ -109,6 +111,14 @@ public:
virtual void camera_set_use_vertical_aspect(RID p_camera, bool p_enable);
virtual bool is_camera(RID p_camera) const;
+ /* OCCLUDER API */
+
+ virtual RID occluder_allocate();
+ virtual void occluder_initialize(RID p_occluder);
+ virtual void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
+
+ RendererSceneOcclusionCull *dummy_occlusion_culling;
+
/* SCENARIO API */
struct Instance;
@@ -248,6 +258,7 @@ public:
FLAG_USES_BAKED_LIGHT = (1 << 16),
FLAG_USES_MESH_INSTANCE = (1 << 17),
FLAG_REFLECTION_PROBE_DIRTY = (1 << 18),
+ FLAG_IGNORE_OCCLUSION_CULLING = (1 << 19),
};
uint32_t flags = 0;
@@ -346,6 +357,8 @@ public:
float lod_bias;
+ bool ignore_occlusion_culling;
+
Vector<RID> materials;
RS::ShadowCastingSetting cast_shadows;
@@ -470,6 +483,7 @@ public:
lightmap = nullptr;
lightmap_cull_index = 0;
lod_bias = 1.0;
+ ignore_occlusion_culling = false;
scenario = nullptr;
@@ -921,24 +935,26 @@ public:
Frustum frustum;
} cull;
- struct FrustumCullData {
+ struct CullData {
Cull *cull;
Scenario *scenario;
RID shadow_atlas;
Transform cam_transform;
uint32_t visible_layers;
Instance *render_reflection_probe;
+ const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
+ const CameraMatrix *camera_matrix;
};
- void _frustum_cull_threaded(uint32_t p_thread, FrustumCullData *cull_data);
- void _frustum_cull(FrustumCullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
+ void _frustum_cull_threaded(uint32_t p_thread, CullData *cull_data);
+ void _frustum_cull(CullData &cull_data, FrustumCullResult &cull_result, uint64_t p_from, uint64_t p_to);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
- void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true);
+ void _render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true);
void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
- void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
- void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
+ void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
+ void render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas);
void update_dirty_instances();
void render_particle_colliders();