1582 lines
38 KiB
C++
1582 lines
38 KiB
C++
#include "visual_server_scene.h"
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#include "visual_server_global.h"
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/* CAMERA API */
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RID VisualServerScene::camera_create() {
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Camera * camera = memnew( Camera );
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return camera_owner.make_rid( camera );
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}
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void VisualServerScene::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) {
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Camera *camera = camera_owner.get( p_camera );
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ERR_FAIL_COND(!camera);
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camera->type=Camera::PERSPECTIVE;
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camera->fov=p_fovy_degrees;
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camera->znear=p_z_near;
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camera->zfar=p_z_far;
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}
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void VisualServerScene::camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far) {
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Camera *camera = camera_owner.get( p_camera );
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ERR_FAIL_COND(!camera);
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camera->type=Camera::ORTHOGONAL;
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camera->size=p_size;
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camera->znear=p_z_near;
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camera->zfar=p_z_far;
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}
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void VisualServerScene::camera_set_transform(RID p_camera,const Transform& p_transform) {
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Camera *camera = camera_owner.get( p_camera );
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ERR_FAIL_COND(!camera);
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camera->transform=p_transform.orthonormalized();
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}
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void VisualServerScene::camera_set_cull_mask(RID p_camera,uint32_t p_layers) {
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Camera *camera = camera_owner.get( p_camera );
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ERR_FAIL_COND(!camera);
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camera->visible_layers=p_layers;
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}
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void VisualServerScene::camera_set_environment(RID p_camera,RID p_env) {
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Camera *camera = camera_owner.get( p_camera );
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ERR_FAIL_COND(!camera);
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camera->env=p_env;
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}
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void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera,bool p_enable) {
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Camera *camera = camera_owner.get( p_camera );
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ERR_FAIL_COND(!camera);
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camera->vaspect=p_enable;
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}
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/* SCENARIO API */
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void* VisualServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int) {
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// VisualServerScene *self = (VisualServerScene*)p_self;
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Instance *A = p_A;
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Instance *B = p_B;
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//instance indices are designed so greater always contains lesser
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if (A->base_type > B->base_type) {
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SWAP(A,B); //lesser always first
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}
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if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
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InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
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InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
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InstanceLightData::PairInfo pinfo;
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pinfo.geometry=A;
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pinfo.L = geom->lighting.push_back(B);
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List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);
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light->shadow_sirty=true;
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geom->lighting_dirty=true;
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return E; //this element should make freeing faster
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}
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#if 0
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if (A->base_type==INSTANCE_PORTAL) {
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ERR_FAIL_COND_V( B->base_type!=INSTANCE_PORTAL,NULL );
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A->portal_info->candidate_set.insert(B);
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B->portal_info->candidate_set.insert(A);
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self->_portal_attempt_connect(A);
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//attempt to conncet portal A (will go through B anyway)
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//this is a little hackish, but works fine in practice
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} else if (A->base_type==INSTANCE_BAKED_LIGHT || B->base_type==INSTANCE_BAKED_LIGHT) {
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if (B->base_type==INSTANCE_BAKED_LIGHT) {
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SWAP(A,B);
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}
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ERR_FAIL_COND_V(B->base_type!=INSTANCE_BAKED_LIGHT_SAMPLER,NULL);
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B->baked_light_sampler_info->baked_lights.insert(A);
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} else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {
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if (B->base_type==INSTANCE_ROOM)
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SWAP(A,B);
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ERR_FAIL_COND_V(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ),NULL);
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B->auto_rooms.insert(A);
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A->room_info->owned_autoroom_geometry.insert(B);
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self->_instance_validate_autorooms(B);
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} else {
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if (B->base_type==INSTANCE_LIGHT) {
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SWAP(A,B);
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} else if (A->base_type!=INSTANCE_LIGHT) {
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return NULL;
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}
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A->light_info->affected.insert(B);
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B->lights.insert(A);
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B->light_cache_dirty=true;
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}
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#endif
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return NULL;
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}
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void VisualServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int,void* udata) {
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// VisualServerScene *self = (VisualServerScene*)p_self;
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Instance *A = p_A;
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Instance *B = p_B;
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//instance indices are designed so greater always contains lesser
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if (A->base_type > B->base_type) {
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SWAP(A,B); //lesser always first
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}
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if (B->base_type==VS::INSTANCE_LIGHT && (1<<A->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
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InstanceLightData * light = static_cast<InstanceLightData*>(B->base_data);
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InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(A->base_data);
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List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element*>(udata);
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geom->lighting.erase(E->get().L);
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light->geometries.erase(E);
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light->shadow_sirty=true;
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geom->lighting_dirty=true;
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}
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#if 0
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if (A->base_type==INSTANCE_PORTAL) {
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ERR_FAIL_COND( B->base_type!=INSTANCE_PORTAL );
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A->portal_info->candidate_set.erase(B);
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B->portal_info->candidate_set.erase(A);
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//after disconnecting them, see if they can connect again
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self->_portal_attempt_connect(A);
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self->_portal_attempt_connect(B);
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} else if (A->base_type==INSTANCE_BAKED_LIGHT || B->base_type==INSTANCE_BAKED_LIGHT) {
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if (B->base_type==INSTANCE_BAKED_LIGHT) {
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SWAP(A,B);
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}
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ERR_FAIL_COND(B->base_type!=INSTANCE_BAKED_LIGHT_SAMPLER);
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B->baked_light_sampler_info->baked_lights.erase(A);
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} else if (A->base_type==INSTANCE_ROOM || B->base_type==INSTANCE_ROOM) {
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if (B->base_type==INSTANCE_ROOM)
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SWAP(A,B);
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ERR_FAIL_COND(! ((1<<B->base_type)&INSTANCE_GEOMETRY_MASK ));
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B->auto_rooms.erase(A);
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B->valid_auto_rooms.erase(A);
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A->room_info->owned_autoroom_geometry.erase(B);
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}else {
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if (B->base_type==INSTANCE_LIGHT) {
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SWAP(A,B);
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} else if (A->base_type!=INSTANCE_LIGHT) {
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return;
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}
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A->light_info->affected.erase(B);
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B->lights.erase(A);
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B->light_cache_dirty=true;
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}
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#endif
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}
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RID VisualServerScene::scenario_create() {
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Scenario *scenario = memnew( Scenario );
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ERR_FAIL_COND_V(!scenario,RID());
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RID scenario_rid = scenario_owner.make_rid( scenario );
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scenario->self=scenario_rid;
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scenario->octree.set_pair_callback(_instance_pair,this);
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scenario->octree.set_unpair_callback(_instance_unpair,this);
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return scenario_rid;
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}
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void VisualServerScene::scenario_set_debug(RID p_scenario,VS::ScenarioDebugMode p_debug_mode) {
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Scenario *scenario = scenario_owner.get(p_scenario);
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ERR_FAIL_COND(!scenario);
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scenario->debug=p_debug_mode;
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}
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void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environment) {
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Scenario *scenario = scenario_owner.get(p_scenario);
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ERR_FAIL_COND(!scenario);
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scenario->environment=p_environment;
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}
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void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
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Scenario *scenario = scenario_owner.get(p_scenario);
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ERR_FAIL_COND(!scenario);
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scenario->fallback_environment=p_environment;
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}
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/* INSTANCING API */
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void VisualServerScene::_instance_queue_update(Instance *p_instance,bool p_update_aabb,bool p_update_materials) {
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if (p_update_aabb)
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p_instance->update_aabb=true;
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if (p_update_materials)
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p_instance->update_materials=true;
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if (p_instance->update_item.in_list())
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return;
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_instance_update_list.add(&p_instance->update_item);
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}
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// from can be mesh, light, area and portal so far.
