virtualx-engine/servers/visual/visual_server_scene.cpp
lawnjelly 8ca631a466 Shadow volume culling and tighter shadow caster culling
Existing shadow caster culling using the BVH takes no account of the camera. This PR adds the highly encapsulated class VisualServerLightCuller which can cut down the casters in the shadow volume to only those which can cast shadows on the camera frustum.

This is used to:
* More accurately defer dirty updates to shadows when the shadow volume does not intersect the camera frustum.
* Tighter cull shadow casters to the view frustum.

Lights dirty state is now automatically managed:
* Continuous (tighter caster culling)
* Static (all casters are rendered)
2023-11-14 14:17:57 +00:00

4719 lines
167 KiB
C++

/**************************************************************************/
/* visual_server_scene.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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#include "visual_server_scene.h"
#include "core/math/transform_interpolator.h"
#include "core/os/os.h"
#include "visual_server_globals.h"
#include "visual_server_light_culler.h"
#include "visual_server_raster.h"
#include <new>
/* CAMERA API */
Transform VisualServerScene::Camera::get_transform_interpolated() const {
if (!interpolated) {
return transform;
}
Transform final;
TransformInterpolator::interpolate_transform_via_method(transform_prev, transform, final, Engine::get_singleton()->get_physics_interpolation_fraction(), interpolation_method);
return final;
}
RID VisualServerScene::camera_create() {
Camera *camera = memnew(Camera);
return camera_owner.make_rid(camera);
}
void VisualServerScene::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
Camera *camera = camera_owner.get(p_camera);
ERR_FAIL_COND(!camera);
camera->type = Camera::PERSPECTIVE;
camera->fov = p_fovy_degrees;
camera->znear = p_z_near;
camera->zfar = p_z_far;
}
void VisualServerScene::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
Camera *camera = camera_owner.get(p_camera);
ERR_FAIL_COND(!camera);
camera->type = Camera::ORTHOGONAL;
camera->size = p_size;
camera->znear = p_z_near;
camera->zfar = p_z_far;
}
void VisualServerScene::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
Camera *camera = camera_owner.get(p_camera);
ERR_FAIL_COND(!camera);
camera->type = Camera::FRUSTUM;
camera->size = p_size;
camera->offset = p_offset;
camera->znear = p_z_near;
camera->zfar = p_z_far;
}
void VisualServerScene::camera_reset_physics_interpolation(RID p_camera) {
Camera *camera = camera_owner.get(p_camera);
ERR_FAIL_COND(!camera);
if (_interpolation_data.interpolation_enabled && camera->interpolated) {
_interpolation_data.camera_teleport_list.push_back(p_camera);
}
}
void VisualServerScene::camera_set_interpolated(RID p_camera, bool p_interpolated) {
Camera *camera = camera_owner.get(p_camera);
ERR_FAIL_COND(!camera);
camera->interpolated = p_interpolated;
}
void VisualServerScene::camera_set_transform(RID p_camera, const Transform &p_transform) {
Camera *camera = camera_owner.get(p_camera);
ERR_FAIL_COND(!camera);
camera->transform = p_transform.orthonormalized();
if (_interpolation_data.interpolation_enabled) {
if (camera->interpolated) {
if (!camera->on_interpolate_transform_list) {
_interpolation_data.camera_transform_update_list_curr->push_back(p_camera);
camera->on_interpolate_transform_list = true;
}
// decide on the interpolation method .. slerp if possible
camera->interpolation_method = TransformInterpolator::find_method(camera->transform_prev.basis, camera->transform.basis);
#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
if (!Engine::get_singleton()->is_in_physics_frame()) {
// Effectively a WARN_PRINT_ONCE but after a certain number of occurrences.
static int32_t warn_count = -256;
if ((warn_count == 0) && GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
WARN_PRINT("[Physics interpolation] Camera interpolation is being triggered from outside physics process, this might lead to issues (possibly benign).");
}
warn_count++;
}
#endif
} else {
#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
if (Engine::get_singleton()->is_in_physics_frame()) {
static int32_t warn_count = -256;
if ((warn_count == 0) && GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
WARN_PRINT("[Physics interpolation] Non-interpolated Camera is being triggered from physics process, this might lead to issues (possibly benign).");
}
warn_count++;
}
#endif
}
}
}
void VisualServerScene::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
Camera *camera = camera_owner.get(p_camera);
ERR_FAIL_COND(!camera);
camera->visible_layers = p_layers;
}
void VisualServerScene::camera_set_environment(RID p_camera, RID p_env) {
Camera *camera = camera_owner.get(p_camera);
ERR_FAIL_COND(!camera);
camera->env = p_env;
}
void VisualServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
Camera *camera = camera_owner.get(p_camera);
ERR_FAIL_COND(!camera);
camera->vaspect = p_enable;
}
/* SPATIAL PARTITIONING */
VisualServerScene::SpatialPartitioningScene_BVH::SpatialPartitioningScene_BVH() {
_bvh.params_set_thread_safe(GLOBAL_GET("rendering/threads/thread_safe_bvh"));
_bvh.params_set_pairing_expansion(GLOBAL_GET("rendering/quality/spatial_partitioning/bvh_collision_margin"));
_dummy_cull_object = memnew(Instance);
}
VisualServerScene::SpatialPartitioningScene_BVH::~SpatialPartitioningScene_BVH() {
if (_dummy_cull_object) {
memdelete(_dummy_cull_object);
_dummy_cull_object = nullptr;
}
}
VisualServerScene::SpatialPartitionID VisualServerScene::SpatialPartitioningScene_BVH::create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
// we are relying on this instance to be valid in order to pass
// the visible flag to the bvh.
DEV_ASSERT(p_userdata);
#endif
// cache the pairable mask and pairable type on the instance as it is needed for user callbacks from the BVH, and this is
// too complex to calculate each callback...
p_userdata->bvh_pairable_mask = p_pairable_mask;
p_userdata->bvh_pairable_type = p_pairable_type;
uint32_t tree_collision_mask = 0;
uint32_t tree_id = find_tree_id_and_collision_mask(p_pairable, tree_collision_mask);
return _bvh.create(p_userdata, p_userdata->visible, tree_id, tree_collision_mask, p_aabb, p_subindex) + 1;
}
void VisualServerScene::SpatialPartitioningScene_BVH::erase(SpatialPartitionID p_handle) {
_bvh.erase(p_handle - 1);
}
void VisualServerScene::SpatialPartitioningScene_BVH::move(SpatialPartitionID p_handle, const AABB &p_aabb) {
_bvh.move(p_handle - 1, p_aabb);
}
void VisualServerScene::SpatialPartitioningScene_BVH::activate(SpatialPartitionID p_handle, const AABB &p_aabb) {
// be very careful here, we are deferring the collision check, expecting a set_pairable to be called
// immediately after.
// see the notes in the BVH function.
_bvh.activate(p_handle - 1, p_aabb, true);
}
void VisualServerScene::SpatialPartitioningScene_BVH::deactivate(SpatialPartitionID p_handle) {
_bvh.deactivate(p_handle - 1);
}
void VisualServerScene::SpatialPartitioningScene_BVH::force_collision_check(SpatialPartitionID p_handle) {
_bvh.force_collision_check(p_handle - 1);
}
void VisualServerScene::SpatialPartitioningScene_BVH::update() {
_bvh.update();
}
void VisualServerScene::SpatialPartitioningScene_BVH::update_collisions() {
_bvh.update_collisions();
}
void VisualServerScene::SpatialPartitioningScene_BVH::set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
SpatialPartitionID handle = p_instance->spatial_partition_id;
p_instance->bvh_pairable_mask = p_pairable_mask;
p_instance->bvh_pairable_type = p_pairable_type;
uint32_t tree_collision_mask = 0;
uint32_t tree_id = find_tree_id_and_collision_mask(p_pairable, tree_collision_mask);
_bvh.set_tree(handle - 1, tree_id, tree_collision_mask);
}
int VisualServerScene::SpatialPartitioningScene_BVH::cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) {
_dummy_cull_object->bvh_pairable_mask = p_mask;
_dummy_cull_object->bvh_pairable_type = 0;
return _bvh.cull_convex(p_convex, p_result_array, p_result_max, _dummy_cull_object);
}
int VisualServerScene::SpatialPartitioningScene_BVH::cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
_dummy_cull_object->bvh_pairable_mask = p_mask;
_dummy_cull_object->bvh_pairable_type = 0;
return _bvh.cull_aabb(p_aabb, p_result_array, p_result_max, _dummy_cull_object, 0xFFFFFFFF, p_subindex_array);
}
int VisualServerScene::SpatialPartitioningScene_BVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
_dummy_cull_object->bvh_pairable_mask = p_mask;
_dummy_cull_object->bvh_pairable_type = 0;
return _bvh.cull_segment(p_from, p_to, p_result_array, p_result_max, _dummy_cull_object, 0xFFFFFFFF, p_subindex_array);
}
void VisualServerScene::SpatialPartitioningScene_BVH::set_pair_callback(PairCallback p_callback, void *p_userdata) {
_bvh.set_pair_callback(p_callback, p_userdata);
}
void VisualServerScene::SpatialPartitioningScene_BVH::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
_bvh.set_unpair_callback(p_callback, p_userdata);
}
///////////////////////
VisualServerScene::SpatialPartitionID VisualServerScene::SpatialPartitioningScene_Octree::create(Instance *p_userdata, const AABB &p_aabb, int p_subindex, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
return _octree.create(p_userdata, p_aabb, p_subindex, p_pairable, p_pairable_type, p_pairable_mask);
}
void VisualServerScene::SpatialPartitioningScene_Octree::erase(SpatialPartitionID p_handle) {
_octree.erase(p_handle);
}
void VisualServerScene::SpatialPartitioningScene_Octree::move(SpatialPartitionID p_handle, const AABB &p_aabb) {
_octree.move(p_handle, p_aabb);
}
void VisualServerScene::SpatialPartitioningScene_Octree::set_pairable(Instance *p_instance, bool p_pairable, uint32_t p_pairable_type, uint32_t p_pairable_mask) {
SpatialPartitionID handle = p_instance->spatial_partition_id;
_octree.set_pairable(handle, p_pairable, p_pairable_type, p_pairable_mask);
}
int VisualServerScene::SpatialPartitioningScene_Octree::cull_convex(const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, uint32_t p_mask) {
return _octree.cull_convex(p_convex, p_result_array, p_result_max, p_mask);
}
int VisualServerScene::SpatialPartitioningScene_Octree::cull_aabb(const AABB &p_aabb, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
return _octree.cull_aabb(p_aabb, p_result_array, p_result_max, p_subindex_array, p_mask);
}
int VisualServerScene::SpatialPartitioningScene_Octree::cull_segment(const Vector3 &p_from, const Vector3 &p_to, Instance **p_result_array, int p_result_max, int *p_subindex_array, uint32_t p_mask) {
return _octree.cull_segment(p_from, p_to, p_result_array, p_result_max, p_subindex_array, p_mask);
}
void VisualServerScene::SpatialPartitioningScene_Octree::set_pair_callback(PairCallback p_callback, void *p_userdata) {
_octree.set_pair_callback(p_callback, p_userdata);
}
void VisualServerScene::SpatialPartitioningScene_Octree::set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
_octree.set_unpair_callback(p_callback, p_userdata);
}
void VisualServerScene::SpatialPartitioningScene_Octree::set_balance(float p_balance) {
_octree.set_balance(p_balance);
}
/* SCENARIO API */
VisualServerScene::Scenario::Scenario() {
debug = VS::SCENARIO_DEBUG_DISABLED;
bool use_bvh_or_octree = GLOBAL_GET("rendering/quality/spatial_partitioning/use_bvh");
if (use_bvh_or_octree) {
sps = memnew(SpatialPartitioningScene_BVH);
} else {
sps = memnew(SpatialPartitioningScene_Octree);
}
}
void *VisualServerScene::_instance_pair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int) {
//VisualServerScene *self = (VisualServerScene*)p_self;
Instance *A = p_A;
Instance *B = p_B;
//instance indices are designed so greater always contains lesser
if (A->base_type > B->base_type) {
SWAP(A, B); //lesser always first
}
if (B->base_type == VS::INSTANCE_LIGHT && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
InstanceLightData::PairInfo pinfo;
pinfo.geometry = A;
pinfo.L = geom->lighting.push_back(B);
List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);
if (geom->can_cast_shadows) {
light->make_shadow_dirty();
}
geom->lighting_dirty = true;
return E; //this element should make freeing faster
} else if (B->base_type == VS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
InstanceReflectionProbeData::PairInfo pinfo;
pinfo.geometry = A;
pinfo.L = geom->reflection_probes.push_back(B);
List<InstanceReflectionProbeData::PairInfo>::Element *E = reflection_probe->geometries.push_back(pinfo);
geom->reflection_dirty = true;
