diff options
Diffstat (limited to 'servers/rendering/renderer_scene_cull.h')
-rw-r--r-- | servers/rendering/renderer_scene_cull.h | 504 |
1 files changed, 444 insertions, 60 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index 8bf262d7c0..796fb14743 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -52,7 +52,9 @@ public: RendererSceneRender *scene_render; enum { - SDFGI_MAX_CASCADES = 8 + SDFGI_MAX_CASCADES = 8, + SDFGI_MAX_REGIONS_PER_CASCADE = 3, + MAX_INSTANCE_PAIRS = 32 }; uint64_t render_pass; @@ -108,6 +110,156 @@ public: struct Instance; + struct PlaneSign { + _ALWAYS_INLINE_ PlaneSign() {} + _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) { + if (p_plane.normal.x > 0) { + signs[0] = 0; + } else { + signs[0] = 3; + } + if (p_plane.normal.y > 0) { + signs[1] = 1; + } else { + signs[1] = 4; + } + if (p_plane.normal.z > 0) { + signs[2] = 2; + } else { + signs[2] = 5; + } + } + + uint32_t signs[3]; + }; + + struct Frustum { + Vector<Plane> planes; + Vector<PlaneSign> plane_signs; + const Plane *planes_ptr; + const PlaneSign *plane_signs_ptr; + uint32_t plane_count; + + _ALWAYS_INLINE_ Frustum() {} + _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) { + planes = p_frustum.planes; + plane_signs = p_frustum.plane_signs; + + planes_ptr = planes.ptr(); + plane_signs_ptr = plane_signs.ptr(); + plane_count = p_frustum.plane_count; + } + _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) { + planes = p_frustum.planes; + plane_signs = p_frustum.plane_signs; + + planes_ptr = planes.ptr(); + plane_signs_ptr = plane_signs.ptr(); + plane_count = p_frustum.plane_count; + } + _ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) { + planes = p_planes; + planes_ptr = planes.ptrw(); + plane_count = planes.size(); + for (int i = 0; i < planes.size(); i++) { + PlaneSign ps(p_planes[i]); + plane_signs.push_back(ps); + } + + plane_signs_ptr = plane_signs.ptr(); + } + }; + + struct InstanceBounds { + // Efficiently store instance bounds. + // Because bounds checking is performed first, + // keep it separated from data. + + real_t bounds[6]; + _ALWAYS_INLINE_ InstanceBounds() {} + + _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) { + bounds[0] = p_aabb.position.x; + bounds[1] = p_aabb.position.y; + bounds[2] = p_aabb.position.z; + bounds[3] = p_aabb.position.x + p_aabb.size.x; + bounds[4] = p_aabb.position.y + p_aabb.size.y; + bounds[5] = p_aabb.position.z + p_aabb.size.z; + } + _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const { + // This is not a full SAT check and the possibility of false positives exist, + // but the tradeoff vs performance is still very good. + + for (uint32_t i = 0; i < p_frustum.plane_count; i++) { + Vector3 min( + bounds[p_frustum.plane_signs_ptr[i].signs[0]], + bounds[p_frustum.plane_signs_ptr[i].signs[1]], + bounds[p_frustum.plane_signs_ptr[i].signs[2]]); + + if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) { + return false; + } + } + + return true; + } + _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const { + Vector3 end = p_aabb.position + p_aabb.size; + + if (bounds[0] >= end.x) { + return false; + } + if (bounds[3] <= p_aabb.position.x) { + return false; + } + if (bounds[1] >= end.y) { + return false; + } + if (bounds[4] <= p_aabb.position.y) { + return false; + } + if (bounds[2] >= end.z) { + return false; + } + if (bounds[5] <= p_aabb.position.z) { + return false; + } + + return true; + } + }; + + struct InstanceData { + // Store instance pointer as well as common instance processing information, + // to make processing more cache friendly. + enum Flags { + FLAG_BASE_TYPE_MASK = 0xFF, + FLAG_CAST_SHADOWS = (1 << 8), + FLAG_CAST_SHADOWS_ONLY = (1 << 9), + FLAG_REDRAW_IF_VISIBLE = (1 << 10), + 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_LIGHTMAP_CAPTURE = (1 << 15), + FLAG_USES_BAKED_LIGHT = (1 << 16), + FLAG_USES_MESH_INSTANCE = (1 << 17), + FLAG_REFLECTION_PROBE_DIRTY = (1 << 18), + }; + + uint32_t flags = 0; + uint32_t layer_mask = 0; //for fast layer-mask discard + RID base_rid; + union { + uint64_t instance_data_rid; + RendererSceneRender::GeometryInstance *instance_geometry; + }; + Instance *instance = nullptr; + }; + + PagedArrayPool<InstanceBounds> instance_aabb_page_pool; + PagedArrayPool<InstanceData> instance_data_page_pool; + struct Scenario { enum IndexerType { INDEXER_GEOMETRY, //for geometry @@ -131,6 +283,9 @@ public: LocalVector<RID> dynamic_lights; + PagedArray<InstanceBounds> instance_aabbs; + PagedArray<InstanceData> instance_data; + Scenario() { indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY); indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES); @@ -145,7 +300,7 @@ public: static void _instance_pair(Instance *p_A, Instance *p_B); static void _instance_unpair(Instance *p_A, Instance *p_B); - static void _instance_update_mesh_instance(Instance *p_instance); + void _instance_update_mesh_instance(Instance *p_instance); virtual RID scenario_create(); @@ -174,10 +329,59 @@ public: virtual ~InstanceBaseData() {} }; - struct Instance : RendererSceneRender::InstanceBase { + struct Instance { + RS::InstanceType base_type; + RID base; + + RID skeleton; + RID material_override; + + RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist + + Transform transform; + + float lod_bias; + + Vector<RID> materials; + + RS::ShadowCastingSetting cast_shadows; + + uint32_t layer_mask; + //fit in 32 bits + bool mirror : 8; + bool receive_shadows : 8; + bool visible : 8; + bool baked_light : 2; //this flag is only to know if it actually did use baked light + bool dynamic_gi : 2; //same above for dynamic objects + bool redraw_if_visible : 4; + + Instance *lightmap; + Rect2 lightmap_uv_scale; + int lightmap_slice_index; + uint32_t lightmap_cull_index; + Vector<Color> lightmap_sh; //spherical harmonic + + AABB aabb; + AABB transformed_aabb; + AABB prev_transformed_aabb; + + struct InstanceShaderParameter { + int32_t index = -1; + Variant value; + Variant default_value; + PropertyInfo info; + }; + + Map<StringName, InstanceShaderParameter> instance_shader_parameters; + bool instance_allocated_shader_parameters = false; + int32_t instance_allocated_shader_parameters_offset = -1; + + // + RID self; //scenario stuff DynamicBVH::ID indexer_id; + int32_t array_index; Scenario *scenario; SelfList<Instance> scenario_item; @@ -199,7 +403,6 @@ public: Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior - uint64_t last_render_pass; uint64_t last_frame_pass; uint64_t version; // changes to this, and changes to base increase version @@ -209,23 +412,61 @@ public: SelfList<InstancePair>::List pairs; uint64_t pair_check; - virtual void dependency_deleted(RID p_dependency) { - if (p_dependency == base) { - singleton->instance_set_base(self, RID()); - } else if (p_dependency == skeleton) { - singleton->instance_attach_skeleton(self, RID()); - } else { - singleton->_instance_queue_update(this, false, true); + RendererStorage::DependencyTracker dependency_tracker; + + static void dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *tracker) { + Instance *instance = (Instance *)tracker->userdata; + switch (p_notification) { + case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: + case RendererStorage::DEPENDENCY_CHANGED_AABB: { + singleton->_instance_queue_update(instance, true, false); + + } break; + case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: { + singleton->_instance_queue_update(instance, false, true); + } break; + case RendererStorage::DEPENDENCY_CHANGED_MESH: + case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH: + case RendererStorage::DEPENDENCY_CHANGED_DECAL: + case RendererStorage::DEPENDENCY_CHANGED_LIGHT: + case RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE: { + singleton->_instance_queue_update(instance, true, true); + } break; + case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: + case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: { + //ignored + } break; } } - virtual void dependency_changed(bool p_aabb, bool p_dependencies) { - singleton->_instance_queue_update(this, p_aabb, p_dependencies); + static void dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *tracker) { + Instance *instance = (Instance *)tracker->userdata; + + if (p_dependency == instance->base) { + singleton->instance_set_base(instance->self, RID()); + } else if (p_dependency == instance->skeleton) { + singleton->instance_attach_skeleton(instance->self, RID()); + } else { + singleton->_instance_queue_update(instance, false, true); + } } Instance() : scenario_item(this), update_item(this) { + base_type = RS::INSTANCE_NONE; + cast_shadows = RS::SHADOW_CASTING_SETTING_ON; + receive_shadows = true; + visible = true; + layer_mask = 1; + baked_light = false; + dynamic_gi = false; + redraw_if_visible = false; + lightmap_slice_index = 0; + lightmap = nullptr; + lightmap_cull_index = 0; + lod_bias = 1.0; + scenario = nullptr; update_aabb = false; @@ -240,7 +481,6 @@ public: lod_begin_hysteresis = 0; lod_end_hysteresis = 0; - last_render_pass = 0; last_frame_pass = 0; version = 1; base_data = nullptr; @@ -248,6 +488,11 @@ public: custom_aabb = nullptr; pair_check = 0; + array_index = -1; + + dependency_tracker.userdata = this; + dependency_tracker.changed_callback = dependency_changed; + dependency_tracker.deleted_callback = dependency_deleted; } ~Instance() { @@ -264,29 +509,19 @@ public: void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false); struct InstanceGeometryData : public InstanceBaseData { + RendererSceneRender::GeometryInstance *geometry_instance = nullptr; Set<Instance *> lights; - bool lighting_dirty; bool can_cast_shadows; bool material_is_animated; Set<Instance *> decals; - bool decal_dirty; - Set<Instance *> reflection_probes; - bool reflection_dirty; - Set<Instance *> gi_probes; - bool gi_probes_dirty; - Set<Instance *> lightmap_captures; InstanceGeometryData() { - lighting_dirty = false; - reflection_dirty = true; can_cast_shadows = true; material_is_animated = true; - gi_probes_dirty = true; - decal_dirty = true; } }; @@ -296,14 +531,12 @@ public: Set<Instance *> geometries; RID instance; - bool reflection_dirty; SelfList<InstanceReflectionProbeData> update_list; int render_step; InstanceReflectionProbeData() : update_list(this) { - reflection_dirty = true; render_step = -1; } }; @@ -320,6 +553,10 @@ public: SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list; + struct InstanceParticlesCollisionData : public InstanceBaseData { + RID instance; + }; + struct InstanceLightData : public InstanceBaseData { RID instance; uint64_t last_version; @@ -334,8 +571,6 @@ public: RS::LightBakeMode bake_mode; uint32_t max_sdfgi_cascade = 2; - uint64_t sdfgi_cascade_light_pass = 0; - InstanceLightData() { bake_mode = RS::LIGHT_BAKE_DISABLED; shadow_dirty = true; @@ -387,6 +622,7 @@ public: SelfList<InstanceGIProbeData>::List gi_probe_update_list; struct InstanceLightmapData : public InstanceBaseData { + RID instance; Set<Instance *> geometries; Set<Instance *> users; @@ -452,44 +688,138 @@ public: } }; - struct CullResult { - PagedArray<Instance *> *result; - _FORCE_INLINE_ bool operator()(void *p_data) { - Instance *p_instance = (Instance *)p_data; - result->push_back(p_instance); - return false; - } - }; - Set<Instance *> heightfield_particle_colliders_update_list; PagedArrayPool<Instance *> instance_cull_page_pool; - PagedArrayPool<RendererSceneRender::InstanceBase *> base_instance_cull_page_pool; + PagedArrayPool<RendererSceneRender::GeometryInstance *> geometry_instance_cull_page_pool; PagedArrayPool<RID> rid_cull_page_pool; PagedArray<Instance *> instance_cull_result; - PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_render; PagedArray<Instance *> instance_shadow_cull_result; - PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_shadow_render; - PagedArray<Instance *> instance_sdfgi_cull_result; - PagedArray<RendererSceneRender::InstanceBase *> geometry_instances_to_sdfgi_render; - PagedArray<Instance *> light_cull_result; - PagedArray<RendererSceneRender::InstanceBase *> lightmap_cull_result; - PagedArray<Instance *> directional_shadow_cull_result; - PagedArray<RID> reflection_probe_instance_cull_result; - PagedArray<RID> light_instance_cull_result; - PagedArray<RID> directional_light_cull_result; - PagedArray<RID> gi_probe_instance_cull_result; - PagedArray<RID> decal_instance_cull_result; - - PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES]; - - uint64_t sdfgi_light_cull_pass = 0; - int directional_light_count; + PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances_to_shadow_render; + + struct FrustumCullResult { + PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances; + PagedArray<Instance *> lights; + PagedArray<RID> light_instances; + PagedArray<RID> lightmaps; + PagedArray<RID> reflections; + PagedArray<RID> decals; + PagedArray<RID> gi_probes; + PagedArray<RID> mesh_instances; + + struct DirectionalShadow { + PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; + } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS]; + + PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; + PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES]; + + void clear() { + geometry_instances.clear(); + lights.clear(); + light_instances.clear(); + lightmaps.clear(); + reflections.clear(); + decals.clear(); + gi_probes.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++) { + directional_shadows[i].cascade_geometry_instances[j].clear(); + } + } + + for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { + sdfgi_region_geometry_instances[i].clear(); + } + + for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { + sdfgi_cascade_lights[i].clear(); + } + } + + void reset() { + geometry_instances.reset(); + lights.reset(); + light_instances.reset(); + lightmaps.reset(); + reflections.reset(); + decals.reset(); + gi_probes.