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RID VisualServerScene::instance_create(){
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Instance *instance = memnew( Instance );
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ERR_FAIL_COND_V(!instance,RID());
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RID instance_rid = instance_owner.make_rid(instance);
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instance->self=instance_rid;
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return instance_rid;
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}
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void VisualServerScene::instance_set_base(RID p_instance, RID p_base){
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Instance *instance = instance_owner.get( p_instance );
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ERR_FAIL_COND( !instance );
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Scenario *scenario = instance->scenario;
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if (instance->base_type!=VS::INSTANCE_NONE) {
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//free anything related to that base
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VSG::storage->instance_remove_dependency(instance->base,instance);
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if (scenario && instance->octree_id) {
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scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
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instance->octree_id=0;
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}
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switch(instance->base_type) {
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case VS::INSTANCE_LIGHT: {
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InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
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if (instance->scenario && light->D) {
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instance->scenario->directional_lights.erase( light->D );
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light->D=NULL;
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}
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VSG::scene_render->free(light->instance);
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} break;
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}
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if (instance->base_data) {
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memdelete( instance->base_data );
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instance->base_data=NULL;
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}
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instance->morph_values.clear();
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instance->materials.clear();
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#if 0
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if (instance->light_info) {
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if (instance->scenario && instance->light_info->D)
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instance->scenario->directional_lights.erase( instance->light_info->D );
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rasterizer->free(instance->light_info->instance);
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memdelete(instance->light_info);
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instance->light_info=NULL;
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}
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if ( instance->room ) {
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instance_set_room(p_instance,RID());
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/*
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if((1<<instance->base_type)&INSTANCE_GEOMETRY_MASK)
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instance->room->room_info->owned_geometry_instances.erase(instance->RE);
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else if (instance->base_type==INSTANCE_PORTAL) {
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print_line("freeing portal, is it there? "+itos(instance->room->room_info->owned_portal_instances.(instance->RE)));
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instance->room->room_info->owned_portal_instances.erase(instance->RE);
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} else if (instance->base_type==INSTANCE_ROOM)
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instance->room->room_info->owned_room_instances.erase(instance->RE);
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else if (instance->base_type==INSTANCE_LIGHT)
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instance->room->room_info->owned_light_instances.erase(instance->RE);
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instance->RE=NULL;*/
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}
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if (instance->portal_info) {
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_portal_disconnect(instance,true);
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memdelete(instance->portal_info);
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instance->portal_info=NULL;
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}
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if (instance->baked_light_info) {
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while(instance->baked_light_info->owned_instances.size()) {
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Instance *owned=instance->baked_light_info->owned_instances.front()->get();
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owned->baked_light=NULL;
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owned->data.baked_light=NULL;
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owned->data.baked_light_octree_xform=NULL;
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owned->BLE=NULL;
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instance->baked_light_info->owned_instances.pop_front();
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}
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memdelete(instance->baked_light_info);
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instance->baked_light_info=NULL;
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}
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if (instance->scenario && instance->octree_id) {
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instance->scenario->octree.erase( instance->octree_id );
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instance->octree_id=0;
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}
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if (instance->room_info) {
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for(List<Instance*>::Element *E=instance->room_info->owned_geometry_instances.front();E;E=E->next()) {
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Instance *owned = E->get();
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owned->room=NULL;
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owned->RE=NULL;
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}
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for(List<Instance*>::Element *E=instance->room_info->owned_portal_instances.front();E;E=E->next()) {
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_portal_disconnect(E->get(),true);
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Instance *owned = E->get();
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owned->room=NULL;
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owned->RE=NULL;
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}
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for(List<Instance*>::Element *E=instance->room_info->owned_room_instances.front();E;E=E->next()) {
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Instance *owned = E->get();
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owned->room=NULL;