return E; //this element should make freeing faster
} else if (B->base_type == VS::INSTANCE_LIGHTMAP_CAPTURE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
InstanceLightmapCaptureData::PairInfo pinfo;
pinfo.geometry = A;
pinfo.L = geom->lightmap_captures.push_back(B);
List<InstanceLightmapCaptureData::PairInfo>::Element *E = lightmap_capture->geometries.push_back(pinfo);
((VisualServerScene *)p_self)->_instance_queue_update(A, false, false); //need to update capture
return E; //this element should make freeing faster
} else if (B->base_type == VS::INSTANCE_GI_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
InstanceGIProbeData::PairInfo pinfo;
pinfo.geometry = A;
pinfo.L = geom->gi_probes.push_back(B);
List<InstanceGIProbeData::PairInfo>::Element *E = gi_probe->geometries.push_back(pinfo);
geom->gi_probes_dirty = true;
return E; //this element should make freeing faster
} else if (B->base_type == VS::INSTANCE_GI_PROBE && A->base_type == VS::INSTANCE_LIGHT) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
return gi_probe->lights.insert(A);
}
return nullptr;
}
void VisualServerScene::_instance_unpair(void *p_self, SpatialPartitionID, Instance *p_A, int, SpatialPartitionID, Instance *p_B, int, void *udata) {
//VisualServerScene *self = (VisualServerScene*)p_self;
Instance *A = p_A;
Instance *B = p_B;
//instance indices are designed so greater always contains lesser
if (A->base_type > B->base_type) {
SWAP(A, B); //lesser always first
}
if (B->base_type == VS::INSTANCE_LIGHT && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element *>(udata);
geom->lighting.erase(E->get().L);
light->geometries.erase(E);
if (geom->can_cast_shadows) {
light->make_shadow_dirty();
}
geom->lighting_dirty = true;
} else if (B->base_type == VS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
List<InstanceReflectionProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceReflectionProbeData::PairInfo>::Element *>(udata);
geom->reflection_probes.erase(E->get().L);
reflection_probe->geometries.erase(E);
geom->reflection_dirty = true;
} else if (B->base_type == VS::INSTANCE_LIGHTMAP_CAPTURE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
List<InstanceLightmapCaptureData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightmapCaptureData::PairInfo>::Element *>(udata);
geom->lightmap_captures.erase(E->get().L);
lightmap_capture->geometries.erase(E);
((VisualServerScene *)p_self)->_instance_queue_update(A, false, false); //need to update capture
} else if (B->base_type == VS::INSTANCE_GI_PROBE && ((1 << A->base_type) & VS::INSTANCE_GEOMETRY_MASK)) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
List<InstanceGIProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceGIProbeData::PairInfo>::Element *>(udata);
geom->gi_probes.erase(E->get().L);
gi_probe->geometries.erase(E);
geom->gi_probes_dirty = true;
} else if (B->base_type == VS::INSTANCE_GI_PROBE && A->base_type == VS::INSTANCE_LIGHT) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
Set<Instance *>::Element *E = reinterpret_cast<Set<Instance *>::Element *>(udata);
gi_probe->lights.erase(E);
}
}
RID VisualServerScene::scenario_create() {
Scenario *scenario = memnew(Scenario);
ERR_FAIL_COND_V(!scenario, RID());
RID scenario_rid = scenario_owner.make_rid(scenario);
scenario->self = scenario_rid;
scenario->sps->set_balance(GLOBAL_GET("rendering/quality/spatial_partitioning/render_tree_balance"));
scenario->sps->set_pair_callback(_instance_pair, this);
scenario->sps->set_unpair_callback(_instance_unpair, this);
scenario->reflection_probe_shadow_atlas = VSG::scene_render->shadow_atlas_create();
VSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
VSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
scenario->reflection_atlas = VSG::scene_render->reflection_atlas_create();
return scenario_rid;
}
void VisualServerScene::set_physics_interpolation_enabled(bool p_enabled) {
_interpolation_data.interpolation_enabled = p_enabled;
}
void VisualServerScene::tick() {
if (_interpolation_data.interpolation_enabled) {
update_interpolation_tick(true);
}
}
void VisualServerScene::pre_draw(bool p_will_draw) {
// even when running and not drawing scenes, we still need to clear intermediate per frame
// interpolation data .. hence the p_will_draw flag (so we can reduce the processing if the frame
// will not be drawn)
if (_interpolation_data.interpolation_enabled) {
update_interpolation_frame(p_will_draw);
}
// Opportunity to cheaply get any project settings that have changed.
if (ProjectSettings::get_singleton()->has_changes()) {
light_culler->set_caster_culling_active(GLOBAL_GET("rendering/quality/shadows/caster_culling"));
light_culler->set_light_culling_active(GLOBAL_GET("rendering/quality/shadows/light_culling"));
}
}
void VisualServerScene::scenario_set_debug(RID p_scenario, VS::ScenarioDebugMode p_debug_mode) {
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->debug = p_debug_mode;
}
void VisualServerScene::scenario_set_environment(RID p_scenario, RID p_environment) {
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->environment = p_environment;
}
void VisualServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->fallback_environment = p_environment;
}
void VisualServerScene::scenario_set_reflection_atlas_size(RID p_scenario, int p_size, int p_subdiv) {
Scenario *scenario = scenario_owner.get(p_scenario);
ERR_FAIL_COND(!scenario);
VSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_size);
VSG::scene_render->reflection_atlas_set_subdivision(scenario->reflection_atlas, p_subdiv);
}
/* INSTANCING API */
void VisualServerScene::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_materials) {
if (p_update_aabb) {
p_instance->update_aabb = true;
}
if (p_update_materials) {
p_instance->update_materials = true;
}
if (p_instance->update_item.in_list()) {
return;
}
_instance_update_list.add(&p_instance->update_item);
}
RID VisualServerScene::instance_create() {
Instance *instance = memnew(Instance);
ERR_FAIL_COND_V(!instance, RID());
RID instance_rid = instance_owner.make_rid(instance);
instance->self = instance_rid;
return instance_rid;
}
void VisualServerScene::instance_set_base(RID p_instance, RID p_base) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
Scenario *scenario = instance->scenario;
if (instance->base_type != VS::INSTANCE_NONE) {
//free anything related to that base
VSG::storage->instance_remove_dependency(instance->base, instance);
if (instance->base_type == VS::INSTANCE_GI_PROBE) {
//if gi probe is baking, wait until done baking, else race condition may happen when removing it
//from octree
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
//make sure probes are done baking
while (!probe_bake_list.empty()) {
OS::get_singleton()->delay_usec(1);
}
//make sure this one is done baking
while (gi_probe->dynamic.updating_stage == GI_UPDATE_STAGE_LIGHTING) {
//wait until bake is done if it's baking
OS::get_singleton()->delay_usec(1);
}
}
if (scenario && instance->spatial_partition_id) {
scenario->sps->erase(instance->spatial_partition_id);
instance->spatial_partition_id = 0;
}
switch (instance->base_type) {
case VS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
if (instance->scenario && light->D) {
instance->scenario->directional_lights.erase(light->D);
light->D = nullptr;
}
VSG::scene_render->free(light->instance);
} break;
case VS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
VSG::scene_render->free(reflection_probe->instance);
if (reflection_probe->update_list.in_list()) {
reflection_probe_render_list.remove(&reflection_probe->update_list);
}
} break;
case VS::INSTANCE_LIGHTMAP_CAPTURE: {
InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(instance->base_data);
//erase dependencies, since no longer a lightmap
while (lightmap_capture->users.front()) {
instance_set_use_lightmap(lightmap_capture->users.front()->get()->self, RID(), RID(), -1, Rect2(0, 0, 1, 1));
}
} break;
case VS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
if (gi_probe->update_element.in_list()) {
gi_probe_update_list.remove(&gi_probe->update_element);
}
if (gi_probe->dynamic.probe_data.is_valid()) {
VSG::storage->free(gi_probe->dynamic.probe_data);
}
if (instance->lightmap_capture) {
Instance *capture = (Instance *)instance->lightmap_capture;
InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(capture->base_data);
lightmap_capture->users.erase(instance);
instance->lightmap_capture = nullptr;
instance->lightmap = RID();
}
VSG::scene_render->free(gi_probe->probe_instance);
} break;
default: {
}
}
if (instance->base_data) {
memdelete(instance->base_data);
instance->base_data = nullptr;
}
instance->blend_values = PoolRealArray();
for (int i = 0; i < instance->materials.size(); i++) {
if (instance->materials[i].is_valid()) {
VSG::storage->material_remove_instance_owner(instance->materials[i], instance);
}
}
instance->materials.clear();
}
instance->base_type = VS::INSTANCE_NONE;
instance->base = RID();
if (p_base.is_valid()) {
instance->base_type = VSG::storage->get_base_type(p_base);
ERR_FAIL_COND(instance->base_type == VS::INSTANCE_NONE);
switch (instance->base_type) {
case VS::INSTANCE_LIGHT: {
InstanceLightData *light = memnew(InstanceLightData);
if (scenario && VSG::storage->light_get_type(p_base) == VS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
light->instance = VSG::scene_render->light_instance_create(p_base);
instance->base_data = light;
} break;
case VS::INSTANCE_MESH:
case VS::INSTANCE_MULTIMESH:
case VS::INSTANCE_IMMEDIATE:
case VS::INSTANCE_PARTICLES: {
InstanceGeometryData *geom = memnew(InstanceGeometryData);
instance->base_data = geom;
if (instance->base_type == VS::INSTANCE_MESH) {
instance->blend_values.resize(VSG::storage->mesh_get_blend_shape_count(p_base));
}
} break;
case VS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
reflection_probe->owner = instance;
instance->base_data = reflection_probe;
reflection_probe->instance = VSG::scene_render->reflection_probe_instance_create(p_base);
} break;
case VS::INSTANCE_LIGHTMAP_CAPTURE: {
InstanceLightmapCaptureData *lightmap_capture = memnew(InstanceLightmapCaptureData);
instance->base_data = lightmap_capture;
//lightmap_capture->instance = VSG::scene_render->lightmap_capture_instance_create(p_base);
} break;
case VS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = memnew(InstanceGIProbeData);
instance->base_data = gi_probe;
gi_probe->owner = instance;
if (scenario && !gi_probe->update_element.in_list()) {
gi_probe_update_list.add(&gi_probe->update_element);
}
gi_probe->probe_instance = VSG::scene_render->gi_probe_instance_create();
} break;
default: {
}
}
VSG::storage->instance_add_dependency(p_base, instance);
instance->base = p_base;
if (scenario) {
_instance_queue_update(instance, true, true);
}
}
}
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->spatial_partition_id) {
instance->scenario->sps->erase(instance->spatial_partition_id);
instance->spatial_partition_id = 0;
}
// handle occlusion changes
if (instance->occlusion_handle) {
_instance_destroy_occlusion_rep(instance);
}
// remove any interpolation data associated with the instance in this scenario
_interpolation_data.notify_free_instance(p_instance, *instance);
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 = nullptr;
}
} break;
case VS::INSTANCE_REFLECTION_PROBE: {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
VSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
} break;
case VS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
if (gi_probe->update_element.in_list()) {
gi_probe_update_list.remove(&gi_probe->update_element);
}
} break;
default: {
}
}
instance->scenario = nullptr;
}
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;
case VS::INSTANCE_GI_PROBE: {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
if (!gi_probe->update_element.in_list()) {
gi_probe_update_list.add(&gi_probe->update_element);
}
} break;
default: {
}
}
// handle occlusion changes if necessary
_instance_create_occlusion_rep(instance);
_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);
if (instance->layer_mask == p_mask) {
return;
}
instance->layer_mask = p_mask;
// update lights to show / hide shadows according to the new mask
if ((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
if (geom->can_cast_shadows) {
for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
light->make_shadow_dirty();
}
}
}
}
void VisualServerScene::instance_set_pivot_data(RID p_instance, float p_sorting_offset, bool p_use_aabb_center) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
