Use List Initializations for Vectors.
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22 changed files with 326 additions and 308 deletions
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@ -1795,12 +1795,14 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
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{
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RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set);
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//regular forward for now
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Vector<Color> clear;
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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Vector<Color> clear = {
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0)
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};
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
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_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
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RD::get_singleton()->draw_list_end();
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@ -1839,12 +1841,13 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p
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{
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RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, true);
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//regular forward for now
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Vector<Color> clear;
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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Vector<Color> clear = {
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0)
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};
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
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const int uv_offset_count = 9;
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@ -1901,11 +1904,12 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
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Vector3 half_extents = p_bounds.size * 0.5;
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Vector3 center = p_bounds.position + half_extents;
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Vector<RID> sbs;
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sbs.push_back(p_albedo_texture);
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sbs.push_back(p_emission_texture);
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sbs.push_back(p_emission_aniso_texture);
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sbs.push_back(p_geom_facing_texture);
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Vector<RID> sbs = {
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p_albedo_texture,
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p_emission_texture,
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p_emission_aniso_texture,
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p_geom_facing_texture
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};
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//print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds);
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for (int i = 0; i < 3; i++) {
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@ -1002,12 +1002,13 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
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{
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RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, 0);
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//regular forward for now
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Vector<Color> clear;
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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Vector<Color> clear = {
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0)
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};
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
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_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
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RD::get_singleton()->draw_list_end();
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@ -1043,12 +1044,14 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in
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{
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RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true, 0);
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//regular forward for now
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Vector<Color> clear;
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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clear.push_back(Color(0, 0, 0, 0));
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Vector<Color> clear = {
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0),
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Color(0, 0, 0, 0)
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};
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
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const int uv_offset_count = 9;
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