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owned->RE=NULL;
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}
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if (instance->room_info->disconnected_child_portals.size()) {
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ERR_PRINT("BUG: Disconnected portals remain!");
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}
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memdelete(instance->room_info);
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instance->room_info=NULL;
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}
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if (instance->particles_info) {
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rasterizer->free( instance->particles_info->instance );
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memdelete(instance->particles_info);
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instance->particles_info=NULL;
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}
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if (instance->baked_light_sampler_info) {
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while (instance->baked_light_sampler_info->owned_instances.size()) {
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instance_geometry_set_baked_light_sampler(instance->baked_light_sampler_info->owned_instances.front()->get()->self,RID());
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}
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if (instance->baked_light_sampler_info->sampled_light.is_valid()) {
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rasterizer->free(instance->baked_light_sampler_info->sampled_light);
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}
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memdelete( instance->baked_light_sampler_info );
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instance->baked_light_sampler_info=NULL;
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}
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#endif
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}
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instance->base_type=VS::INSTANCE_NONE;
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instance->base=RID();
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if (p_base.is_valid()) {
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instance->base_type=VSG::storage->get_base_type(p_base);
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ERR_FAIL_COND(instance->base_type==VS::INSTANCE_NONE);
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switch(instance->base_type) {
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case VS::INSTANCE_LIGHT: {
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InstanceLightData *light = memnew( InstanceLightData );
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if (scenario && VSG::storage->light_get_type(p_base)==VS::LIGHT_DIRECTIONAL) {
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light->D = scenario->directional_lights.push_back(instance);
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}
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light->instance = VSG::scene_render->light_instance_create(p_base);
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instance->base_data=light;
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} break;
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case VS::INSTANCE_MESH: {
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InstanceGeometryData *geom = memnew( InstanceGeometryData );
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instance->base_data=geom;
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} break;
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}
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VSG::storage->instance_add_dependency(p_base,instance);
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instance->base=p_base;
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if (scenario)
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_instance_queue_update(instance,true,true);
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#if 0
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if (rasterizer->is_mesh(p_base)) {
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instance->base_type=INSTANCE_MESH;
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instance->data.morph_values.resize( rasterizer->mesh_get_morph_target_count(p_base));
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instance->data.materials.resize( rasterizer->mesh_get_surface_count(p_base));
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} else if (rasterizer->is_multimesh(p_base)) {
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instance->base_type=INSTANCE_MULTIMESH;
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} else if (rasterizer->is_immediate(p_base)) {
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instance->base_type=INSTANCE_IMMEDIATE;
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} else if (rasterizer->is_particles(p_base)) {
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instance->base_type=INSTANCE_PARTICLES;
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instance->particles_info=memnew( Instance::ParticlesInfo );
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instance->particles_info->instance = rasterizer->particles_instance_create( p_base );
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} else if (rasterizer->is_light(p_base)) {
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instance->base_type=INSTANCE_LIGHT;
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instance->light_info = memnew( Instance::LightInfo );
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instance->light_info->instance = rasterizer->light_instance_create(p_base);
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if (instance->scenario && rasterizer->light_get_type(p_base)==LIGHT_DIRECTIONAL) {
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instance->light_info->D = instance->scenario->directional_lights.push_back(instance->self);
|
|
}
|
|
|
|
} else if (room_owner.owns(p_base)) {
|
|
instance->base_type=INSTANCE_ROOM;
|
|
instance->room_info = memnew( Instance::RoomInfo );
|
|
instance->room_info->room=room_owner.get(p_base);
|
|
} else if (portal_owner.owns(p_base)) {
|
|
|
|
instance->base_type=INSTANCE_PORTAL;
|
|
instance->portal_info = memnew(Instance::PortalInfo);
|
|
instance->portal_info->portal=portal_owner.get(p_base);
|
|
} else if (baked_light_owner.owns(p_base)) {
|
|
|
|
instance->base_type=INSTANCE_BAKED_LIGHT;
|
|
instance->baked_light_info=memnew(Instance::BakedLightInfo);
|
|
instance->baked_light_info->baked_light=baked_light_owner.get(p_base);
|
|
|
|
//instance->portal_info = memnew(Instance::PortalInfo);
|
|
//instance->portal_info->portal=portal_owner.get(p_base);
|
|
} else if (baked_light_sampler_owner.owns(p_base)) {
|
|
|
|
|
|
instance->base_type=INSTANCE_BAKED_LIGHT_SAMPLER;
|
|
instance->baked_light_sampler_info=memnew( Instance::BakedLightSamplerInfo);
|
|
instance->baked_light_sampler_info->sampler=baked_light_sampler_owner.get(p_base);
|
|
|
|
//instance->portal_info = memnew(Instance::PortalInfo);
|
|
//instance->portal_info->portal=portal_owner.get(p_base);
|
|
|
|
} else {
|
|
ERR_EXPLAIN("Invalid base RID for instance!")
|
|
ERR_FAIL();
|
|
}
|
|
|
|
instance_dependency_map[ p_base ].insert( instance->self );
|
|
#endif
|
|
|
|
|
|
}
|
|
}
|
|
void VisualServerScene::instance_set_scenario(RID p_instance, RID p_scenario){
|
|
|
|
Instance *instance = instance_owner.get( p_instance );
|
|
ERR_FAIL_COND( !instance );
|
|
|
|
if (instance->scenario) {
|
|
|
|
instance->scenario->instances.remove( &instance->scenario_item );
|
|
|
|
if (instance->octree_id) {
|
|
instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
|
|
instance->octree_id=0;
|
|
}
|
|
|
|
|
|
switch(instance->base_type) {
|
|
|
|
case VS::INSTANCE_LIGHT: {