instance->sorting_offset = p_sorting_offset;
instance->use_aabb_center = p_use_aabb_center;
}
void VisualServerScene::instance_reset_physics_interpolation(RID p_instance) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
if (_interpolation_data.interpolation_enabled && instance->interpolated) {
_interpolation_data.instance_teleport_list.push_back(p_instance);
}
}
void VisualServerScene::instance_set_interpolated(RID p_instance, bool p_interpolated) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
instance->interpolated = p_interpolated;
}
void VisualServerScene::instance_set_transform(RID p_instance, const Transform &p_transform) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
if (!(_interpolation_data.interpolation_enabled && instance->interpolated) || !instance->scenario) {
if (instance->transform == p_transform) {
return; //must be checked to avoid worst evil
}
#ifdef DEBUG_ENABLED
for (int i = 0; i < 4; i++) {
const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin;
ERR_FAIL_COND(Math::is_inf(v.x));
ERR_FAIL_COND(Math::is_nan(v.x));
ERR_FAIL_COND(Math::is_inf(v.y));
ERR_FAIL_COND(Math::is_nan(v.y));
ERR_FAIL_COND(Math::is_inf(v.z));
ERR_FAIL_COND(Math::is_nan(v.z));
}
#endif
instance->transform = p_transform;
_instance_queue_update(instance, true);
#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
if ((_interpolation_data.interpolation_enabled && !instance->interpolated) && (Engine::get_singleton()->is_in_physics_frame())) {
static int32_t warn_count = 0;
warn_count++;
if (((warn_count % 2048) == 0) && GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
String node_name;
ObjectID id = instance->object_id;
if (id != 0) {
if (ObjectDB::get_instance(id)) {
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(id));
if (node && node->is_inside_tree()) {
node_name = "\"" + String(node->get_path()) + "\"";
} else {
node_name = "\"unknown\"";
}
}
}
WARN_PRINT("[Physics interpolation] Non-interpolated Instance is being triggered from physics process, this might lead to issues: " + node_name + " (possibly benign).");
}
}
#endif
return;
}
float new_checksum = TransformInterpolator::checksum_transform(p_transform);
bool checksums_match = (instance->transform_checksum_curr == new_checksum) && (instance->transform_checksum_prev == new_checksum);
// we can't entirely reject no changes because we need the interpolation
// system to keep on stewing
// Optimized check. First checks the checksums. If they pass it does the slow check at the end.
// Alternatively we can do this non-optimized and ignore the checksum...
// if no change
if (checksums_match && (instance->transform_curr == p_transform) && (instance->transform_prev == p_transform)) {
return;
}
#ifdef DEBUG_ENABLED
for (int i = 0; i < 4; i++) {
const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin;
ERR_FAIL_COND(Math::is_inf(v.x));
ERR_FAIL_COND(Math::is_nan(v.x));
ERR_FAIL_COND(Math::is_inf(v.y));
ERR_FAIL_COND(Math::is_nan(v.y));
ERR_FAIL_COND(Math::is_inf(v.z));
ERR_FAIL_COND(Math::is_nan(v.z));
}
#endif
instance->transform_curr = p_transform;
// keep checksums up to date
instance->transform_checksum_curr = new_checksum;
if (!instance->on_interpolate_transform_list) {
_interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
instance->on_interpolate_transform_list = true;
} else {
DEV_ASSERT(_interpolation_data.instance_transform_update_list_curr->size());
}
// If the instance is invisible, then we are simply updating the data flow, there is no need to calculate the interpolated
// transform or anything else.
// Ideally we would not even call the VisualServer::set_transform() when invisible but that would entail having logic
// to keep track of the previous transform on the SceneTree side. The "early out" below is less efficient but a lot cleaner codewise.
if (!instance->visible) {
return;
}
// decide on the interpolation method .. slerp if possible
instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
if (!instance->on_interpolate_list) {
_interpolation_data.instance_interpolate_update_list.push_back(p_instance);
instance->on_interpolate_list = true;
} else {
DEV_ASSERT(_interpolation_data.instance_interpolate_update_list.size());
}
_instance_queue_update(instance, true);
#if defined(DEBUG_ENABLED) && defined(TOOLS_ENABLED)
if (!Engine::get_singleton()->is_in_physics_frame()) {
static int32_t warn_count = 0;
warn_count++;
if (((warn_count % 2048) == 0) && GLOBAL_GET("debug/settings/physics_interpolation/enable_warnings")) {
String node_name;
ObjectID id = instance->object_id;
if (id != 0) {
if (ObjectDB::get_instance(id)) {
Node *node = Object::cast_to<Node>(ObjectDB::get_instance(id));
if (node && node->is_inside_tree()) {
node_name = "\"" + String(node->get_path()) + "\"";
} else {
node_name = "\"unknown\"";
}
}
}
WARN_PRINT("[Physics interpolation] Instance interpolation is being triggered from outside physics process, this might lead to issues: " + node_name + " (possibly benign).");
}
}
#endif
}
void VisualServerScene::InterpolationData::notify_free_camera(RID p_rid, Camera &r_camera) {
r_camera.on_interpolate_transform_list = false;
if (!interpolation_enabled) {
return;
}
// if the camera was on any of the lists, remove
camera_transform_update_list_curr->erase_multiple_unordered(p_rid);
camera_transform_update_list_prev->erase_multiple_unordered(p_rid);
camera_teleport_list.erase_multiple_unordered(p_rid);
}
void VisualServerScene::InterpolationData::notify_free_instance(RID p_rid, Instance &r_instance) {
r_instance.on_interpolate_list = false;
r_instance.on_interpolate_transform_list = false;
if (!interpolation_enabled) {
return;
}
// if the instance was on any of the lists, remove
instance_interpolate_update_list.erase_multiple_unordered(p_rid);
instance_transform_update_list_curr->erase_multiple_unordered(p_rid);
instance_transform_update_list_prev->erase_multiple_unordered(p_rid);
instance_teleport_list.erase_multiple_unordered(p_rid);
}
void VisualServerScene::update_interpolation_tick(bool p_process) {
// update interpolation in storage
VSG::storage->update_interpolation_tick(p_process);
// detect any that were on the previous transform list that are no longer active,
// we should remove them from the interpolate list
for (unsigned int n = 0; n < _interpolation_data.instance_transform_update_list_prev->size(); n++) {
const RID &rid = (*_interpolation_data.instance_transform_update_list_prev)[n];
Instance *instance = instance_owner.getornull(rid);
bool active = true;
// no longer active? (either the instance deleted or no longer being transformed)
if (instance && !instance->on_interpolate_transform_list) {
active = false;
instance->on_interpolate_list = false;
// make sure the most recent transform is set
instance->transform = instance->transform_curr;
// and that both prev and current are the same, just in case of any interpolations
instance->transform_prev = instance->transform_curr;
// make sure are updated one more time to ensure the AABBs are correct
_instance_queue_update(instance, true);
}
if (!instance) {
active = false;
}
if (!active) {
_interpolation_data.instance_interpolate_update_list.erase(rid);
}
}
// and now for any in the transform list (being actively interpolated), keep the previous transform
// value up to date ready for the next tick
if (p_process) {
for (unsigned int n = 0; n < _interpolation_data.instance_transform_update_list_curr->size(); n++) {
const RID &rid = (*_interpolation_data.instance_transform_update_list_curr)[n];
Instance *instance = instance_owner.getornull(rid);
if (instance) {
instance->transform_prev = instance->transform_curr;
instance->transform_checksum_prev = instance->transform_checksum_curr;
instance->on_interpolate_transform_list = false;
}
}
}
// we maintain a mirror list for the transform updates, so we can detect when an instance
// is no longer being transformed, and remove it from the interpolate list
SWAP(_interpolation_data.instance_transform_update_list_curr, _interpolation_data.instance_transform_update_list_prev);
// prepare for the next iteration
_interpolation_data.instance_transform_update_list_curr->clear();
// CAMERAS
// detect any that were on the previous transform list that are no longer active,
for (unsigned int n = 0; n < _interpolation_data.camera_transform_update_list_prev->size(); n++) {
const RID &rid = (*_interpolation_data.camera_transform_update_list_prev)[n];
Camera *camera = camera_owner.getornull(rid);
// no longer active? (either the instance deleted or no longer being transformed)
if (camera && !camera->on_interpolate_transform_list) {
camera->transform = camera->transform_prev;
}
}
// cameras , swap any current with previous
for (unsigned int n = 0; n < _interpolation_data.camera_transform_update_list_curr->size(); n++) {
const RID &rid = (*_interpolation_data.camera_transform_update_list_curr)[n];
Camera *camera = camera_owner.getornull(rid);
if (camera) {
camera->transform_prev = camera->transform;
camera->on_interpolate_transform_list = false;
}
}
// we maintain a mirror list for the transform updates, so we can detect when an instance
// is no longer being transformed, and remove it from the interpolate list
SWAP(_interpolation_data.camera_transform_update_list_curr, _interpolation_data.camera_transform_update_list_prev);
// prepare for the next iteration
_interpolation_data.camera_transform_update_list_curr->clear();
}
void VisualServerScene::update_interpolation_frame(bool p_process) {
// update interpolation in storage
VSG::storage->update_interpolation_frame(p_process);
// teleported instances
for (unsigned int n = 0; n < _interpolation_data.instance_teleport_list.size(); n++) {
const RID &rid = _interpolation_data.instance_teleport_list[n];
Instance *instance = instance_owner.getornull(rid);
if (instance) {
instance->transform_prev = instance->transform_curr;
instance->transform_checksum_prev = instance->transform_checksum_curr;
}
}
_interpolation_data.instance_teleport_list.clear();
// camera teleports
for (unsigned int n = 0; n < _interpolation_data.camera_teleport_list.size(); n++) {
const RID &rid = _interpolation_data.camera_teleport_list[n];
Camera *camera = camera_owner.getornull(rid);
if (camera) {
camera->transform_prev = camera->transform;
}
}
_interpolation_data.camera_teleport_list.clear();
if (p_process) {
real_t f = Engine::get_singleton()->get_physics_interpolation_fraction();
for (unsigned int i = 0; i < _interpolation_data.instance_interpolate_update_list.size(); i++) {
const RID &rid = _interpolation_data.instance_interpolate_update_list[i];
Instance *instance = instance_owner.getornull(rid);
if (instance) {
TransformInterpolator::interpolate_transform_via_method(instance->transform_prev, instance->transform_curr, instance->transform, f, instance->interpolation_method);
// make sure AABBs are constantly up to date through the interpolation
_instance_queue_update(instance, true);
}
} // for n
}
}
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_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
if (instance->update_item.in_list()) {
_update_dirty_instance(instance);
}
ERR_FAIL_INDEX(p_shape, instance->blend_values.size());
instance->blend_values.write().ptr()[p_shape] = p_weight;
VSG::storage->mesh_set_blend_shape_values(instance->base, instance->blend_values);
}
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);
if (instance->base_type == VS::INSTANCE_MESH) {
//may not have been updated yet
instance->materials.resize(VSG::storage->mesh_get_surface_count(instance->base));
}
ERR_FAIL_INDEX(p_surface, instance->materials.size());
if (instance->materials[p_surface].is_valid()) {
VSG::storage->material_remove_instance_owner(instance->materials[p_surface], instance);
}
instance->materials.write[p_surface] = p_material;
instance->base_changed(false, true);
if (instance->materials[p_surface].is_valid()) {
VSG::storage->material_add_instance_owner(instance->materials[p_surface], instance);
}
}
void VisualServerScene::instance_set_visible(RID p_instance, bool p_visible) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
if (instance->visible == p_visible) {
return;
}
instance->visible = p_visible;
// Special case for physics interpolation, we want to ensure the interpolated data is up to date
if (_interpolation_data.interpolation_enabled && p_visible && instance->interpolated && instance->scenario && !instance->on_interpolate_list) {
// Do all the extra work we normally do on instance_set_transform(), because this is optimized out for hidden instances.
