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Get rid of easily removable uses of const_cast
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parent
893bbdfde8
commit
d58b2e879f
69 changed files with 342 additions and 306 deletions
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@ -370,7 +370,7 @@ public:
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static void _instance_pair(Instance *p_A, Instance *p_B);
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static void _instance_unpair(Instance *p_A, Instance *p_B);
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void _instance_update_mesh_instance(Instance *p_instance);
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void _instance_update_mesh_instance(Instance *p_instance) const;
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virtual RID scenario_allocate();
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virtual void scenario_initialize(RID p_rid);
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@ -396,7 +396,7 @@ public:
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list_a(this), list_b(this) {}
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};
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PagedAllocator<InstancePair> pair_allocator;
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mutable PagedAllocator<InstancePair> pair_allocator;
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struct InstanceBaseData {
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virtual ~InstanceBaseData() {}
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@ -651,8 +651,8 @@ public:
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}
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};
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SelfList<Instance>::List _instance_update_list;
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void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
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mutable SelfList<Instance>::List _instance_update_list;
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void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false) const;
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struct InstanceGeometryData : public InstanceBaseData {
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RenderGeometryInstance *geometry_instance = nullptr;
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@ -844,7 +844,7 @@ public:
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}
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};
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uint64_t pair_pass = 1;
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mutable uint64_t pair_pass = 1;
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struct PairInstances {
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Instance *instance = nullptr;
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@ -904,7 +904,7 @@ public:
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}
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};
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HashSet<Instance *> heightfield_particle_colliders_update_list;
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mutable HashSet<Instance *> heightfield_particle_colliders_update_list;
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PagedArrayPool<Instance *> instance_cull_page_pool;
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PagedArrayPool<RenderGeometryInstance *> geometry_instance_cull_page_pool;
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@ -1044,7 +1044,7 @@ public:
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uint32_t thread_cull_threshold = 200;
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RID_Owner<Instance, true> instance_owner;
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mutable RID_Owner<Instance, true> instance_owner;
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uint32_t geometry_instance_pair_mask = 0; // used in traditional forward, unnecessary on clustered
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@ -1078,7 +1078,7 @@ public:
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virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled);
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bool _update_instance_visibility_depth(Instance *p_instance);
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void _update_instance_visibility_dependencies(Instance *p_instance);
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void _update_instance_visibility_dependencies(Instance *p_instance) const;
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// don't use these in a game!
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virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
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@ -1095,7 +1095,7 @@ public:
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virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
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virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
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void _update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
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void _update_instance_shader_uniforms_from_material(HashMap<StringName, Instance::InstanceShaderParameter> &isparams, const HashMap<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) const;
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virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
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virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
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@ -1105,10 +1105,10 @@ public:
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virtual void mesh_generate_pipelines(RID p_mesh, bool p_background_compilation);
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virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source);
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_FORCE_INLINE_ void _update_instance(Instance *p_instance);
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_FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
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_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
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_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
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_FORCE_INLINE_ void _update_instance(Instance *p_instance) const;
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_FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance) const;
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_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance) const;
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_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance) const;
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void _unpair_instance(Instance *p_instance);
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void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
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@ -1193,7 +1193,7 @@ public:
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void render_empty_scene(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_scenario, RID p_shadow_atlas);
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void render_camera(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, uint32_t p_jitter_phase_count, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderingMethod::RenderInfo *r_render_info = nullptr);
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void update_dirty_instances();
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void update_dirty_instances() const;
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void render_particle_colliders();
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virtual void render_probes();
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