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Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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683 changed files with 22803 additions and 12225 deletions
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@ -328,13 +328,16 @@ void RenderingServerScene::scenario_set_reflection_atlas_size(RID p_scenario, in
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/* INSTANCING API */
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void RenderingServerScene::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) {
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if (p_update_aabb)
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if (p_update_aabb) {
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p_instance->update_aabb = true;
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if (p_update_dependencies)
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}
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if (p_update_dependencies) {
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p_instance->update_dependencies = true;
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}
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if (p_instance->update_item.in_list())
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if (p_instance->update_item.in_list()) {
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return;
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}
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_instance_update_list.add(&p_instance->update_item);
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}
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@ -597,8 +600,9 @@ void RenderingServerScene::instance_set_transform(RID p_instance, const Transfor
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Instance *instance = instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!instance);
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if (instance->transform == p_transform)
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if (instance->transform == p_transform) {
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return; //must be checked to avoid worst evil
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}
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#ifdef DEBUG_ENABLED
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@ -656,8 +660,9 @@ void RenderingServerScene::instance_set_visible(RID p_instance, bool p_visible)
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Instance *instance = instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!instance);
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if (instance->visible == p_visible)
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if (instance->visible == p_visible) {
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return;
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}
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instance->visible = p_visible;
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@ -708,8 +713,9 @@ void RenderingServerScene::instance_set_custom_aabb(RID p_instance, AABB p_aabb)
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if (p_aabb != AABB()) {
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// Set custom AABB
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if (instance->custom_aabb == nullptr)
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if (instance->custom_aabb == nullptr) {
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instance->custom_aabb = memnew(AABB);
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}
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*instance->custom_aabb = p_aabb;
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} else {
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@ -720,16 +726,18 @@ void RenderingServerScene::instance_set_custom_aabb(RID p_instance, AABB p_aabb)
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}
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}
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if (instance->scenario)
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if (instance->scenario) {
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_instance_queue_update(instance, true, false);
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}
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}
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void RenderingServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
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Instance *instance = instance_owner.getornull(p_instance);
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ERR_FAIL_COND(!instance);
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if (instance->skeleton == p_skeleton)
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if (instance->skeleton == p_skeleton) {
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return;
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}
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instance->skeleton = p_skeleton;
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@ -765,8 +773,9 @@ Vector<ObjectID> RenderingServerScene::instances_cull_aabb(const AABB &p_aabb, R
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for (int i = 0; i < culled; i++) {
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Instance *instance = cull[i];
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ERR_CONTINUE(!instance);
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if (instance->object_id.is_null())
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if (instance->object_id.is_null()) {
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continue;
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}
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instances.push_back(instance->object_id);
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}
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@ -787,8 +796,9 @@ Vector<ObjectID> RenderingServerScene::instances_cull_ray(const Vector3 &p_from,
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for (int i = 0; i < culled; i++) {
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Instance *instance = cull[i];
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ERR_CONTINUE(!instance);
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if (instance->object_id.is_null())
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if (instance->object_id.is_null()) {
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continue;
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}
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instances.push_back(instance->object_id);
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}
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@ -810,8 +820,9 @@ Vector<ObjectID> RenderingServerScene::instances_cull_convex(const Vector<Plane>
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for (int i = 0; i < culled; i++) {
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Instance *instance = cull[i];
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ERR_CONTINUE(!instance);
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if (instance->object_id.is_null())
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if (instance->object_id.is_null()) {
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continue;
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}
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instances.push_back(instance->object_id);
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}
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@ -1079,32 +1090,36 @@ void RenderingServerScene::_update_instance_aabb(Instance *p_instance) {
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// do nothing
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} break;
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case RenderingServer::INSTANCE_MESH: {
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if (p_instance->custom_aabb)
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if (p_instance->custom_aabb) {
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new_aabb = *p_instance->custom_aabb;
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else
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} else {
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new_aabb = RSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
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}
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} break;
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case RenderingServer::INSTANCE_MULTIMESH: {
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if (p_instance->custom_aabb)
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if (p_instance->custom_aabb) {
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new_aabb = *p_instance->custom_aabb;
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else
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} else {
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new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
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}
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} break;
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case RenderingServer::INSTANCE_IMMEDIATE: {
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if (p_instance->custom_aabb)
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if (p_instance->custom_aabb) {
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new_aabb = *p_instance->custom_aabb;
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else
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} else {
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new_aabb = RSG::storage->immediate_get_aabb(p_instance->base);
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}
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} break;
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case RenderingServer::INSTANCE_PARTICLES: {
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if (p_instance->custom_aabb)
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if (p_instance->custom_aabb) {
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new_aabb = *p_instance->custom_aabb;
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else
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} else {
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new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
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}
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} break;