|
|
|
|
|
|
InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
|
|
|
|
if (light->D) {
|
|
instance->scenario->directional_lights.erase( light->D );
|
|
light->D=NULL;
|
|
}
|
|
} break;
|
|
}
|
|
|
|
instance->scenario=NULL;
|
|
}
|
|
|
|
|
|
if (p_scenario.is_valid()) {
|
|
|
|
Scenario *scenario = scenario_owner.get( p_scenario );
|
|
ERR_FAIL_COND(!scenario);
|
|
|
|
instance->scenario=scenario;
|
|
|
|
scenario->instances.add( &instance->scenario_item );
|
|
|
|
|
|
switch(instance->base_type) {
|
|
|
|
case VS::INSTANCE_LIGHT: {
|
|
|
|
|
|
InstanceLightData *light = static_cast<InstanceLightData*>(instance->base_data);
|
|
|
|
if (VSG::storage->light_get_type(instance->base)==VS::LIGHT_DIRECTIONAL) {
|
|
light->D = scenario->directional_lights.push_back(instance);
|
|
}
|
|
} break;
|
|
}
|
|
|
|
_instance_queue_update(instance,true,true);
|
|
}
|
|
}
|
|
void VisualServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask){
|
|
|
|
|
|
Instance *instance = instance_owner.get( p_instance );
|
|
ERR_FAIL_COND( !instance );
|
|
|
|
instance->layer_mask=p_mask;
|
|
}
|
|
void VisualServerScene::instance_set_transform(RID p_instance, const Transform& p_transform){
|
|
|
|
Instance *instance = instance_owner.get( p_instance );
|
|
ERR_FAIL_COND( !instance );
|
|
|
|
if (instance->transform==p_transform)
|
|
return; //must be checked to avoid worst evil
|
|
|
|
instance->transform=p_transform;
|
|
_instance_queue_update(instance,true);
|
|
}
|
|
void VisualServerScene::instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID){
|
|
|
|
Instance *instance = instance_owner.get( p_instance );
|
|
ERR_FAIL_COND( !instance );
|
|
|
|
instance->object_ID=p_ID;
|
|
|
|
}
|
|
void VisualServerScene::instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight){
|
|
|
|
}
|
|
void VisualServerScene::instance_set_surface_material(RID p_instance,int p_surface, RID p_material){
|
|
|
|
Instance *instance = instance_owner.get( p_instance );
|
|
ERR_FAIL_COND( !instance );
|
|
|
|
_update_dirty_instance(instance);
|
|
|
|
ERR_FAIL_INDEX(p_surface,instance->materials.size());
|
|
|
|
instance->materials[p_surface]=p_material;
|
|
|
|
}
|
|
|
|
void VisualServerScene::instance_attach_skeleton(RID p_instance,RID p_skeleton){
|
|
|
|
Instance *instance = instance_owner.get( p_instance );
|
|
ERR_FAIL_COND( !instance );
|
|
|
|
instance->skeleton=p_skeleton;
|
|
|
|
_instance_queue_update(instance,true);
|
|
}
|
|
|
|
void VisualServerScene::instance_set_exterior( RID p_instance, bool p_enabled ){
|
|
|
|
}
|
|
void VisualServerScene::instance_set_room( RID p_instance, RID p_room ){
|
|
|
|
}
|
|
|
|
void VisualServerScene::instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ){
|
|
|
|
}
|
|
|
|
Vector<ObjectID> VisualServerScene::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const {
|
|
|
|
|
|
Vector<ObjectID> instances;
|
|
Scenario *scenario=scenario_owner.get(p_scenario);
|
|
ERR_FAIL_COND_V(!scenario,instances);
|
|
|
|
const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
|
|
|
|
int culled=0;
|
|
Instance *cull[1024];
|
|
culled=scenario->octree.cull_AABB(p_aabb,cull,1024);
|
|
|
|
for (int i=0;i<culled;i++) {
|
|
|
|
Instance *instance=cull[i];
|
|
ERR_CONTINUE(!instance);
|
|
if (instance->object_ID==0)
|
|
continue;
|
|
|
|
instances.push_back(instance->object_ID);
|
|
}
|
|
|
|
return instances;
|
|
}
|
|
Vector<ObjectID> VisualServerScene::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{
|
|
|
|
Vector<ObjectID> instances;
|
|
Scenario *scenario=scenario_owner.get(p_scenario);
|
|
ERR_FAIL_COND_V(!scenario,instances);
|
|
const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
|
|
|
|
int culled=0;
|
|
Instance *cull[1024];
|
|
culled=scenario->octree.cull_segment(p_from,p_to*10000,cull,1024);
|
|
|
|
|
|
for (int i=0;i<culled;i++) {
|
|
Instance *instance=cull[i];
|
|
ERR_CONTINUE(!instance);
|
|
if (instance->object_ID==0)
|
|
continue;
|
|
|
|
instances.push_back(instance->object_ID);
|
|
}
|
|
|
|
return instances;
|
|
|
|
}
|
|
Vector<ObjectID> VisualServerScene::instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario) const{
|
|
|
|
Vector<ObjectID> instances;
|
|
Scenario *scenario=scenario_owner.get(p_scenario);
|
|
ERR_FAIL_COND_V(!scenario,instances);
|
|
const_cast<VisualServerScene*>(this)->update_dirty_instances(); // check dirty instances before culling
|
|
|
|
int culled=0;
|
|
Instance *cull[1024];
|
|
|
|
|
|
culled=scenario->octree.cull_convex(p_convex,cull,1024);
|
|
|
|
for (int i=0;i<culled;i++) {
|
|
|
|
Instance *instance=cull[i];
|
|
ERR_CONTINUE(!instance);
|
|
if (instance->object_ID==0)
|
|
continue;
|
|
|
|
instances.push_back(instance->object_ID);
|
|
}
|
|
|
|
return instances;
|
|
|
|
}
|
|
|
|
void VisualServerScene::instance_geometry_set_flag(RID p_instance,VS::InstanceFlags p_flags,bool p_enabled){
|
|
|
|
Instance *instance = instance_owner.get( p_instance );
|
|
ERR_FAIL_COND( !instance );
|
|
|
|
switch(p_flags) {
|
|
|
|
case VS::INSTANCE_FLAG_VISIBLE: {
|
|
|
|
instance->visible=p_enabled;
|
|
|
|
} break;
|
|
case VS::INSTANCE_FLAG_BILLBOARD: {
|
|
|
|
instance->billboard=p_enabled;
|
|
|
|
} break;
|
|
case VS::INSTANCE_FLAG_BILLBOARD_FIX_Y: {
|
|
|
|
instance->billboard_y=p_enabled;
|
|
|
|
} break;
|
|
case VS::INSTANCE_FLAG_CAST_SHADOW: {
|
|
/*if (p_enabled == true) {
|
|
instance->cast_shadows = SHADOW_CASTING_SETTING_ON;
|
|
}
|
|
else {
|
|
instance->cast_shadows = SHADOW_CASTING_SETTING_OFF;
|
|
}*/
|
|
|
|
} break;
|
|
case VS::INSTANCE_FLAG_DEPH_SCALE: {
|
|
|
|
instance->depth_scale=p_enabled;
|
|
|
|
} break;
|
|
case VS::INSTANCE_FLAG_VISIBLE_IN_ALL_ROOMS: {
|
|
|
|
instance->visible_in_all_rooms=p_enabled;
|
|
|
|
} break;
|
|
|
|
}
|
|
}
|
|
void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {
|
|
|
|
}
|
|
void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material){
|
|
|
|
Instance *instance = instance_owner.get( p_instance );
|
|
ERR_FAIL_COND( !instance );
|
|
|
|
instance->material_override=p_material;
|
|
|
|
|
|
}
|
|
|
|
|
|
void VisualServerScene::instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin){
|
|
|
|
}
|
|
void VisualServerScene::instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance){
|
|
|
|
}
|
|
|
|
|
|
void VisualServerScene::_update_instance(Instance *p_instance) {
|
|
|
|
p_instance->version++;
|
|
|
|
if (p_instance->base_type == VS::INSTANCE_LIGHT) {
|
|
|
|
InstanceLightData *light = static_cast<InstanceLightData*>(p_instance->base_data);
|
|
|
|
VSG::scene_render->light_instance_set_transform( light->instance, p_instance->transform );
|
|
|
|
}
|
|
|
|
|
|
if (p_instance->aabb.has_no_surface())
|
|
return;
|
|
|
|
#if 0
|
|
if (p_instance->base_type == VS::INSTANCE_PARTICLES) {
|
|
|
|
rasterizer->particles_instance_set_transform( p_instance->particles_info->instance, p_instance->data.transform );
|
|
}
|
|
|
|
#endif
|
|
if ((1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
|
|
|
|
InstanceGeometryData *geom = static_cast<InstanceGeometryData*>(p_instance->base_data);
|
|
//make sure lights are updated
|
|
|
|
for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
|
|
InstanceLightData *light = static_cast<InstanceLightData*>(E->get()->base_data);
|
|
light->shadow_sirty=true;
|
|
}
|
|
|
|
}
|
|
#if 0
|
|
else if (p_instance->base_type == INSTANCE_ROOM) {
|
|
|
|
p_instance->room_info->affine_inverse=p_instance->data.transform.affine_inverse();
|
|
} else if (p_instance->base_type == INSTANCE_BAKED_LIGHT) {
|
|
|
|
Transform scale;
|
|
scale.basis.scale(p_instance->baked_light_info->baked_light->octree_aabb.size);
|
|
scale.origin=p_instance->baked_light_info->baked_light->octree_aabb.pos;
|
|
//print_line("scale: "+scale);
|
|
p_instance->baked_light_info->affine_inverse=(p_instance->data.transform*scale).affine_inverse();
|
|
}
|
|
|
|
|
|
#endif
|
|
|
|
p_instance->mirror = p_instance->transform.basis.determinant() < 0.0;
|
|
|
|
AABB new_aabb;
|
|
#if 0
|
|
if (p_instance->base_type==INSTANCE_PORTAL) {
|
|
|
|
//portals need to be transformed in a special way, so they don't become too wide if they have scale..