// This prevents a glitch of stale interpolation transform data when unhiding before the next physics tick.
instance->interpolation_method = TransformInterpolator::find_method(instance->transform_prev.basis, instance->transform_curr.basis);
_interpolation_data.instance_interpolate_update_list.push_back(p_instance);
instance->on_interpolate_list = true;
_instance_queue_update(instance, true);
// We must also place on the transform update list for a tick, so the system
// can auto-detect if the instance is no longer moving, and remove from the interpolate lists again.
// If this step is ignored, an unmoving instance could remain on the interpolate lists indefinitely
// (or rather until the object is deleted) and cause unnecessary updates and drawcalls.
if (!instance->on_interpolate_transform_list) {
_interpolation_data.instance_transform_update_list_curr->push_back(p_instance);
instance->on_interpolate_transform_list = true;
}
}
// give the opportunity for the spatial partitioning scene to use a special implementation of visibility
// for efficiency (supported in BVH but not octree)
// slightly bug prone optimization here - we want to avoid doing a collision check twice
// once when activating, and once when calling set_pairable. We do this by deferring the collision check.
// However, in some cases (notably meshes), set_pairable never gets called. So we want to catch this case
// and force a collision check (see later in this function).
// This is only done in two stages to maintain compatibility with the octree.
if (instance->spatial_partition_id && instance->scenario) {
if (p_visible) {
instance->scenario->sps->activate(instance->spatial_partition_id, instance->transformed_aabb);
} else {
instance->scenario->sps->deactivate(instance->spatial_partition_id);
}
}
// when showing or hiding geometry, lights must be kept up to date to show / hide shadows
if ((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
if (geom->can_cast_shadows) {
for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
light->make_shadow_dirty();
}
}
}
switch (instance->base_type) {
case VS::INSTANCE_LIGHT: {
if (VSG::storage->light_get_type(instance->base) != VS::LIGHT_DIRECTIONAL && instance->spatial_partition_id && instance->scenario) {
instance->scenario->sps->set_pairable(instance, p_visible, 1 << VS::INSTANCE_LIGHT, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
}
} break;
case VS::INSTANCE_REFLECTION_PROBE: {
if (instance->spatial_partition_id && instance->scenario) {
instance->scenario->sps->set_pairable(instance, p_visible, 1 << VS::INSTANCE_REFLECTION_PROBE, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
}
} break;
case VS::INSTANCE_LIGHTMAP_CAPTURE: {
if (instance->spatial_partition_id && instance->scenario) {
instance->scenario->sps->set_pairable(instance, p_visible, 1 << VS::INSTANCE_LIGHTMAP_CAPTURE, p_visible ? VS::INSTANCE_GEOMETRY_MASK : 0);
}
} break;
case VS::INSTANCE_GI_PROBE: {
if (instance->spatial_partition_id && instance->scenario) {
instance->scenario->sps->set_pairable(instance, p_visible, 1 << VS::INSTANCE_GI_PROBE, p_visible ? (VS::INSTANCE_GEOMETRY_MASK | (1 << VS::INSTANCE_LIGHT)) : 0);
}
} break;
default: {
// if we haven't called set_pairable, we STILL need to do a collision check
// for activated items because we deferred it earlier in the call to activate.
if (instance->spatial_partition_id && instance->scenario && p_visible) {
instance->scenario->sps->force_collision_check(instance->spatial_partition_id);
}
}
}
}
inline bool is_geometry_instance(VisualServer::InstanceType p_type) {
return p_type == VS::INSTANCE_MESH || p_type == VS::INSTANCE_MULTIMESH || p_type == VS::INSTANCE_PARTICLES || p_type == VS::INSTANCE_IMMEDIATE;
}
void VisualServerScene::instance_set_use_lightmap(RID p_instance, RID p_lightmap_instance, RID p_lightmap, int p_lightmap_slice, const Rect2 &p_lightmap_uv_rect) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
instance->lightmap = RID();
instance->lightmap_slice = -1;
instance->lightmap_uv_rect = Rect2(0, 0, 1, 1);
instance->baked_light = false;
if (instance->lightmap_capture) {
InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(((Instance *)instance->lightmap_capture)->base_data);
lightmap_capture->users.erase(instance);
instance->lightmap_capture = nullptr;
}
if (p_lightmap_instance.is_valid()) {
Instance *lightmap_instance = instance_owner.get(p_lightmap_instance);
ERR_FAIL_COND(!lightmap_instance);
ERR_FAIL_COND(lightmap_instance->base_type != VS::INSTANCE_LIGHTMAP_CAPTURE);
instance->lightmap_capture = lightmap_instance;
InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(((Instance *)instance->lightmap_capture)->base_data);
lightmap_capture->users.insert(instance);
instance->lightmap = p_lightmap;
instance->lightmap_slice = p_lightmap_slice;
instance->lightmap_uv_rect = p_lightmap_uv_rect;
instance->baked_light = true;
}
}
void VisualServerScene::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
if (p_aabb != AABB()) {
// Set custom AABB
if (instance->custom_aabb == nullptr) {
instance->custom_aabb = memnew(AABB);
}
*instance->custom_aabb = p_aabb;
} else {
// Clear custom AABB
if (instance->custom_aabb != nullptr) {
memdelete(instance->custom_aabb);
instance->custom_aabb = nullptr;
}
}
if (instance->scenario) {
_instance_queue_update(instance, true, false);
}
}
void VisualServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
if (instance->skeleton == p_skeleton) {
return;
}
if (instance->skeleton.is_valid()) {
VSG::storage->instance_remove_skeleton(instance->skeleton, instance);
}
instance->skeleton = p_skeleton;
if (instance->skeleton.is_valid()) {
VSG::storage->instance_add_skeleton(instance->skeleton, instance);
}
_instance_queue_update(instance, true);
}
void VisualServerScene::instance_set_exterior(RID p_instance, bool p_enabled) {
}
void VisualServerScene::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
instance->extra_margin = p_margin;
_instance_queue_update(instance, true, false);
}
// Portals
void VisualServerScene::instance_set_portal_mode(RID p_instance, VisualServer::InstancePortalMode p_mode) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
// no change?
if (instance->portal_mode == p_mode) {
return;
}
// should this happen?
if (!instance->scenario) {
instance->portal_mode = p_mode;
return;
}
// destroy previous occlusion instance?
_instance_destroy_occlusion_rep(instance);
instance->portal_mode = p_mode;
_instance_create_occlusion_rep(instance);
}
void VisualServerScene::_instance_create_occlusion_rep(Instance *p_instance) {
ERR_FAIL_COND(!p_instance);
ERR_FAIL_COND(!p_instance->scenario);
switch (p_instance->portal_mode) {
default: {
p_instance->occlusion_handle = 0;
} break;
case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_ROAMING: {
p_instance->occlusion_handle = p_instance->scenario->_portal_renderer.instance_moving_create(p_instance, p_instance->self, false, p_instance->transformed_aabb);
} break;
case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_GLOBAL: {
p_instance->occlusion_handle = p_instance->scenario->_portal_renderer.instance_moving_create(p_instance, p_instance->self, true, p_instance->transformed_aabb);
} break;
}
}
void VisualServerScene::_instance_destroy_occlusion_rep(Instance *p_instance) {
ERR_FAIL_COND(!p_instance);
ERR_FAIL_COND(!p_instance->scenario);
// not an error, can occur
if (!p_instance->occlusion_handle) {
return;
}
p_instance->scenario->_portal_renderer.instance_moving_destroy(p_instance->occlusion_handle);
// unset
p_instance->occlusion_handle = 0;
}
void *VisualServerScene::_instance_get_from_rid(RID p_instance) {
Instance *instance = instance_owner.get(p_instance);
return instance;
}
bool VisualServerScene::_instance_get_transformed_aabb(RID p_instance, AABB &r_aabb) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_NULL_V(instance, false);
r_aabb = instance->transformed_aabb;
return true;
}
// the portal has to be associated with a scenario, this is assumed to be
// the same scenario as the portal node
RID VisualServerScene::portal_create() {
Portal *portal = memnew(Portal);
ERR_FAIL_COND_V(!portal, RID());
RID portal_rid = portal_owner.make_rid(portal);
return portal_rid;
}
// should not be called multiple times, different scenarios etc, but just in case, we will support this
void VisualServerScene::portal_set_scenario(RID p_portal, RID p_scenario) {
Portal *portal = portal_owner.getornull(p_portal);
ERR_FAIL_COND(!portal);
Scenario *scenario = scenario_owner.getornull(p_scenario);
// noop?
if (portal->scenario == scenario) {
return;
}
// if the portal is in a scenario already, remove it
if (portal->scenario) {
portal->scenario->_portal_renderer.portal_destroy(portal->scenario_portal_id);
portal->scenario = nullptr;
portal->scenario_portal_id = 0;
}
// create when entering the world
if (scenario) {
portal->scenario = scenario;
// defer the actual creation to here
portal->scenario_portal_id = scenario->_portal_renderer.portal_create();
}
}
void VisualServerScene::portal_set_geometry(RID p_portal, const Vector<Vector3> &p_points, real_t p_margin) {
Portal *portal = portal_owner.getornull(p_portal);
ERR_FAIL_COND(!portal);
ERR_FAIL_COND(!portal->scenario);
portal->scenario->_portal_renderer.portal_set_geometry(portal->scenario_portal_id, p_points, p_margin);
}
void VisualServerScene::portal_link(RID p_portal, RID p_room_from, RID p_room_to, bool p_two_way) {
Portal *portal = portal_owner.getornull(p_portal);
ERR_FAIL_COND(!portal);
ERR_FAIL_COND(!portal->scenario);
Room *room_from = room_owner.getornull(p_room_from);
ERR_FAIL_COND(!room_from);
Room *room_to = room_owner.getornull(p_room_to);
ERR_FAIL_COND(!room_to);
portal->scenario->_portal_renderer.portal_link(portal->scenario_portal_id, room_from->scenario_room_id, room_to->scenario_room_id, p_two_way);
}
void VisualServerScene::portal_set_active(RID p_portal, bool p_active) {
Portal *portal = portal_owner.getornull(p_portal);
ERR_FAIL_COND(!portal);
ERR_FAIL_COND(!portal->scenario);
portal->scenario->_portal_renderer.portal_set_active(portal->scenario_portal_id, p_active);
}
RID VisualServerScene::ghost_create() {
Ghost *ci = memnew(Ghost);
ERR_FAIL_COND_V(!ci, RID());
RID ci_rid = ghost_owner.make_rid(ci);
return ci_rid;
}
void VisualServerScene::ghost_set_scenario(RID p_ghost, RID p_scenario, ObjectID p_id, const AABB &p_aabb) {
Ghost *ci = ghost_owner.getornull(p_ghost);
ERR_FAIL_COND(!ci);
ci->aabb = p_aabb;
ci->object_id = p_id;
Scenario *scenario = scenario_owner.getornull(p_scenario);
// noop?