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case RenderingServer::INSTANCE_LIGHT: {
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@ -1132,8 +1147,9 @@ void RenderingServerScene::_update_instance_aabb(Instance *p_instance) {
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}
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// <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
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if (p_instance->extra_margin)
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if (p_instance->extra_margin) {
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new_aabb.grow_by(p_instance->extra_margin);
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}
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p_instance->aabb = new_aabb;
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}
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@ -1364,20 +1380,26 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
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real_t d_y = y_vec.dot(endpoints[j]);
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real_t d_z = z_vec.dot(endpoints[j]);
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if (j == 0 || d_x < x_min)
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if (j == 0 || d_x < x_min) {
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x_min = d_x;
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if (j == 0 || d_x > x_max)
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}
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if (j == 0 || d_x > x_max) {
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x_max = d_x;
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}
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if (j == 0 || d_y < y_min)
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if (j == 0 || d_y < y_min) {
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y_min = d_y;
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if (j == 0 || d_y > y_max)
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}
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if (j == 0 || d_y > y_max) {
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y_max = d_y;
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}
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if (j == 0 || d_z < z_min)
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if (j == 0 || d_z < z_min) {
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z_min = d_z;
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if (j == 0 || d_z > z_max)
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}
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if (j == 0 || d_z > z_max) {
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z_max = d_z;
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}
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}
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real_t radius = 0;
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@ -1396,8 +1418,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
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for (int j = 0; j < 8; j++) {
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real_t d = center.distance_to(endpoints[j]);
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if (d > radius)
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if (d > radius) {
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radius = d;
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}
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}
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radius *= texture_size / (texture_size - 2.0); //add a texel by each side
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@ -1524,8 +1547,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
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real_t d_z = z_vec.dot(endpoints_square[j]);
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if (j == 0 || d_z > z_max_square)
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if (j == 0 || d_z > z_max_square) {
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z_max_square = d_z;
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}
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}
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if (cull_max > z_max_square) {
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@ -1538,8 +1562,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
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for (int j = 0; j < 8; j++) {
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real_t d = center_square.distance_to(endpoints_square[j]);
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if (d > radius_square)
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if (d > radius_square) {
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radius_square = d;
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}
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}
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radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side
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@ -2073,8 +2098,9 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
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break;
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}
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if (!E->get()->visible)
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if (!E->get()->visible) {
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continue;
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}
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InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
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@ -2107,8 +2133,9 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
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for (int i = 0; i < light_cull_count; i++) {
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Instance *ins = light_cull_result[i];
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if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base))
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if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
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continue;
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}
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InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
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@ -2205,12 +2232,13 @@ void RenderingServerScene::_render_scene(RID p_render_buffers, const Transform p
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/* ENVIRONMENT */
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RID environment;
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if (p_force_environment.is_valid()) //camera has more environment priority
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if (p_force_environment.is_valid()) { //camera has more environment priority
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environment = p_force_environment;
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else if (scenario->environment.is_valid())
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} else if (scenario->environment.is_valid()) {
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environment = scenario->environment;
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else
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} else {
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environment = scenario->fallback_environment;
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}
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RID camera_effects;
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if (p_force_camera_effects.is_valid()) {
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@ -2230,10 +2258,11 @@ void RenderingServerScene::render_empty_scene(RID p_render_buffers, RID p_scenar
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Scenario *scenario = scenario_owner.getornull(p_scenario);
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RID environment;
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if (scenario->environment.is_valid())
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if (scenario->environment.is_valid()) {
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environment = scenario->environment;
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else
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} else {
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environment = scenario->fallback_environment;
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}
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RENDER_TIMESTAMP("Render Empty Scene ");
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RSG::scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, environment, RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
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#endif
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@ -2321,8 +2350,9 @@ void RenderingServerScene::render_probes() {
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switch (RSG::storage->reflection_probe_get_update_mode(base)) {
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case RS::REFLECTION_PROBE_UPDATE_ONCE: {
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if (busy) //already rendering something
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if (busy) { //already rendering something
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break;
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}
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bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
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if (done) {
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@ -2707,8 +2737,9 @@ void RenderingServerScene::_update_dirty_instance(Instance *p_instance) {
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for (int i = 0; i < dp; i++) {
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RID mesh = RSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
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if (!mesh.is_valid())
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if (!mesh.is_valid()) {
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continue;
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}
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int sc = RSG::storage->mesh_get_surface_count(mesh);
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for (int j = 0; j < sc; j++) {
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