|
|
Transform portal_xform = p_instance->data.transform;
|
|
portal_xform.basis.set_axis(2,portal_xform.basis.get_axis(2).normalized());
|
|
|
|
p_instance->portal_info->plane_cache=Plane( p_instance->data.transform.origin, portal_xform.basis.get_axis(2));
|
|
int point_count=p_instance->portal_info->portal->shape.size();
|
|
p_instance->portal_info->transformed_point_cache.resize(point_count);
|
|
|
|
AABB portal_aabb;
|
|
|
|
for(int i=0;i<point_count;i++) {
|
|
|
|
Point2 src = p_instance->portal_info->portal->shape[i];
|
|
Vector3 point = portal_xform.xform(Vector3(src.x,src.y,0));
|
|
p_instance->portal_info->transformed_point_cache[i]=point;
|
|
if (i==0)
|
|
portal_aabb.pos=point;
|
|
else
|
|
portal_aabb.expand_to(point);
|
|
}
|
|
|
|
portal_aabb.grow_by(p_instance->portal_info->portal->connect_range);
|
|
|
|
new_aabb = portal_aabb;
|
|
|
|
} else {
|
|
#endif
|
|
new_aabb = p_instance->transform.xform(p_instance->aabb);
|
|
#if 0
|
|
}
|
|
#endif
|
|
|
|
|
|
p_instance->transformed_aabb=new_aabb;
|
|
|
|
if (!p_instance->scenario) {
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
|
|
if (p_instance->octree_id==0) {
|
|
|
|
uint32_t base_type = 1<<p_instance->base_type;
|
|
uint32_t pairable_mask=0;
|
|
bool pairable=false;
|
|
|
|
if (p_instance->base_type == VS::INSTANCE_LIGHT) {
|
|
|
|
pairable_mask=p_instance->visible?VS::INSTANCE_GEOMETRY_MASK:0;
|
|
pairable=true;
|
|
}
|
|
#if 0
|
|
|
|
if (p_instance->base_type == VS::INSTANCE_PORTAL) {
|
|
|
|
pairable_mask=(1<<INSTANCE_PORTAL);
|
|
pairable=true;
|
|
}
|
|
|
|
if (p_instance->base_type == VS::INSTANCE_BAKED_LIGHT_SAMPLER) {
|
|
|
|
pairable_mask=(1<<INSTANCE_BAKED_LIGHT);
|
|
pairable=true;
|
|
}
|
|
|
|
|
|
if (!p_instance->room && (1<<p_instance->base_type)&VS::INSTANCE_GEOMETRY_MASK) {
|
|
|
|
base_type|=VS::INSTANCE_ROOMLESS_MASK;
|
|
}
|
|
|
|
if (p_instance->base_type == VS::INSTANCE_ROOM) {
|
|
|
|
pairable_mask=INSTANCE_ROOMLESS_MASK;
|
|
pairable=true;
|
|
}
|
|
#endif
|
|
|
|
// not inside octree
|
|
p_instance->octree_id = p_instance->scenario->octree.create(p_instance,new_aabb,0,pairable,base_type,pairable_mask);
|
|
|
|
} else {
|
|
|
|
// if (new_aabb==p_instance->data.transformed_aabb)
|
|
// return;
|
|
|
|
p_instance->scenario->octree.move(p_instance->octree_id,new_aabb);
|
|
}
|
|
#if 0
|
|
if (p_instance->base_type==INSTANCE_PORTAL) {
|
|
|
|
_portal_attempt_connect(p_instance);
|
|
}
|
|
|
|
if (!p_instance->room && (1<<p_instance->base_type)&INSTANCE_GEOMETRY_MASK) {
|
|
|
|
_instance_validate_autorooms(p_instance);
|
|
}
|
|
|
|
if (p_instance->base_type == INSTANCE_ROOM) {
|
|
|
|
for(Set<Instance*>::Element *E=p_instance->room_info->owned_autoroom_geometry.front();E;E=E->next())
|
|
_instance_validate_autorooms(E->get());
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
void VisualServerScene::_update_instance_aabb(Instance *p_instance) {
|
|
|
|
AABB new_aabb;
|
|
|
|
ERR_FAIL_COND(p_instance->base_type!=VS::INSTANCE_NONE && !p_instance->base.is_valid());
|
|
|
|
switch(p_instance->base_type) {
|
|
case VisualServer::INSTANCE_NONE: {
|
|
|
|
// do nothing
|
|
} break;
|
|
case VisualServer::INSTANCE_MESH: {
|
|
|
|
new_aabb = VSG::storage->mesh_get_aabb(p_instance->base,p_instance->skeleton);
|
|
|
|
} break;
|
|
#if 0
|
|
case VisualServer::INSTANCE_MULTIMESH: {
|
|
|
|
new_aabb = rasterizer->multimesh_get_aabb(p_instance->base);
|
|
|
|
} break;
|
|
case VisualServer::INSTANCE_IMMEDIATE: {
|
|
|
|
new_aabb = rasterizer->immediate_get_aabb(p_instance->base);
|
|
|
|
|
|
} break;
|
|
case VisualServer::INSTANCE_PARTICLES: {
|
|
|
|
new_aabb = rasterizer->particles_get_aabb(p_instance->base);
|
|
|
|
|
|
} break;
|
|
#endif
|
|
case VisualServer::INSTANCE_LIGHT: {
|
|
|
|
new_aabb = VSG::storage->light_get_aabb(p_instance->base);
|
|
|
|
} break;
|
|
#if 0
|
|
case VisualServer::INSTANCE_ROOM: {
|
|
|
|
Room *room = room_owner.get( p_instance->base );
|
|
ERR_FAIL_COND(!room);
|
|
new_aabb=room->bounds.get_aabb();
|
|
|
|
} break;
