diff options
Diffstat (limited to 'servers/rendering/renderer_scene_cull.h')
-rw-r--r-- | servers/rendering/renderer_scene_cull.h | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index 930ac0df70..f10eb67828 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); @@ -253,7 +253,7 @@ public: FLAG_GEOM_LIGHTING_DIRTY = (1 << 11), FLAG_GEOM_REFLECTION_DIRTY = (1 << 12), FLAG_GEOM_DECAL_DIRTY = (1 << 13), - FLAG_GEOM_GI_PROBE_DIRTY = (1 << 14), + FLAG_GEOM_VOXEL_GI_DIRTY = (1 << 14), FLAG_LIGHTMAP_CAPTURE = (1 << 15), FLAG_USES_BAKED_LIGHT = (1 << 16), FLAG_USES_MESH_INSTANCE = (1 << 17), @@ -353,7 +353,7 @@ public: RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist - Transform transform; + Transform3D transform; float lod_bias; @@ -535,7 +535,7 @@ public: Set<Instance *> decals; Set<Instance *> reflection_probes; - Set<Instance *> gi_probes; + Set<Instance *> voxel_gi_instances; Set<Instance *> lightmap_captures; InstanceGeometryData() { @@ -599,7 +599,7 @@ public: } }; - struct InstanceGIProbeData : public InstanceBaseData { + struct InstanceVoxelGIData : public InstanceBaseData { Instance *owner; Set<Instance *> geometries; @@ -609,7 +609,7 @@ public: struct LightCache { RS::LightType type; - Transform transform; + Transform3D transform; Color color; float energy; float bake_energy; @@ -629,16 +629,16 @@ public: bool invalid; uint32_t base_version; - SelfList<InstanceGIProbeData> update_element; + SelfList<InstanceVoxelGIData> update_element; - InstanceGIProbeData() : + InstanceVoxelGIData() : update_element(this) { invalid = true; base_version = 0; } }; - SelfList<InstanceGIProbeData>::List gi_probe_update_list; + SelfList<InstanceVoxelGIData>::List voxel_gi_update_list; struct InstanceLightmapData : public InstanceBaseData { RID instance; @@ -724,7 +724,7 @@ public: PagedArray<RID> lightmaps; PagedArray<RID> reflections; PagedArray<RID> decals; - PagedArray<RID> gi_probes; + PagedArray<RID> voxel_gi_instances; PagedArray<RID> mesh_instances; struct DirectionalShadow { @@ -741,7 +741,7 @@ public: lightmaps.clear(); reflections.clear(); decals.clear(); - gi_probes.clear(); + voxel_gi_instances.clear(); mesh_instances.clear(); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { @@ -765,7 +765,7 @@ public: lightmaps.reset(); reflections.reset(); decals.reset(); - gi_probes.reset(); + voxel_gi_instances.reset(); mesh_instances.reset(); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { @@ -789,7 +789,7 @@ public: lightmaps.merge_unordered(p_cull_result.lightmaps); reflections.merge_unordered(p_cull_result.reflections); decals.merge_unordered(p_cull_result.decals); - gi_probes.merge_unordered(p_cull_result.gi_probes); + voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances); mesh_instances.merge_unordered(p_cull_result.mesh_instances); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { @@ -814,7 +814,7 @@ public: lightmaps.set_page_pool(p_rid_pool); reflections.set_page_pool(p_rid_pool); decals.set_page_pool(p_rid_pool); - gi_probes.set_page_pool(p_rid_pool); + voxel_gi_instances.set_page_pool(p_rid_pool); mesh_instances.set_page_pool(p_rid_pool); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { @@ -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); @@ -975,7 +975,7 @@ public: #define PASSBASE scene_render PASS2(directional_shadow_atlas_set_size, int, bool) - PASS1(gi_probe_set_quality, RS::GIProbeQuality) + PASS1(voxel_gi_set_quality, RS::VoxelGIQuality) /* SKY API */ |