/**************************************************************************/ /* renderer_scene_occlusion_cull.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "renderer_scene_occlusion_cull.h" RendererSceneOcclusionCull *RendererSceneOcclusionCull::singleton = …; const Vector3 RendererSceneOcclusionCull::HZBuffer::corners[8] = …; bool RendererSceneOcclusionCull::HZBuffer::occlusion_jitter_enabled = …; bool RendererSceneOcclusionCull::HZBuffer::is_empty() const { … } void RendererSceneOcclusionCull::HZBuffer::clear() { … } void RendererSceneOcclusionCull::HZBuffer::resize(const Size2i &p_size) { … } void RendererSceneOcclusionCull::HZBuffer::update_mips() { … } RID RendererSceneOcclusionCull::HZBuffer::get_debug_texture() { … }