if (ci->scenario == scenario) {
return;
}
// if the portal is in a scenario already, remove it
if (ci->scenario) {
_ghost_destroy_occlusion_rep(ci);
ci->scenario = nullptr;
}
// create when entering the world
if (scenario) {
ci->scenario = scenario;
// defer the actual creation to here
_ghost_create_occlusion_rep(ci);
}
}
void VisualServerScene::ghost_update(RID p_ghost, const AABB &p_aabb) {
Ghost *ci = ghost_owner.getornull(p_ghost);
ERR_FAIL_COND(!ci);
ERR_FAIL_COND(!ci->scenario);
ci->aabb = p_aabb;
if (ci->rghost_handle) {
ci->scenario->_portal_renderer.rghost_update(ci->rghost_handle, p_aabb);
}
}
void VisualServerScene::_ghost_create_occlusion_rep(Ghost *p_ghost) {
ERR_FAIL_COND(!p_ghost);
ERR_FAIL_COND(!p_ghost->scenario);
if (!p_ghost->rghost_handle) {
p_ghost->rghost_handle = p_ghost->scenario->_portal_renderer.rghost_create(p_ghost->object_id, p_ghost->aabb);
}
}
void VisualServerScene::_ghost_destroy_occlusion_rep(Ghost *p_ghost) {
ERR_FAIL_COND(!p_ghost);
ERR_FAIL_COND(!p_ghost->scenario);
// not an error, can occur
if (!p_ghost->rghost_handle) {
return;
}
p_ghost->scenario->_portal_renderer.rghost_destroy(p_ghost->rghost_handle);
p_ghost->rghost_handle = 0;
}
RID VisualServerScene::roomgroup_create() {
RoomGroup *rg = memnew(RoomGroup);
ERR_FAIL_COND_V(!rg, RID());
RID roomgroup_rid = roomgroup_owner.make_rid(rg);
return roomgroup_rid;
}
void VisualServerScene::roomgroup_prepare(RID p_roomgroup, ObjectID p_roomgroup_object_id) {
RoomGroup *roomgroup = roomgroup_owner.getornull(p_roomgroup);
ERR_FAIL_COND(!roomgroup);
ERR_FAIL_COND(!roomgroup->scenario);
roomgroup->scenario->_portal_renderer.roomgroup_prepare(roomgroup->scenario_roomgroup_id, p_roomgroup_object_id);
}
void VisualServerScene::roomgroup_set_scenario(RID p_roomgroup, RID p_scenario) {
RoomGroup *rg = roomgroup_owner.getornull(p_roomgroup);
ERR_FAIL_COND(!rg);
Scenario *scenario = scenario_owner.getornull(p_scenario);
// noop?
if (rg->scenario == scenario) {
return;
}
// if the portal is in a scenario already, remove it
if (rg->scenario) {
rg->scenario->_portal_renderer.roomgroup_destroy(rg->scenario_roomgroup_id);
rg->scenario = nullptr;
rg->scenario_roomgroup_id = 0;
}
// create when entering the world
if (scenario) {
rg->scenario = scenario;
// defer the actual creation to here
rg->scenario_roomgroup_id = scenario->_portal_renderer.roomgroup_create();
}
}
void VisualServerScene::roomgroup_add_room(RID p_roomgroup, RID p_room) {
RoomGroup *roomgroup = roomgroup_owner.getornull(p_roomgroup);
ERR_FAIL_COND(!roomgroup);
ERR_FAIL_COND(!roomgroup->scenario);
Room *room = room_owner.getornull(p_room);
ERR_FAIL_COND(!room);
ERR_FAIL_COND(!room->scenario);
ERR_FAIL_COND(roomgroup->scenario != room->scenario);
roomgroup->scenario->_portal_renderer.roomgroup_add_room(roomgroup->scenario_roomgroup_id, room->scenario_room_id);
}
// Occluders
RID VisualServerScene::occluder_instance_create() {
OccluderInstance *ro = memnew(OccluderInstance);
ERR_FAIL_COND_V(!ro, RID());
RID occluder_rid = occluder_instance_owner.make_rid(ro);
return occluder_rid;
}
void VisualServerScene::occluder_instance_link_resource(RID p_occluder_instance, RID p_occluder_resource) {
OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance);
ERR_FAIL_COND(!oi);
ERR_FAIL_COND(!oi->scenario);
OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource);
ERR_FAIL_COND(!res);
oi->scenario->_portal_renderer.occluder_instance_link(oi->scenario_occluder_id, res->occluder_resource_id);
}
void VisualServerScene::occluder_instance_set_scenario(RID p_occluder_instance, RID p_scenario) {
OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance);
ERR_FAIL_COND(!oi);
Scenario *scenario = scenario_owner.getornull(p_scenario);
// noop?
if (oi->scenario == scenario) {
return;
}
// if the portal is in a scenario already, remove it
if (oi->scenario) {
oi->scenario->_portal_renderer.occluder_instance_destroy(oi->scenario_occluder_id);
oi->scenario = nullptr;
oi->scenario_occluder_id = 0;
}
// create when entering the world
if (scenario) {
oi->scenario = scenario;
oi->scenario_occluder_id = scenario->_portal_renderer.occluder_instance_create();
}
}
void VisualServerScene::occluder_instance_set_active(RID p_occluder_instance, bool p_active) {
OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance);
ERR_FAIL_COND(!oi);
ERR_FAIL_COND(!oi->scenario);
oi->scenario->_portal_renderer.occluder_instance_set_active(oi->scenario_occluder_id, p_active);
}
void VisualServerScene::occluder_instance_set_transform(RID p_occluder_instance, const Transform &p_xform) {
OccluderInstance *oi = occluder_instance_owner.getornull(p_occluder_instance);
ERR_FAIL_COND(!oi);
ERR_FAIL_COND(!oi->scenario);
oi->scenario->_portal_renderer.occluder_instance_set_transform(oi->scenario_occluder_id, p_xform);
}
RID VisualServerScene::occluder_resource_create() {
OccluderResource *res = memnew(OccluderResource);
ERR_FAIL_COND_V(!res, RID());
res->occluder_resource_id = _portal_resources.occluder_resource_create();
RID occluder_resource_rid = occluder_resource_owner.make_rid(res);
return occluder_resource_rid;
}
void VisualServerScene::occluder_resource_prepare(RID p_occluder_resource, VisualServer::OccluderType p_type) {
OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource);
ERR_FAIL_COND(!res);
_portal_resources.occluder_resource_prepare(res->occluder_resource_id, (VSOccluder_Instance::Type)p_type);
}
void VisualServerScene::occluder_resource_spheres_update(RID p_occluder_resource, const Vector<Plane> &p_spheres) {
OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource);
ERR_FAIL_COND(!res);
_portal_resources.occluder_resource_update_spheres(res->occluder_resource_id, p_spheres);
}
void VisualServerScene::occluder_resource_mesh_update(RID p_occluder_resource, const Geometry::OccluderMeshData &p_mesh_data) {
OccluderResource *res = occluder_resource_owner.getornull(p_occluder_resource);
ERR_FAIL_COND(!res);
_portal_resources.occluder_resource_update_mesh(res->occluder_resource_id, p_mesh_data);
}
void VisualServerScene::set_use_occlusion_culling(bool p_enable) {
// this is not scenario specific, and is global
// (mainly for debugging)
PortalRenderer::use_occlusion_culling = p_enable;
}
Geometry::MeshData VisualServerScene::occlusion_debug_get_current_polys(RID p_scenario) const {
Scenario *scenario = scenario_owner.getornull(p_scenario);
if (!scenario) {
return Geometry::MeshData();
}
return scenario->_portal_renderer.occlusion_debug_get_current_polys();
}
// Rooms
void VisualServerScene::callbacks_register(VisualServerCallbacks *p_callbacks) {
_visual_server_callbacks = p_callbacks;
}
// the room has to be associated with a scenario, this is assumed to be
// the same scenario as the room node
RID VisualServerScene::room_create() {
Room *room = memnew(Room);
ERR_FAIL_COND_V(!room, RID());
RID room_rid = room_owner.make_rid(room);
return room_rid;
}
// should not be called multiple times, different scenarios etc, but just in case, we will support this
void VisualServerScene::room_set_scenario(RID p_room, RID p_scenario) {
Room *room = room_owner.getornull(p_room);
ERR_FAIL_COND(!room);
Scenario *scenario = scenario_owner.getornull(p_scenario);
// no change?
if (room->scenario == scenario) {
return;
}
// if the room has an existing scenario, remove from it
if (room->scenario) {
room->scenario->_portal_renderer.room_destroy(room->scenario_room_id);
room->scenario = nullptr;
room->scenario_room_id = 0;
}
// create when entering the world
if (scenario) {
room->scenario = scenario;
// defer the actual creation to here
room->scenario_room_id = scenario->_portal_renderer.room_create();
}
}
void VisualServerScene::room_add_ghost(RID p_room, ObjectID p_object_id, const AABB &p_aabb) {
Room *room = room_owner.getornull(p_room);
ERR_FAIL_COND(!room);
ERR_FAIL_COND(!room->scenario);
room->scenario->_portal_renderer.room_add_ghost(room->scenario_room_id, p_object_id, p_aabb);
}
void VisualServerScene::room_add_instance(RID p_room, RID p_instance, const AABB &p_aabb, const Vector<Vector3> &p_object_pts) {
Room *room = room_owner.getornull(p_room);
ERR_FAIL_COND(!room);
ERR_FAIL_COND(!room->scenario);
Instance *instance = instance_owner.getornull(p_instance);
ERR_FAIL_COND(!instance);
AABB bb = p_aabb;
// the aabb passed from the client takes no account of the extra cull margin,
// so we need to add this manually.