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++) { + directional_shadows[i].cascade_geometry_instances[j].reset(); + } + } + + for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { + sdfgi_region_geometry_instances[i].reset(); + } + + for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { + sdfgi_cascade_lights[i].reset(); + } + } + + void append_from(FrustumCullResult &p_cull_result) { + geometry_instances.merge_unordered(p_cull_result.geometry_instances); + lights.merge_unordered(p_cull_result.lights); + light_instances.merge_unordered(p_cull_result.light_instances); + 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); + mesh_instances.merge_unordered(p_cull_result.mesh_instances); + + for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { + for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { + directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]); + } + } + + for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { + sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]); + } + + for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { + sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]); + } + } + + void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) { + geometry_instances.set_page_pool(p_geometry_instance_pool); + light_instances.set_page_pool(p_rid_pool); + lights.set_page_pool(p_instance_pool); + lightmaps.set_page_pool(p_rid_pool); + reflections.set_page_pool(p_rid_pool); + decals.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++) { + directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool); + } + } + + for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) { + sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool); + } + + for (int i = 0; i < SDFGI_MAX_CASCADES; i++) { + sdfgi_cascade_lights[i].set_page_pool(p_rid_pool); + } + } + }; + + FrustumCullResult frustum_cull_result; + LocalVector<FrustumCullResult> frustum_cull_result_threads; + + uint32_t thread_cull_threshold = 200; RID_PtrOwner<Instance> instance_owner; - bool pair_volumes_to_mesh; // used in traditional forward, unnecesary on clustered + uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecesary on clustered virtual RID instance_create(); @@ -523,7 +853,7 @@ public: virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index); virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias); - void _update_instance_shader_parameters_from_material(Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RendererSceneRender::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material); + void _update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material); virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value); virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const; @@ -536,10 +866,62 @@ 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); + _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); RID _render_get_environment(RID p_camera, RID p_scenario); + struct Cull { + struct Shadow { + RID light_instance; + struct Cascade { + Frustum frustum; + + CameraMatrix projection; + Transform transform; + real_t zfar; + real_t split; + real_t shadow_texel_size; + real_t bias_scale; + real_t range_begin; + Vector2 uv_scale; + + } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades + uint32_t cascade_count; + + } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS]; + + uint32_t shadow_count; + + struct SDFGI { + //have arrays here because SDFGI functions expects this, plus regions can have areas + AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade + uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade + uint32_t region_count = 0; + + uint32_t cascade_light_index[SDFGI_MAX_CASCADES]; + uint32_t cascade_light_count = 0; + + } sdfgi; + + SpinLock lock; + + Frustum frustum; + } cull; + + struct FrustumCullData { + Cull *cull; + Scenario *scenario; + RID shadow_atlas; + Transform cam_transform; + uint32_t visible_layers; + Instance *render_reflection_probe; + }; + + 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); + bool _render_reflection_probe_step(Instance *p_instance, int p_step); void _prepare_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, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, float p_screen_lod_threshold, bool p_using_shadows = true); void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold); @@ -654,6 +1036,8 @@ public: bool free(RID p_rid); + void set_scene_render(RendererSceneRender *p_scene_render); + RendererSceneCull(); virtual ~RendererSceneCull(); }; |