|
|
case VisualServer::INSTANCE_PORTAL: {
|
|
|
|
Portal *portal = portal_owner.get( p_instance->base );
|
|
ERR_FAIL_COND(!portal);
|
|
for (int i=0;i<portal->shape.size();i++) {
|
|
|
|
Vector3 point( portal->shape[i].x, portal->shape[i].y, 0 );
|
|
if (i==0) {
|
|
|
|
new_aabb.pos=point;
|
|
new_aabb.size.z=0.01; // make it not flat for octree
|
|
} else {
|
|
|
|
new_aabb.expand_to(point);
|
|
}
|
|
}
|
|
|
|
} break;
|
|
case VisualServer::INSTANCE_BAKED_LIGHT: {
|
|
|
|
BakedLight *baked_light = baked_light_owner.get( p_instance->base );
|
|
ERR_FAIL_COND(!baked_light);
|
|
new_aabb=baked_light->octree_aabb;
|
|
|
|
} break;
|
|
case VisualServer::INSTANCE_BAKED_LIGHT_SAMPLER: {
|
|
|
|
BakedLightSampler *baked_light_sampler = baked_light_sampler_owner.get( p_instance->base );
|
|
ERR_FAIL_COND(!baked_light_sampler);
|
|
float radius = baked_light_sampler->params[VS::BAKED_LIGHT_SAMPLER_RADIUS];
|
|
|
|
new_aabb=AABB(Vector3(-radius,-radius,-radius),Vector3(radius*2,radius*2,radius*2));
|
|
|
|
} break;
|
|
#endif
|
|
default: {}
|
|
}
|
|
|
|
if (p_instance->extra_margin)
|
|
new_aabb.grow_by(p_instance->extra_margin);
|
|
|
|
p_instance->aabb=new_aabb;
|
|
|
|
}
|
|
|
|
|
|
|
|
void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewport_size) {
|
|
|
|
|
|
|
|
Camera *camera = camera_owner.getornull(p_camera);
|
|
ERR_FAIL_COND(!camera);
|
|
|
|
Scenario *scenario = scenario_owner.getornull(p_scenario);
|
|
|
|
render_pass++;
|
|
uint32_t camera_layer_mask=camera->visible_layers;
|
|
|
|
VSG::scene_render->set_scene_pass(render_pass);
|
|
|
|
|
|
/* STEP 1 - SETUP CAMERA */
|
|
CameraMatrix camera_matrix;
|
|
bool ortho=false;
|
|
|
|
switch(camera->type) {
|
|
case Camera::ORTHOGONAL: {
|
|
|
|
camera_matrix.set_orthogonal(
|
|
camera->size,
|
|
p_viewport_size.width / (float)p_viewport_size.height,
|
|
camera->znear,
|
|
camera->zfar,
|
|
camera->vaspect
|
|
|
|
);
|
|
ortho=true;
|
|
} break;
|
|
case Camera::PERSPECTIVE: {
|
|
|
|
camera_matrix.set_perspective(
|
|
camera->fov,
|
|
p_viewport_size.width / (float)p_viewport_size.height,
|
|
camera->znear,
|
|
camera->zfar,
|
|
camera->vaspect
|
|
|
|
);
|
|
ortho=false;
|
|
|
|
} break;
|
|
}
|
|
|
|
|
|
// rasterizer->set_camera(camera->transform, camera_matrix,ortho);
|
|
|
|
Vector<Plane> planes = camera_matrix.get_projection_planes(camera->transform);
|
|
|
|
Plane near_plane(camera->transform.origin,-camera->transform.basis.get_axis(2).normalized());
|
|
|
|
/* STEP 2 - CULL */
|
|
int cull_count = scenario->octree.cull_convex(planes,instance_cull_result,MAX_INSTANCE_CULL);
|
|
light_cull_count=0;
|
|
// light_samplers_culled=0;
|
|
|
|
/* print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
|
|
print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
|
|
// print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
|
|
print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
|
|
*/
|
|
|
|
/* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
|
|
|
|
|
|
// compute portals
|
|
#if 0
|
|
exterior_visited=false;
|
|
exterior_portal_cull_count=0;
|
|
|
|
if (room_cull_enabled) {
|
|
for(int i=0;i<cull_count;i++) {
|
|
|
|
Instance *ins = instance_cull_result[i];
|
|
ins->last_render_pass=render_pass;
|
|
|
|
if (ins->base_type!=INSTANCE_PORTAL)
|
|
continue;
|
|
|
|
if (ins->room)
|
|
continue;
|
|
|
|
ERR_CONTINUE(exterior_portal_cull_count>=MAX_EXTERIOR_PORTALS);
|
|
exterior_portal_cull_result[exterior_portal_cull_count++]=ins;
|
|
|
|
}
|
|
|
|
room_cull_count = p_scenario->octree.cull_point(camera->transform.origin,room_cull_result,MAX_ROOM_CULL,NULL,(1<<INSTANCE_ROOM)|(1<<INSTANCE_PORTAL));
|
|
|
|
|
|
Set<Instance*> current_rooms;
|
|
Set<Instance*> portal_rooms;
|
|
//add to set
|
|
for(int i=0;i<room_cull_count;i++) {
|
|
|
|
if (room_cull_result[i]->base_type==INSTANCE_ROOM) {
|
|
current_rooms.insert(room_cull_result[i]);
|
|
}
|
|
if (room_cull_result[i]->base_type==INSTANCE_PORTAL) {
|
|
//assume inside that room if also inside the portal..