// It is assumed it is in world space.
if (instance->extra_margin != 0.0) {
bb.grow_by(instance->extra_margin);
}
bool dynamic = false;
// don't add if portal mode is not static or dynamic
switch (instance->portal_mode) {
default: {
return; // this should be taken care of by the calling function, but just in case
} break;
case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_DYNAMIC: {
dynamic = true;
} break;
case VisualServer::InstancePortalMode::INSTANCE_PORTAL_MODE_STATIC: {
dynamic = false;
} break;
}
instance->occlusion_handle = room->scenario->_portal_renderer.room_add_instance(room->scenario_room_id, p_instance, bb, dynamic, p_object_pts);
}
void VisualServerScene::room_prepare(RID p_room, int32_t p_priority) {
Room *room = room_owner.getornull(p_room);
ERR_FAIL_COND(!room);
ERR_FAIL_COND(!room->scenario);
room->scenario->_portal_renderer.room_prepare(room->scenario_room_id, p_priority);
}
void VisualServerScene::room_set_bound(RID p_room, ObjectID p_room_object_id, const Vector<Plane> &p_convex, const AABB &p_aabb, const Vector<Vector3> &p_verts) {
Room *room = room_owner.getornull(p_room);
ERR_FAIL_COND(!room);
ERR_FAIL_COND(!room->scenario);
room->scenario->_portal_renderer.room_set_bound(room->scenario_room_id, p_room_object_id, p_convex, p_aabb, p_verts);
}
void VisualServerScene::rooms_unload(RID p_scenario, String p_reason) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->_portal_renderer.rooms_unload(p_reason);
}
void VisualServerScene::rooms_and_portals_clear(RID p_scenario) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->_portal_renderer.rooms_and_portals_clear();
}
void VisualServerScene::rooms_finalize(RID p_scenario, bool p_generate_pvs, bool p_cull_using_pvs, bool p_use_secondary_pvs, bool p_use_signals, String p_pvs_filename, bool p_use_simple_pvs, bool p_log_pvs_generation) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->_portal_renderer.rooms_finalize(p_generate_pvs, p_cull_using_pvs, p_use_secondary_pvs, p_use_signals, p_pvs_filename, p_use_simple_pvs, p_log_pvs_generation);
}
void VisualServerScene::rooms_override_camera(RID p_scenario, bool p_override, const Vector3 &p_point, const Vector<Plane> *p_convex) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->_portal_renderer.rooms_override_camera(p_override, p_point, p_convex);
}
void VisualServerScene::rooms_set_active(RID p_scenario, bool p_active) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->_portal_renderer.rooms_set_active(p_active);
}
void VisualServerScene::rooms_set_params(RID p_scenario, int p_portal_depth_limit, real_t p_roaming_expansion_margin) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->_portal_renderer.rooms_set_params(p_portal_depth_limit, p_roaming_expansion_margin);
}
void VisualServerScene::rooms_set_debug_feature(RID p_scenario, VisualServer::RoomsDebugFeature p_feature, bool p_active) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
switch (p_feature) {
default: {
} break;
case VisualServer::ROOMS_DEBUG_SPRAWL: {
scenario->_portal_renderer.set_debug_sprawl(p_active);
} break;
}
}
void VisualServerScene::rooms_update_gameplay_monitor(RID p_scenario, const Vector<Vector3> &p_camera_positions) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND(!scenario);
scenario->_portal_renderer.rooms_update_gameplay_monitor(p_camera_positions);
}
bool VisualServerScene::rooms_is_loaded(RID p_scenario) const {
Scenario *scenario = scenario_owner.getornull(p_scenario);
ERR_FAIL_COND_V(!scenario, false);
return scenario->_portal_renderer.rooms_is_loaded();
}
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->sps->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->sps->cull_segment(p_from, 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->sps->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;
}
// thin wrapper to allow rooms / portals to take over culling if active
int VisualServerScene::_cull_convex_from_point(Scenario *p_scenario, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const Vector<Plane> &p_convex, Instance **p_result_array, int p_result_max, int32_t &r_previous_room_id_hint, uint32_t p_mask) {
int res = -1;
if (p_scenario->_portal_renderer.is_active()) {
// Note that the portal renderer ASSUMES that the planes exactly match the convention in
// CameraMatrix of enum Planes (6 planes, in order, near, far etc)
// If this is not the case, it should not be used.
res = p_scenario->_portal_renderer.cull_convex(p_cam_transform, p_cam_projection, p_convex, (VSInstance **)p_result_array, p_result_max, p_mask, r_previous_room_id_hint);
}
// fallback to BVH / octree if portals not active
if (res == -1) {
res = p_scenario->sps->cull_convex(p_convex, p_result_array, p_result_max, p_mask);
// Opportunity for occlusion culling on the main scene. This will be a noop if no occluders.
if (p_scenario->_portal_renderer.occlusion_is_active()) {
res = p_scenario->_portal_renderer.occlusion_cull(p_cam_transform, p_cam_projection, p_convex, (VSInstance **)p_result_array, res);
}
}
return res;
}
void VisualServerScene::_rooms_instance_update(Instance *p_instance, const AABB &p_aabb) {
// magic number for instances in the room / portal system, but not requiring an update
// (due to being a STATIC or DYNAMIC object within a room)
// Must match the value in PortalRenderer in VisualServer
const uint32_t OCCLUSION_HANDLE_ROOM_BIT = 1 << 31;
// if the instance is a moving object in the room / portal system, update it
// Note that if rooms and portals is not in use, occlusion_handle should be zero in all cases unless the portal_mode
// has been set to global or roaming. (which is unlikely as the default is static).
// The exception is editor user interface elements.
// These are always set to global and will always keep their aabb up to date in the portal renderer unnecessarily.
// There is no easy way around this, but it should be very cheap, and have no impact outside the editor.
if (p_instance->occlusion_handle && (p_instance->occlusion_handle != OCCLUSION_HANDLE_ROOM_BIT)) {
p_instance->scenario->_portal_renderer.instance_moving_update(p_instance->occlusion_handle, p_aabb);
}
}
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_USE_BAKED_LIGHT: {
instance->baked_light = p_enabled;
} break;
case VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
instance->redraw_if_visible = p_enabled;
} break;
default: {
}
}
}
void VisualServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
instance->cast_shadows = p_shadow_casting_setting;
instance->base_changed(false, true); // to actually compute if shadows are visible or not
}
void VisualServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
if (instance->material_override.is_valid()) {
VSG::storage->material_remove_instance_owner(instance->material_override, instance);
}
instance->material_override = p_material;
instance->base_changed(false, true);
if (instance->material_override.is_valid()) {
VSG::storage->material_add_instance_owner(instance->material_override, instance);
}
}
void VisualServerScene::instance_geometry_set_material_overlay(RID p_instance, RID p_material) {
Instance *instance = instance_owner.get(p_instance);
ERR_FAIL_COND(!instance);
if (instance->material_overlay.is_valid()) {
VSG::storage->material_remove_instance_owner(instance->material_overlay, instance);
}
instance->material_overlay = p_material;
instance->base_changed(false, true);
if (instance->material_overlay.is_valid()) {
VSG::storage->material_add_instance_owner(instance->material_overlay, instance);
}
}
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++;
// when not using interpolation the transform is used straight
const Transform *instance_xform = &p_instance->transform;
// Can possibly use the most up to date current transform here when using physics interpolation ..
// uncomment the next line for this..
// if (p_instance->is_currently_interpolated()) {
// instance_xform = &p_instance->transform_curr;
// }
// However it does seem that using the interpolated transform (transform) works for keeping AABBs
// up to date to avoid culling errors.
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, *instance_xform);
light->make_shadow_dirty();
}
if (p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
VSG::scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, *instance_xform);
reflection_probe->reflection_dirty = true;
}
if (p_instance->base_type == VS::INSTANCE_PARTICLES) {
VSG::storage->particles_set_emission_transform(p_instance->base, *instance_xform);
}
if (p_instance->base_type == VS::INSTANCE_LIGHTMAP_CAPTURE) {
InstanceLightmapCaptureData *capture = static_cast<InstanceLightmapCaptureData *>(p_instance->base_data);
for (List<InstanceLightmapCaptureData::PairInfo>::Element *E = capture->geometries.front(); E; E = E->next()) {
_instance_queue_update(E->get().geometry, false, true);
}
}
if (p_instance->aabb.has_no_surface()) {
return;
}
if ((1 << p_instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
//make sure lights are updated if it casts shadow
if (geom->can_cast_shadows) {
for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
light->make_shadow_dirty();
}
}
if (!p_instance->lightmap_capture && geom->lightmap_captures.size()) {
//affected by lightmap captures, must update capture info!
_update_instance_lightmap_captures(p_instance);
} else {
if (!p_instance->lightmap_capture_data.empty()) {
p_instance->lightmap_capture_data.resize(0); //not in use, clear capture data
}
}
}
p_instance->mirror = instance_xform->basis.determinant() < 0.0;
AABB new_aabb;
new_aabb = instance_xform->xform(p_instance->aabb);
p_instance->transformed_aabb = new_aabb;
if (!p_instance->scenario) {
return;
}
if (p_instance->spatial_partition_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 || p_instance->base_type == VS::INSTANCE_REFLECTION_PROBE || p_instance->base_type == VS::INSTANCE_LIGHTMAP_CAPTURE) {
pairable_mask = p_instance->visible ? VS::INSTANCE_GEOMETRY_MASK : 0;
pairable = true;
}
if (p_instance->base_type == VS::INSTANCE_GI_PROBE) {
//lights and geometries
pairable_mask = p_instance->visible ? VS::INSTANCE_GEOMETRY_MASK | (1 << VS::INSTANCE_LIGHT) : 0;
pairable = true;
}
// not inside octree
p_instance->spatial_partition_id = p_instance->scenario->sps->create(p_instance, new_aabb, 0, pairable, base_type, pairable_mask);
} else {
/*
if (new_aabb==p_instance->data.transformed_aabb)
return;
*/
p_instance->scenario->sps->move(p_instance->spatial_partition_id, new_aabb);
}
// keep rooms and portals instance up to date if present
_rooms_instance_update(p_instance, new_aabb);
}
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: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = VSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
}
} break;
case VisualServer::INSTANCE_MULTIMESH: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = VSG::storage->multimesh_get_aabb(p_instance->base);
}
} break;
case VisualServer::INSTANCE_IMMEDIATE: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = VSG::storage->immediate_get_aabb(p_instance->base);
}
} break;
