#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() { … }