diff options
Diffstat (limited to 'servers/rendering/renderer_scene_cull.h')
-rw-r--r-- | servers/rendering/renderer_scene_cull.h | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index 930ac0df70..a89b9da587 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -82,7 +82,7 @@ public: RID env; RID effects; - Transform transform; + Transform3D transform; Camera() { visible_layers = 0xFFFFFFFF; @@ -104,7 +104,7 @@ public: virtual void camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far); virtual void camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far); virtual void camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far); - virtual void camera_set_transform(RID p_camera, const Transform &p_transform); + virtual void camera_set_transform(RID p_camera, const Transform3D &p_transform); virtual void camera_set_cull_mask(RID p_camera, uint32_t p_layers); virtual void camera_set_environment(RID p_camera, RID p_env); virtual void camera_set_camera_effects(RID p_camera, RID p_fx); @@ -353,7 +353,7 @@ public: RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist - Transform transform; + Transform3D transform; float lod_bias; @@ -609,7 +609,7 @@ public: struct LightCache { RS::LightType type; - Transform transform; + Transform3D transform; Color color; float energy; float bake_energy; @@ -853,7 +853,7 @@ public: virtual void instance_set_base(RID p_instance, RID p_base); virtual void instance_set_scenario(RID p_instance, RID p_scenario); virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask); - virtual void instance_set_transform(RID p_instance, const Transform &p_transform); + virtual void instance_set_transform(RID p_instance, const Transform3D &p_transform); virtual void instance_attach_object_instance_id(RID p_instance, ObjectID p_id); virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight); virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material); @@ -893,9 +893,9 @@ public: _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance); void _unpair_instance(Instance *p_instance); - void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect); + void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect); - _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold); + _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold); RID _render_get_environment(RID p_camera, RID p_scenario); @@ -906,7 +906,7 @@ public: Frustum frustum; CameraMatrix projection; - Transform transform; + Transform3D transform; real_t zfar; real_t split; real_t shadow_texel_size; @@ -941,7 +941,7 @@ public: Cull *cull; Scenario *scenario; RID shadow_atlas; - Transform cam_transform; + Transform3D cam_transform; uint32_t visible_layers; Instance *render_reflection_probe; const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer; @@ -952,7 +952,7 @@ public: 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_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_scene(const Transform3D &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, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas); |