case VisualServer::INSTANCE_PARTICLES: {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = VSG::storage->particles_get_aabb(p_instance->base);
}
} break;
case VisualServer::INSTANCE_LIGHT: {
new_aabb = VSG::storage->light_get_aabb(p_instance->base);
} break;
case VisualServer::INSTANCE_REFLECTION_PROBE: {
new_aabb = VSG::storage->reflection_probe_get_aabb(p_instance->base);
} break;
case VisualServer::INSTANCE_GI_PROBE: {
new_aabb = VSG::storage->gi_probe_get_bounds(p_instance->base);
} break;
case VisualServer::INSTANCE_LIGHTMAP_CAPTURE: {
new_aabb = VSG::storage->lightmap_capture_get_bounds(p_instance->base);
} break;
default: {
}
}
// <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
if (p_instance->extra_margin) {
new_aabb.grow_by(p_instance->extra_margin);
}
p_instance->aabb = new_aabb;
}
_FORCE_INLINE_ static void _light_capture_sample_octree(const RasterizerStorage::LightmapCaptureOctree *p_octree, int p_cell_subdiv, const Vector3 &p_pos, const Vector3 &p_dir, float p_level, Vector3 &r_color, float &r_alpha) {
static const Vector3 aniso_normal[6] = {
Vector3(-1, 0, 0),
Vector3(1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, 1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, 1)
};
int size = 1 << (p_cell_subdiv - 1);
int clamp_v = size - 1;
//first of all, clamp
Vector3 pos;
pos.x = CLAMP(p_pos.x, 0, clamp_v);
pos.y = CLAMP(p_pos.y, 0, clamp_v);
pos.z = CLAMP(p_pos.z, 0, clamp_v);
float level = (p_cell_subdiv - 1) - p_level;
int target_level;
float level_filter;
if (level <= 0.0) {
level_filter = 0;
target_level = 0;
} else {
target_level = Math::ceil(level);
level_filter = target_level - level;
}
Vector3 color[2][8];
float alpha[2][8];
memset(alpha, 0, sizeof(float) * 2 * 8);
//find cell at given level first
for (int c = 0; c < 2; c++) {
int current_level = MAX(0, target_level - c);
int level_cell_size = (1 << (p_cell_subdiv - 1)) >> current_level;
for (int n = 0; n < 8; n++) {
int x = int(pos.x);
int y = int(pos.y);
int z = int(pos.z);
if (n & 1) {
x += level_cell_size;
}
if (n & 2) {
y += level_cell_size;
}
if (n & 4) {
z += level_cell_size;
}
int ofs_x = 0;
int ofs_y = 0;
int ofs_z = 0;
x = CLAMP(x, 0, clamp_v);
y = CLAMP(y, 0, clamp_v);
z = CLAMP(z, 0, clamp_v);
int half = size / 2;
uint32_t cell = 0;
for (int i = 0; i < current_level; i++) {
const RasterizerStorage::LightmapCaptureOctree *bc = &p_octree[cell];
int child = 0;
if (x >= ofs_x + half) {
child |= 1;
ofs_x += half;
}
if (y >= ofs_y + half) {
child |= 2;
ofs_y += half;
}
if (z >= ofs_z + half) {
child |= 4;
ofs_z += half;
}
cell = bc->children[child];
if (cell == RasterizerStorage::LightmapCaptureOctree::CHILD_EMPTY) {
break;
}
half >>= 1;
}
if (cell != RasterizerStorage::LightmapCaptureOctree::CHILD_EMPTY) {
alpha[c][n] = p_octree[cell].alpha;
for (int i = 0; i < 6; i++) {
//anisotropic read light
float amount = p_dir.dot(aniso_normal[i]);
if (amount > 0) {
constexpr float ONE_1024TH = 1.0 / 1024.0;
color[c][n].x += p_octree[cell].light[i][0] * ONE_1024TH * amount;
color[c][n].y += p_octree[cell].light[i][1] * ONE_1024TH * amount;
color[c][n].z += p_octree[cell].light[i][2] * ONE_1024TH * amount;
}
}
}
//print_line("\tlev " + itos(c) + " - " + itos(n) + " alpha: " + rtos(cells[test_cell].alpha) + " col: " + color[c][n]);
}
}
float target_level_size = size >> target_level;
Vector3 pos_fract[2];
float target_level_size_inv = 1.0f / target_level_size;
real_t res;
res = pos.x * target_level_size_inv;
pos_fract[0].x = res - (int)res;
res = pos.y * target_level_size_inv;
pos_fract[0].y = res - (int)res;
res = pos.z * target_level_size_inv;
pos_fract[0].z = res - (int)res;
target_level_size = size >> MAX(0, target_level - 1);
target_level_size_inv = 1.0f / target_level_size;
res = pos.x * target_level_size_inv;
pos_fract[1].x = res - (int)res;
res = pos.y * target_level_size_inv;
pos_fract[1].y = res - (int)res;
res = pos.z * target_level_size_inv;
pos_fract[1].z = res - (int)res;
float alpha_interp[2];
Vector3 color_interp[2];
for (int i = 0; i < 2; i++) {
Vector3 color_x00 = color[i][0].linear_interpolate(color[i][1], pos_fract[i].x);
Vector3 color_xy0 = color[i][2].linear_interpolate(color[i][3], pos_fract[i].x);
Vector3 blend_z0 = color_x00.linear_interpolate(color_xy0, pos_fract[i].y);
Vector3 color_x0z = color[i][4].linear_interpolate(color[i][5], pos_fract[i].x);
Vector3 color_xyz = color[i][6].linear_interpolate(color[i][7], pos_fract[i].x);
Vector3 blend_z1 = color_x0z.linear_interpolate(color_xyz, pos_fract[i].y);
color_interp[i] = blend_z0.linear_interpolate(blend_z1, pos_fract[i].z);
float alpha_x00 = Math::lerp(alpha[i][0], alpha[i][1], pos_fract[i].x);
float alpha_xy0 = Math::lerp(alpha[i][2], alpha[i][3], pos_fract[i].x);
float alpha_z0 = Math::lerp(alpha_x00, alpha_xy0, pos_fract[i].y);
float alpha_x0z = Math::lerp(alpha[i][4], alpha[i][5], pos_fract[i].x);
float alpha_xyz = Math::lerp(alpha[i][6], alpha[i][7], pos_fract[i].x);
float alpha_z1 = Math::lerp(alpha_x0z, alpha_xyz, pos_fract[i].y);
alpha_interp[i] = Math::lerp(alpha_z0, alpha_z1, pos_fract[i].z);
}
r_color = color_interp[0].linear_interpolate(color_interp[1], level_filter);
r_alpha = Math::lerp(alpha_interp[0], alpha_interp[1], level_filter);
//print_line("pos: " + p_posf + " level " + rtos(p_level) + " down to " + itos(target_level) + "." + rtos(level_filter) + " color " + r_color + " alpha " + rtos(r_alpha));
}
_FORCE_INLINE_ static Color _light_capture_voxel_cone_trace(const RasterizerStorage::LightmapCaptureOctree *p_octree, const Vector3 &p_pos, const Vector3 &p_dir, float p_aperture, int p_cell_subdiv) {
float bias = 0.0; //no need for bias here
float max_distance = (Vector3(1, 1, 1) * (1 << (p_cell_subdiv - 1))).length();
float dist = bias;
float alpha = 0.0;
Vector3 color;
Vector3 scolor;
float salpha;
while (dist < max_distance && alpha < 0.95) {
float diameter = MAX(1.0, 2.0 * p_aperture * dist);
_light_capture_sample_octree(p_octree, p_cell_subdiv, p_pos + dist * p_dir, p_dir, log2(diameter), scolor, salpha);
float a = (1.0 - alpha);
color += scolor * a;
alpha += a * salpha;
dist += diameter * 0.5;
}
return Color(color.x, color.y, color.z, alpha);
}
void VisualServerScene::_update_instance_lightmap_captures(Instance *p_instance) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
static const Vector3 cone_traces[12] = {
Vector3(0, 0, 1),
Vector3(0.866025, 0, 0.5),
Vector3(0.267617, 0.823639, 0.5),
Vector3(-0.700629, 0.509037, 0.5),
Vector3(-0.700629, -0.509037, 0.5),
Vector3(0.267617, -0.823639, 0.5),
Vector3(0, 0, -1),
Vector3(0.866025, 0, -0.5),
Vector3(0.267617, 0.823639, -0.5),
Vector3(-0.700629, 0.509037, -0.5),
Vector3(-0.700629, -0.509037, -0.5),
Vector3(0.267617, -0.823639, -0.5)
};
float cone_aperture = 0.577; // tan(angle) 60 degrees
if (p_instance->lightmap_capture_data.empty()) {
p_instance->lightmap_capture_data.resize(12);
}
//print_line("update captures for pos: " + p_instance->transform.origin);
for (int i = 0; i < 12; i++) {
new (&p_instance->lightmap_capture_data.ptrw()[i]) Color;
}
bool interior = true;
//this could use some sort of blending..
for (List<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
const PoolVector<RasterizerStorage::LightmapCaptureOctree> *octree = VSG::storage->lightmap_capture_get_octree_ptr(E->get()->base);
//print_line("octree size: " + itos(octree->size()));
if (octree->size() == 0) {
continue;
}
Transform to_cell_xform = VSG::storage->lightmap_capture_get_octree_cell_transform(E->get()->base);
int cell_subdiv = VSG::storage->lightmap_capture_get_octree_cell_subdiv(E->get()->base);
to_cell_xform = to_cell_xform * E->get()->transform.affine_inverse();
PoolVector<RasterizerStorage::LightmapCaptureOctree>::Read octree_r = octree->read();
Vector3 pos = to_cell_xform.xform(p_instance->transform.origin);
const float capture_energy = VSG::storage->lightmap_capture_get_energy(E->get()->base);
interior = interior && VSG::storage->lightmap_capture_is_interior(E->get()->base);
for (int i = 0; i < 12; i++) {
Vector3 dir = to_cell_xform.basis.xform(cone_traces[i]).normalized();
Color capture = _light_capture_voxel_cone_trace(octree_r.ptr(), pos, dir, cone_aperture, cell_subdiv);
capture.r *= capture_energy;
capture.g *= capture_energy;
capture.b *= capture_energy;
p_instance->lightmap_capture_data.write[i] += capture;
}
}
p_instance->lightmap_capture_data.write[0].a = interior ? 0.0f : 1.0f;
}
bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario, uint32_t p_visible_layers) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
Transform light_transform = p_instance->transform;
light_transform.orthonormalize(); //scale does not count on lights
bool animated_material_found = false;
switch (VSG::storage->light_get_type(p_instance->base)) {
case VS::LIGHT_DIRECTIONAL: {
// Directional light always needs preparing as it takes a different path to other lights.
light_culler->prepare_light(*p_instance);
// Directional lights can always do a tighter cull.
// This should occur because shadow_dirty_count is never decremented for directional lights.
#ifdef DEV_ENABLED
DEV_CHECK_ONCE(!light->is_shadow_update_full());
#endif
float max_distance = p_cam_projection.get_z_far();
float shadow_max = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
max_distance = MIN(shadow_max, max_distance);
}
max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
float min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
VS::LightDirectionalShadowDepthRangeMode depth_range_mode = VSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
//optimize min/max
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
Plane base(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2));
//check distance max and min
bool found_items = false;
float z_max = -1e20;
float z_min = 1e20;
for (int i = 0; i < cull_count; i++) {
Instance *instance = instance_shadow_cull_result[i];
if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
continue;
}
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
float max, min;
instance->transformed_aabb.project_range_in_plane(base, min, max);
if (max > z_max) {
z_max = max;
}
if (min < z_min) {
z_min = min;
}
found_items = true;
}
if (found_items) {
min_distance = MAX(min_distance, z_min);
max_distance = MIN(max_distance, z_max);
}
}
float range = max_distance - min_distance;
int splits = 0;
switch (VSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
splits = 1;
break;
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
splits = 2;
break;
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_3_SPLITS:
splits = 3;
break;
case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
splits = 4;
break;
}
float distances[5];
distances[0] = min_distance;
for (int i = 0; i < splits; i++) {
distances[i + 1] = min_distance + VSG::storage->light_get_param(p_instance->base, VS::LightParam(VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
};
distances[splits] = max_distance;
float texture_size = VSG::scene_render->get_directional_light_shadow_size(light->instance);
bool overlap = VSG::storage->light_directional_get_blend_splits(p_instance->base);
float first_radius = 0.0;
for (int i = 0; i < splits; i++) {
// setup a camera matrix for that range!
