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-rw-r--r--servers/rendering/renderer_scene_cull.h75
1 files changed, 39 insertions, 36 deletions
diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h
index d085b84a8c..b3874ee7ae 100644
--- a/servers/rendering/renderer_scene_cull.h
+++ b/servers/rendering/renderer_scene_cull.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* renderer_scene_cull.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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 */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* renderer_scene_cull.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef RENDERER_SCENE_CULL_H
#define RENDERER_SCENE_CULL_H
@@ -459,6 +459,10 @@ public:
float extra_margin;
ObjectID object_id;
+ // sorting
+ float sorting_offset = 0.0;
+ bool use_aabb_center = true;
+
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_frame_pass;
@@ -476,10 +480,12 @@ public:
Instance *instance = (Instance *)tracker->userdata;
switch (p_notification) {
case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA:
+ case Dependency::DEPENDENCY_CHANGED_SKELETON_BONES:
case Dependency::DEPENDENCY_CHANGED_AABB: {
singleton->_instance_queue_update(instance, true, false);
} break;
+ case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
case Dependency::DEPENDENCY_CHANGED_MATERIAL: {
singleton->_instance_queue_update(instance, false, true);
} break;
@@ -491,10 +497,6 @@ public:
case Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
singleton->_instance_queue_update(instance, true, true);
} break;
- case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
- case Dependency::DEPENDENCY_CHANGED_SKELETON_BONES: {
- //ignored
- } break;
case Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: {
//requires repairing
if (instance->indexer_id.is_valid()) {
@@ -731,11 +733,12 @@ public:
DynamicBVH *bvh2 = nullptr; //some may need to cull in two
uint32_t pair_mask;
uint64_t pair_pass;
+ uint32_t cull_mask = 0xFFFFFFFF; // Needed for decals and lights in the mobile and compatibility renderers.
_FORCE_INLINE_ bool operator()(void *p_data) {
Instance *p_instance = (Instance *)p_data;
- if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) {
+ if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type)) && (cull_mask & p_instance->layer_mask)) {
//test is more coarse in indexer
p_instance->pair_check = pair_pass;
InstancePair *pair = pair_allocator->alloc();
@@ -933,6 +936,7 @@ 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_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center);
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);
@@ -983,7 +987,7 @@ public:
void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
- _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold);
+ _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold, uint32_t p_visible_layers = 0xFFFFFF);
RID _render_get_environment(RID p_camera, RID p_scenario);
@@ -1173,7 +1177,6 @@ public:
PASS1RC(RID, environment_get_glow_map, RID)
PASS1(environment_glow_set_use_bicubic_upscale, bool)
- PASS1(environment_glow_set_use_high_quality, bool)
// SSR
PASS6(environment_set_ssr, RID, bool, int, float, float, float)