|
|
if (room_cull_result[i]->room) {
|
|
portal_rooms.insert(room_cull_result[i]->room);
|
|
}
|
|
|
|
SWAP(room_cull_result[i],room_cull_result[room_cull_count-1]);
|
|
room_cull_count--;
|
|
i--;
|
|
}
|
|
}
|
|
|
|
//remove from set if it has a parent room or BSP doesn't contain
|
|
for(int i=0;i<room_cull_count;i++) {
|
|
Instance *r = room_cull_result[i];
|
|
|
|
//check inside BSP
|
|
Vector3 room_local_point = r->room_info->affine_inverse.xform( camera->transform.origin );
|
|
|
|
if (!portal_rooms.has(r) && !r->room_info->room->bounds.point_is_inside(room_local_point)) {
|
|
|
|
current_rooms.erase(r);
|
|
continue;
|
|
}
|
|
|
|
//check parent
|
|
while (r->room) {// has parent room
|
|
|
|
current_rooms.erase(r);
|
|
r=r->room;
|
|
}
|
|
|
|
}
|
|
|
|
if (current_rooms.size()) {
|
|
//camera is inside a room
|
|
// go through rooms
|
|
for(Set<Instance*>::Element *E=current_rooms.front();E;E=E->next()) {
|
|
_cull_room(camera,E->get());
|
|
}
|
|
|
|
} else {
|
|
//start from exterior
|
|
_cull_room(camera,NULL);
|
|
|
|
}
|
|
}
|
|
|
|
#endif
|
|
/* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
|
|
|
|
for(int i=0;i<cull_count;i++) {
|
|
|
|
Instance *ins = instance_cull_result[i];
|
|
|
|
bool keep=false;
|
|
|
|
|
|
if ((camera_layer_mask&ins->layer_mask)==0) {
|
|
|
|
//failure
|
|
} else if (ins->base_type==VS::INSTANCE_LIGHT && ins->visible) {
|
|
|
|
|
|
if (ins->visible && light_cull_count<MAX_LIGHTS_CULLED) {
|
|
|
|
InstanceLightData * light = static_cast<InstanceLightData*>(ins->base_data);
|
|
|
|
if (!light->geometries.empty()) {
|
|
//do not add this light if no geometry is affected by it..
|
|
light_cull_result[light_cull_count]=ins;
|
|
light_instance_cull_result[light_cull_count]=light->instance;
|
|
VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
|
|
|
|
light_cull_count++;
|
|
}
|
|
|
|
// rasterizer->light_instance_set_active_hint(ins->light_info->instance);
|
|
}
|
|
|
|
} else if ((1<<ins->base_type)&VS::INSTANCE_GEOMETRY_MASK && ins->visible && ins->cast_shadows!=VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
|
|
|
|
keep=true;
|
|
#if 0
|
|
bool discarded=false;
|
|
|
|
if (ins->draw_range_end>0) {
|
|
|
|
float d = cull_range.nearp.distance_to(ins->data.transform.origin);
|
|
if (d<0)
|
|
d=0;
|
|
discarded=(d<ins->draw_range_begin || d>=ins->draw_range_end);
|
|
|
|
|
|
}
|
|
|
|
if (!discarded) {
|
|
|
|
// test if this geometry should be visible
|
|
|
|
if (room_cull_enabled) {
|
|
|
|
|
|
if (ins->visible_in_all_rooms) {
|
|
keep=true;
|
|
} else if (ins->room) {
|
|
|
|
if (ins->room->room_info->last_visited_pass==render_pass)
|
|
keep=true;
|
|
} else if (ins->auto_rooms.size()) {
|
|
|
|
|
|
for(Set<Instance*>::Element *E=ins->auto_rooms.front();E;E=E->next()) {
|
|
|
|
if (E->get()->room_info->last_visited_pass==render_pass) {
|
|
keep=true;
|
|
break;
|
|
}
|
|
}
|
|
} else if(exterior_visited)
|
|
keep=true;
|
|
} else {
|
|
|
|
keep=true;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
if (keep) {
|
|
// update cull range
|
|
float min,max;
|
|
ins->transformed_aabb.project_range_in_plane(cull_range.nearp,min,max);
|
|
|
|
if (min<cull_range.min)
|
|
cull_range.min=min;
|
|
if (max>cull_range.max)
|
|
cull_range.max=max;
|
|
|
|
if (ins->sampled_light && ins->sampled_light->baked_light_sampler_info->last_pass!=render_pass) {
|
|
if (light_samplers_culled<MAX_LIGHT_SAMPLERS) {
|
|
light_sampler_cull_result[light_samplers_culled++]=ins->sampled_light;
|
|
ins->sampled_light->baked_light_sampler_info->last_pass=render_pass;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
InstanceGeometryData * geom = static_cast<InstanceGeometryData*>(ins->base_data);
|
|
|
|
if (geom->lighting_dirty) {
|
|
int l=0;
|
|
//only called when lights AABB enter/exit this geometry
|
|
ins->light_instances.resize(geom->lighting.size());
|
|
|
|
for (List<Instance*>::Element *E=geom->lighting.front();E;E=E->next()) {
|
|
|
|
InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);
|
|
|
|
ins->light_instances[l++]=light->instance;
|
|
}
|
|
|
|
geom->lighting_dirty=false;
|
|
}
|
|
|
|
ins->depth = near_plane.distance_to(ins->transform.origin);
|
|
|
|
}
|
|
|
|
if (!keep) {
|
|
// remove, no reason to keep
|
|
cull_count--;
|
|
SWAP( instance_cull_result[i], instance_cull_result[ cull_count ] );
|
|
i--;
|
|
ins->last_render_pass=0; // make invalid
|
|
} else {
|
|
|
|
ins->last_render_pass=render_pass;
|
|
}
|
|
}
|
|
|
|
/* STEP 5 - PROCESS LIGHTS */
|
|
|
|
RID *directional_light_ptr=&light_instance_cull_result[light_cull_count];
|
|
int directional_light_count=0;
|
|
|
|
// directional lights
|
|
{
|
|
for (List<Instance*>::Element *E=scenario->directional_lights.front();E;E=E->next()) {
|
|
|
|
if (light_cull_count+directional_light_count>=MAX_LIGHTS_CULLED) {
|
|
break;
|
|
}
|
|
|
|
if (!E->get()->visible)
|
|
continue;
|
|
|
|
InstanceLightData * light = static_cast<InstanceLightData*>(E->get()->base_data);
|
|
|
|
|
|
//check shadow..
