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Moved culling, updated lights and shadows into a prepare function so it is only called once for stereo rendering
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@ -1674,7 +1674,8 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario, Size2 p_view
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} break;
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}
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_render_scene(camera->transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), -1);
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_prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
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_render_scene(camera->transform, camera_matrix, ortho, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
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}
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void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
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@ -1684,7 +1685,6 @@ void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInter
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ERR_FAIL_COND(!camera);
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/* SETUP CAMERA, we are ignoring type and FOV here */
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bool ortho = false;
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float aspect = p_viewport_size.width / (float)p_viewport_size.height;
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CameraMatrix camera_matrix = p_interface->get_projection_for_eye(p_eye, aspect, camera->znear, camera->zfar);
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@ -1693,10 +1693,79 @@ void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInter
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Transform world_origin = ARVRServer::get_singleton()->get_world_origin();
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Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
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_render_scene(cam_transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), -1);
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// For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
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if (p_eye == ARVRInterface::EYE_LEFT) {
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///@TODO possibly move responsibility for this into our ARVRServer or ARVRInterface?
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// Center our transform, we assume basis is equal.
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Transform mono_transform = cam_transform;
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Transform right_transform = p_interface->get_transform_for_eye(ARVRInterface::EYE_RIGHT, world_origin);
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mono_transform.origin += right_transform.origin;
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mono_transform.origin *= 0.5;
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// We need to combine our projection frustums for culling.
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// Ideally we should use our clipping planes for this and combine them,
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// however our shadow map logic uses our projection matrix.
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// Note: as our left and right frustums should be mirrored, we don't need our right projection matrix.
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// - get some base values we need
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float eye_dist = (mono_transform.origin - cam_transform.origin).length();
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float z_near = camera_matrix.get_z_near(); // get our near plane
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float z_far = camera_matrix.get_z_far(); // get our far plane
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float width = (2.0 * z_near) / camera_matrix.matrix[0][0];
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float x_shift = width * camera_matrix.matrix[2][0];
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float height = (2.0 * z_near) / camera_matrix.matrix[1][1];
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float y_shift = width * camera_matrix.matrix[2][1];
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// printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift);
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// - calculate our near plane size (horizontal only, right_near is mirrored)
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float left_near = -eye_dist - ((width - x_shift) * 0.5);
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// - calculate our far plane size (horizontal only, right_far is mirrored)
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float left_far = -eye_dist - (z_far * (width - x_shift) * 0.5 / z_near);
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float left_far_right_eye = eye_dist - (z_far * (width + x_shift) * 0.5 / z_near);
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if (left_far > left_far_right_eye) {
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// on displays smaller then double our iod, the right eye far frustrum can overtake the left eyes.
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left_far = left_far_right_eye;
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}
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// - figure out required z-shift
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float slope = (left_far - left_near) / (z_far - z_near);
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float z_shift = (left_near / slope) - z_near;
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// - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift)
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float top_near = (height + y_shift) * 0.5;
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top_near += y_shift * z_shift;
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float bottom_near = -(height - y_shift) * 0.5;
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bottom_near -= y_shift * z_shift;
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// printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift);
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// - generate our frustum
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CameraMatrix combined_matrix;
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combined_matrix.set_frustum(left_near, -left_near, bottom_near, top_near, z_near + z_shift, z_far + z_shift);
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// and finally move our camera back
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Transform apply_z_shift;
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apply_z_shift.origin = Vector3(0.0, 0.0, z_shift); // z negative is forward so this moves it backwards
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mono_transform *= apply_z_shift;
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// now prepare our scene with our adjusted transform projection matrix
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_prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
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} else if (p_eye == ARVRInterface::EYE_MONO) {
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// For mono render, prepare as per usual
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_prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
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}
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// And render our scene...
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_render_scene(cam_transform, camera_matrix, false, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
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};
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void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
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void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe) {
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// Note, in stereo rendering:
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// - p_cam_transform will be a transform in the middle of our two eyes
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// - p_cam_projection is a wider frustrum that encompasses both eyes
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Scenario *scenario = scenario_owner.getornull(p_scenario);
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@ -1713,7 +1782,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
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float z_far = p_cam_projection.get_z_far();
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/* STEP 2 - CULL */
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int cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL);
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instance_cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL);
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light_cull_count = 0;
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reflection_probe_cull_count = 0;
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@ -1731,7 +1800,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
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/* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
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for (int i = 0; i < cull_count; i++) {
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for (int i = 0; i < instance_cull_count; i++) {
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Instance *ins = instance_cull_result[i];
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@ -1857,8 +1926,8 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
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if (!keep) {
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// remove, no reason to keep
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cull_count--;
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SWAP(instance_cull_result[i], instance_cull_result[cull_count]);
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instance_cull_count--;
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SWAP(instance_cull_result[i], instance_cull_result[instance_cull_count]);
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i--;
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ins->last_render_pass = 0; // make invalid
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} else {
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@ -1870,7 +1939,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
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/* STEP 5 - PROCESS LIGHTS */
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RID *directional_light_ptr = &light_instance_cull_result[light_cull_count];
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int directional_light_count = 0;
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directional_light_count = 0;
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// directional lights
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{
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@ -2007,6 +2076,11 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
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}
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}
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}
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}
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void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
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Scenario *scenario = scenario_owner.getornull(p_scenario);
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/* ENVIRONMENT */
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@ -2018,9 +2092,9 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
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else
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environment = scenario->fallback_environment;
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/* STEP 6 - PROCESS GEOMETRY AND DRAW SCENE*/
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/* PROCESS GEOMETRY AND DRAW SCENE */
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VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
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VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
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}
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void VisualServerScene::render_empty_scene(RID p_scenario, RID p_shadow_atlas) {
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@ -2093,7 +2167,8 @@ bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int
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shadow_atlas = scenario->reflection_probe_shadow_atlas;
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}
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_render_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
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_prepare_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance);
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_render_scene(xform, cm, false, RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
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} else {
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//do roughness postprocess step until it believes it's done
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@ -434,11 +434,13 @@ public:
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}
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};
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int instance_cull_count;
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Instance *instance_cull_result[MAX_INSTANCE_CULL];
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Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
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Instance *light_cull_result[MAX_LIGHTS_CULLED];
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RID light_instance_cull_result[MAX_LIGHTS_CULLED];
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int light_cull_count;
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int directional_light_count;
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RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
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int reflection_probe_cull_count;
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@ -483,7 +485,8 @@ public:
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_FORCE_INLINE_ void _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario);
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void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
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void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe);
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void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
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void render_empty_scene(RID p_scenario, RID p_shadow_atlas);
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void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
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