godot/modules/raycast/raycast_occlusion_cull.cpp

/**************************************************************************/
/*  raycast_occlusion_cull.cpp                                            */
/**************************************************************************/
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/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "raycast_occlusion_cull.h"

#include "core/config/project_settings.h"
#include "core/object/worker_thread_pool.h"
#include "core/templates/local_vector.h"

#ifdef __SSE2__
#include <pmmintrin.h>
#endif

RaycastOcclusionCull *RaycastOcclusionCull::raycast_singleton =;

void RaycastOcclusionCull::RaycastHZBuffer::clear() {}

void RaycastOcclusionCull::RaycastHZBuffer::resize(const Size2i &p_size) {}

void RaycastOcclusionCull::RaycastHZBuffer::update_camera_rays(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal) {}

void RaycastOcclusionCull::RaycastHZBuffer::_camera_rays_threaded(uint32_t p_thread, const CameraRayThreadData *p_data) {}

void RaycastOcclusionCull::RaycastHZBuffer::_generate_camera_rays(const CameraRayThreadData *p_data, int p_from, int p_to) {}

void RaycastOcclusionCull::RaycastHZBuffer::sort_rays(const Vector3 &p_camera_dir, bool p_orthogonal) {}

RaycastOcclusionCull::RaycastHZBuffer::~RaycastHZBuffer() {}

////////////////////////////////////////////////////////

bool RaycastOcclusionCull::is_occluder(RID p_rid) {}

RID RaycastOcclusionCull::occluder_allocate() {}

void RaycastOcclusionCull::occluder_initialize(RID p_occluder) {}

void RaycastOcclusionCull::occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {}

void RaycastOcclusionCull::free_occluder(RID p_occluder) {}

////////////////////////////////////////////////////////

void RaycastOcclusionCull::add_scenario(RID p_scenario) {}

void RaycastOcclusionCull::remove_scenario(RID p_scenario) {}

void RaycastOcclusionCull::scenario_set_instance(RID p_scenario, RID p_instance, RID p_occluder, const Transform3D &p_xform, bool p_enabled) {}

void RaycastOcclusionCull::scenario_remove_instance(RID p_scenario, RID p_instance) {}

void RaycastOcclusionCull::Scenario::_update_dirty_instance_thread(int p_idx, RID *p_instances) {}

void RaycastOcclusionCull::Scenario::_update_dirty_instance(int p_idx, RID *p_instances) {}

void RaycastOcclusionCull::Scenario::_transform_vertices_thread(uint32_t p_thread, TransformThreadData *p_data) {}

void RaycastOcclusionCull::Scenario::_transform_vertices_range(const Vector3 *p_read, float *p_write, const Transform3D &p_xform, int p_from, int p_to) {}

void RaycastOcclusionCull::Scenario::free() {}

void RaycastOcclusionCull::Scenario::_commit_scene(void *p_ud) {}

void RaycastOcclusionCull::Scenario::update() {}

void RaycastOcclusionCull::Scenario::_raycast(uint32_t p_idx, const RaycastThreadData *p_raycast_data) const {}

void RaycastOcclusionCull::Scenario::raycast(CameraRayTile *r_rays, const uint32_t *p_valid_masks, uint32_t p_tile_count) const {}

////////////////////////////////////////////////////////

void RaycastOcclusionCull::add_buffer(RID p_buffer) {}

void RaycastOcclusionCull::remove_buffer(RID p_buffer) {}

void RaycastOcclusionCull::buffer_set_scenario(RID p_buffer, RID p_scenario) {}

void RaycastOcclusionCull::buffer_set_size(RID p_buffer, const Vector2i &p_size) {}

Projection RaycastOcclusionCull::_jitter_projection(const Projection &p_cam_projection, const Size2i &p_viewport_size) {}

void RaycastOcclusionCull::buffer_update(RID p_buffer, const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal) {}

RaycastOcclusionCull::HZBuffer *RaycastOcclusionCull::buffer_get_ptr(RID p_buffer) {}

RID RaycastOcclusionCull::buffer_get_debug_texture(RID p_buffer) {}

////////////////////////////////////////////////////////

void RaycastOcclusionCull::set_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality) {}

void RaycastOcclusionCull::_init_embree() {}

RaycastOcclusionCull::RaycastOcclusionCull() {}

RaycastOcclusionCull::~RaycastOcclusionCull() {}