|
|
|
|
|
|
/* if (light && light->light_info->enabled && rasterizer->light_has_shadow(light->base_rid)) {
|
|
//rasterizer->light_instance_set_active_hint(light->light_info->instance);
|
|
_light_instance_update_shadow(light,p_scenario,camera,cull_range);
|
|
}
|
|
*/
|
|
|
|
//add to list
|
|
|
|
|
|
directional_light_ptr[directional_light_count++]=light->instance;
|
|
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
{ //this should eventually change to
|
|
//assign shadows by distance to camera
|
|
SortArray<Instance*,_InstanceLightsort> sorter;
|
|
sorter.sort(light_cull_result,light_cull_count);
|
|
for (int i=0;i<light_cull_count;i++) {
|
|
|
|
Instance *ins = light_cull_result[i];
|
|
|
|
if (!rasterizer->light_has_shadow(ins->base_rid) || !shadows_enabled)
|
|
continue;
|
|
|
|
/* for far shadows?
|
|
if (ins->version == ins->light_info->last_version && rasterizer->light_instance_has_far_shadow(ins->light_info->instance))
|
|
continue; // didn't change
|
|
*/
|
|
|
|
_light_instance_update_shadow(ins,p_scenario,camera,cull_range);
|
|
ins->light_info->last_version=ins->version;
|
|
}
|
|
}
|
|
#endif
|
|
/* ENVIRONMENT */
|
|
|
|
RID environment;
|
|
if (camera->env.is_valid()) //camera has more environment priority
|
|
environment=camera->env;
|
|
else if (scenario->environment.is_valid())
|
|
environment=scenario->environment;
|
|
else
|
|
environment=scenario->fallback_environment;
|
|
|
|
#if 0
|
|
/* STEP 6 - SAMPLE BAKED LIGHT */
|
|
|
|
bool islinear =false;
|
|
if (environment.is_valid()) {
|
|
islinear = rasterizer->environment_is_fx_enabled(environment,VS::ENV_FX_SRGB);
|
|
}
|
|
|
|
for(int i=0;i<light_samplers_culled;i++) {
|
|
|
|
_process_sampled_light(camera->transform,light_sampler_cull_result[i],islinear);
|
|
}
|
|
#endif
|
|
/* STEP 7 - PROCESS GEOMETRY AND DRAW SCENE*/
|
|
|
|
#if 0
|
|
// add lights
|
|
|
|
{
|
|
List<RID>::Element *E=p_scenario->directional_lights.front();
|
|
|
|
|
|
for(;E;E=E->next()) {
|
|
Instance *light = E->get().is_valid()?instance_owner.get(E->get()):NULL;
|
|
|
|
ERR_CONTINUE(!light);
|
|
if (!light->light_info->enabled)
|
|
continue;
|
|
|
|
rasterizer->add_light(light->light_info->instance);
|
|
light->light_info->last_add_pass=render_pass;
|
|
}
|
|
|
|
for (int i=0;i<light_cull_count;i++) {
|
|
|
|
Instance *ins = light_cull_result[i];
|
|
rasterizer->add_light(ins->light_info->instance);
|
|
ins->light_info->last_add_pass=render_pass;
|
|
}
|
|
}
|
|
// add geometry
|
|
#endif
|
|
|
|
|
|
|
|
VSG::scene_render->render_scene(camera->transform, camera_matrix,ortho,(RasterizerScene::InstanceBase**)instance_cull_result,cull_count,light_instance_cull_result,light_cull_count,directional_light_ptr,directional_light_count,environment);
|
|
|
|
}
|
|
|
|
|
|
|
|
void VisualServerScene::_update_dirty_instance(Instance *p_instance) {
|
|
|
|
|
|
if (p_instance->update_aabb)
|
|
_update_instance_aabb(p_instance);
|
|
|
|
if (p_instance->update_materials) {
|
|
if (p_instance->base_type==VS::INSTANCE_MESH) {
|
|
p_instance->materials.resize(VSG::storage->mesh_get_surface_count(p_instance->base));
|
|
}
|
|
}
|
|
|
|
_update_instance(p_instance);
|
|
|
|
p_instance->update_aabb=false;
|
|
p_instance->update_materials=false;
|
|
|
|
_instance_update_list.remove( &p_instance->update_item );
|
|
}
|
|
|
|
|
|
void VisualServerScene::update_dirty_instances() {
|
|
|
|
while(_instance_update_list.first()) {
|
|
|
|
_update_dirty_instance( _instance_update_list.first()->self() );
|
|
}
|
|
}
|
|
|
|
bool VisualServerScene::free(RID p_rid) {
|
|
|
|
if (camera_owner.owns(p_rid)) {
|
|
|
|
Camera *camera = camera_owner.get( p_rid );
|
|
|
|
camera_owner.free(p_rid);
|
|
memdelete(camera);
|
|
|
|
} else if (scenario_owner.owns(p_rid)) {
|
|
|
|
Scenario *scenario = scenario_owner.get( p_rid );
|
|
|
|
while(scenario->instances.first()) {
|
|
instance_set_scenario(scenario->instances.first()->self()->self,RID());
|
|
}
|
|
|
|
scenario_owner.free(p_rid);
|
|
memdelete(scenario);
|
|
|
|
} else if (instance_owner.owns(p_rid)) {
|
|
// delete the instance
|
|
|
|
update_dirty_instances();
|
|
|
|
Instance *instance = instance_owner.get(p_rid);
|
|
|
|
instance_set_room(p_rid,RID());
|
|
instance_set_scenario(p_rid,RID());
|
|
instance_set_base(p_rid,RID());
|
|
|
|
if (instance->skeleton.is_valid())
|
|
instance_attach_skeleton(p_rid,RID());
|
|
|
|
instance_owner.free(p_rid);
|
|
memdelete(instance);
|
|
} else {
|
|
return false;
|
|
}
|
|
|
|
|
|
return true;
|
|
}
|
|
|
|
VisualServerScene *VisualServerScene::singleton=NULL;
|
|
|
|
VisualServerScene::VisualServerScene() {
|
|
|
|
|
|
render_pass=1;
|
|
singleton=this;
|
|
|
|
}
|