CameraMatrix camera_matrix;
float aspect = p_cam_projection.get_aspect();
if (p_cam_orthogonal) {
Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
} else {
float fov = p_cam_projection.get_fov();
camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
}
//obtain the frustum endpoints
Vector3 endpoints[8]; // frustum plane endpoints
bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
ERR_CONTINUE(!res);
// obtain the light frustm ranges (given endpoints)
Transform transform = light_transform; //discard scale and stabilize light
Vector3 x_vec = transform.basis.get_axis(Vector3::AXIS_X).normalized();
Vector3 y_vec = transform.basis.get_axis(Vector3::AXIS_Y).normalized();
Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
//z_vec points agsint the camera, like in default opengl
float x_min = 0.f, x_max = 0.f;
float y_min = 0.f, y_max = 0.f;
float z_min = 0.f, z_max = 0.f;
// FIXME: z_max_cam is defined, computed, but not used below when setting up
// ortho_camera. Commented out for now to fix warnings but should be investigated.
float x_min_cam = 0.f, x_max_cam = 0.f;
float y_min_cam = 0.f, y_max_cam = 0.f;
float z_min_cam = 0.f;
//float z_max_cam = 0.f;
float bias_scale = 1.0;
//used for culling
for (int j = 0; j < 8; j++) {
float d_x = x_vec.dot(endpoints[j]);
float d_y = y_vec.dot(endpoints[j]);
float d_z = z_vec.dot(endpoints[j]);
if (j == 0 || d_x < x_min) {
x_min = d_x;
}
if (j == 0 || d_x > x_max) {
x_max = d_x;
}
if (j == 0 || d_y < y_min) {
y_min = d_y;
}
if (j == 0 || d_y > y_max) {
y_max = d_y;
}
if (j == 0 || d_z < z_min) {
z_min = d_z;
}
if (j == 0 || d_z > z_max) {
z_max = d_z;
}
}
{
//camera viewport stuff
Vector3 center;
for (int j = 0; j < 8; j++) {
center += endpoints[j];
}
center /= 8.0;
//center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
float radius = 0;
for (int j = 0; j < 8; j++) {
float d = center.distance_to(endpoints[j]);
if (d > radius) {
radius = d;
}
}
radius *= texture_size / (texture_size - 2.0); //add a texel by each side
if (i == 0) {
first_radius = radius;
} else {
bias_scale = radius / first_radius;
}
x_max_cam = x_vec.dot(center) + radius;
x_min_cam = x_vec.dot(center) - radius;
y_max_cam = y_vec.dot(center) + radius;
y_min_cam = y_vec.dot(center) - radius;
//z_max_cam = z_vec.dot(center) + radius;
z_min_cam = z_vec.dot(center) - radius;
if (depth_range_mode == VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
//this trick here is what stabilizes the shadow (make potential jaggies to not move)
//at the cost of some wasted resolution. Still the quality increase is very well worth it
float unit = radius * 2.0 / texture_size;
x_max_cam = Math::stepify(x_max_cam, unit);
x_min_cam = Math::stepify(x_min_cam, unit);
y_max_cam = Math::stepify(y_max_cam, unit);
y_min_cam = Math::stepify(y_min_cam, unit);
}
}
//now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
Vector<Plane> light_frustum_planes;
light_frustum_planes.resize(6);
//right/left
light_frustum_planes.write[0] = Plane(x_vec, x_max);
light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
//top/bottom
light_frustum_planes.write[2] = Plane(y_vec, y_max);
light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
//near/far
light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
int cull_count = p_scenario->sps->cull_convex(light_frustum_planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
// a pre pass will need to be needed to determine the actual z-near to be used
Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
for (int j = 0; j < cull_count; j++) {
float min, max;
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
cull_count--;
SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
j--;
continue;
}
instance->transformed_aabb.project_range_in_plane(Plane(z_vec, 0), min, max);
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
if (max > z_max) {
z_max = max;
}
}
{
CameraMatrix ortho_camera;
real_t half_x = (x_max_cam - x_min_cam) * 0.5;
real_t half_y = (y_max_cam - y_min_cam) * 0.5;
ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
Transform ortho_transform;
ortho_transform.basis = transform.basis;
ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
VSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i, bias_scale);
}
// Do a secondary cull to remove casters that don't intersect with the camera frustum.
// Note this could possibly be done in a more efficient place if we can share the cull results for each split.
cull_count = light_culler->cull(cull_count, instance_shadow_cull_result);
VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
}
} break;
case VS::LIGHT_OMNI: {
VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base);
if (shadow_mode == VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !VSG::scene_render->light_instances_can_render_shadow_cube()) {
for (int i = 0; i < 2; i++) {
//using this one ensures that raster deferred will have it
float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
float z = i == 0 ? -1 : 1;
Vector<Plane> planes;
planes.resize(6);
planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
int cull_count = p_scenario->sps->cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK);
// Do a secondary cull to remove casters that don't intersect with the camera frustum.
if (!light->is_shadow_update_full()) {
cull_count = light_culler->cull(cull_count, instance_shadow_cull_result);
}
Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
for (int j = 0; j < cull_count; j++) {
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
cull_count--;
SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
j--;
} else {
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
}
}
VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i);
VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
}
} else { //shadow cube
float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
CameraMatrix cm;
cm.set_perspective(90, 1, 0.01, radius);
for (int i = 0; i < 6; i++) {
//using this one ensures that raster deferred will have it
static const Vector3 view_normals[6] = {
Vector3(-1, 0, 0),
Vector3(+1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, +1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, +1)
};
static const Vector3 view_up[6] = {
Vector3(0, -1, 0),
Vector3(0, -1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, +1),
Vector3(0, -1, 0),
Vector3(0, -1, 0)
};
Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
Vector<Plane> planes = cm.get_projection_planes(xform);
int cull_count = _cull_convex_from_point(p_scenario, light_transform, cm, planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, light->previous_room_id_hint, VS::INSTANCE_GEOMETRY_MASK);
// Do a secondary cull to remove casters that don't intersect with the camera frustum.
if (!light->is_shadow_update_full()) {
cull_count = light_culler->cull(cull_count, instance_shadow_cull_result);
}
Plane near_plane(xform.origin, -xform.basis.get_axis(2));
for (int j = 0; j < cull_count; j++) {
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
cull_count--;
SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
j--;
} else {
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
}
}
VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i);
VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
}
//restore the regular DP matrix
VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0);
}
} break;
case VS::LIGHT_SPOT: {
float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE);
float angle = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_SPOT_ANGLE);
CameraMatrix cm;
cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
Vector<Plane> planes = cm.get_projection_planes(light_transform);
int cull_count = _cull_convex_from_point(p_scenario, light_transform, cm, planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, light->previous_room_id_hint, VS::INSTANCE_GEOMETRY_MASK);
// Do a secondary cull to remove casters that don't intersect with the camera frustum.
if (!light->is_shadow_update_full()) {
cull_count = light_culler->cull(cull_count, instance_shadow_cull_result);
}
Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
for (int j = 0; j < cull_count; j++) {
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) {
cull_count--;
SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
j--;
} else {
if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
animated_material_found = true;
}
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
}
}
VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0);
VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
} break;
}
return animated_material_found;
}
void VisualServerScene::render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
// render to mono camera
#ifndef _3D_DISABLED
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
/* 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;
case Camera::FRUSTUM: {
camera_matrix.set_frustum(
camera->size,
p_viewport_size.width / (float)p_viewport_size.height,
camera->offset,
camera->znear,
camera->zfar,
camera->vaspect);
ortho = false;
} break;
}
Transform camera_transform = _interpolation_data.interpolation_enabled ? camera->get_transform_interpolated() : camera->transform;
_prepare_scene(camera_transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), camera->previous_room_id_hint);
_render_scene(camera_transform, camera_matrix, 0, ortho, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
#endif
}
void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
// render for AR/VR interface
Camera *camera = camera_owner.getornull(p_camera);
ERR_FAIL_COND(!camera);
/* SETUP CAMERA, we are ignoring type and FOV here */
float aspect = p_viewport_size.width / (float)p_viewport_size.height;
CameraMatrix camera_matrix = p_interface->get_projection_for_eye(p_eye, aspect, camera->znear, camera->zfar);
// We also ignore our camera position, it will have been positioned with a slightly old tracking position.
// Instead we take our origin point and have our ar/vr interface add fresh tracking data! Whoohoo!
Transform world_origin = ARVRServer::get_singleton()->get_world_origin();
Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
// For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
if (p_eye == ARVRInterface::EYE_LEFT) {
///@TODO possibly move responsibility for this into our ARVRServer or ARVRInterface?
// Center our transform, we assume basis is equal.
Transform mono_transform = cam_transform;
Transform right_transform = p_interface->get_transform_for_eye(ARVRInterface::EYE_RIGHT, world_origin);
mono_transform.origin += right_transform.origin;
mono_transform.origin *= 0.5;
// We need to combine our projection frustums for culling.
// Ideally we should use our clipping planes for this and combine them,
// however our shadow map logic uses our projection matrix.
// Note: as our left and right frustums should be mirrored, we don't need our right projection matrix.
// - get some base values we need
float eye_dist = (mono_transform.origin - cam_transform.origin).length();
float z_near = camera_matrix.get_z_near(); // get our near plane
float z_far = camera_matrix.get_z_far(); // get our far plane
float width = (2.0 * z_near) / camera_matrix.matrix[0][0];
float x_shift = width * camera_matrix.matrix[2][0];
float height = (2.0 * z_near) / camera_matrix.matrix[1][1];
float y_shift = height * camera_matrix.matrix[2][1];
// printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift);
// - calculate our near plane size (horizontal only, right_near is mirrored)
float left_near = -eye_dist - ((width - x_shift) * 0.5);
// - calculate our far plane size (horizontal only, right_far is mirrored)
float left_far = -eye_dist - (z_far * (width - x_shift) * 0.5 / z_near);
float left_far_right_eye = eye_dist - (z_far * (width + x_shift) * 0.5 / z_near);
if (left_far > left_far_right_eye) {
// on displays smaller then double our iod, the right eye far frustrum can overtake the left eyes.
left_far = left_far_right_eye;
}
// - figure out required z-shift
float slope = (left_far - left_near) / (z_far - z_near);
float z_shift = (left_near / slope) - z_near;
// - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift)
float top_near = (height - y_shift) * 0.5;
top_near += (top_near / z_near) * z_shift;
float bottom_near = -(height + y_shift) * 0.5;
bottom_near += (bottom_near / z_near) * z_shift;
// printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift);
// - generate our frustum
CameraMatrix combined_matrix;
combined_matrix.set_frustum(left_near, -left_near, bottom_near, top_near, z_near + z_shift, z_far + z_shift);
// and finally move our camera back
Transform apply_z_shift;
apply_z_shift.origin = Vector3(0.0, 0.0, z_shift); // z negative is forward so this moves it backwards
mono_transform *= apply_z_shift;
// now prepare our scene with our adjusted transform projection matrix
_prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), camera->previous_room_id_hint);
} else if (p_eye == ARVRInterface::EYE_MONO) {
// For mono render, prepare as per usual
_prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), camera->previous_room_id_hint);
}
// And render our scene...
_render_scene(cam_transform, camera_matrix, p_eye, false, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
};
void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int32_t &r_previous_room_id_hint) {
// Prepare the light - camera volume culling system.
light_culler->prepare_camera(p_cam_transform, p_cam_projection);
// Note, in stereo rendering:
// - p_cam_transform will be a transform in the middle of our two eyes
// - p_cam_projection is a wider frustrum that encompasses both eyes
Scenario *scenario = scenario_owner.getornull(p_scenario);
render_pass++;
uint32_t camera_layer_mask = p_visible_layers;
VSG::scene_render->set_scene_pass(render_pass);
//rasterizer->set_camera(camera->transform, camera_matrix,ortho);
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized());
float z_far = p_cam_projection.get_z_far();
/* STEP 2 - CULL */
instance_cull_count = _cull_convex_from_point(scenario, p_cam_transform, p_cam_projection, planes, instance_cull_result, MAX_INSTANCE_CULL, r_previous_room_id_hint);
light_cull_count = 0;
reflection_probe_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 */
//removed, will replace with culling
/* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
for (int i = 0; i < instance_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 (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;
if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(ins->base)) {
VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
}
light_cull_count++;
}
}
} else if (ins->base_type == VS::INSTANCE_REFLECTION_PROBE && ins->visible) {
if (reflection_probe_cull_count < MAX_REFLECTION_PROBES_CULLED) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(ins->base_data);
if (p_reflection_probe != reflection_probe->instance) {
//avoid entering The Matrix
if (!reflection_probe->geometries.empty()) {
//do not add this light if no geometry is affected by it..
if (reflection_probe->reflection_dirty || VSG::scene_render->reflection_probe_instance_needs_redraw(reflection_probe->instance)) {
if (!reflection_probe->update_list.in_list()) {
reflection_probe->render_step = 0;
reflection_probe_render_list.add_last(&reflection_probe->update_list);
}
reflection_probe->reflection_dirty = false;
}
if (VSG::scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) {
reflection_probe_instance_cull_result[reflection_probe_cull_count] = reflection_probe->instance;
reflection_probe_cull_count++;
}
}
}
}
} else if (ins->base_type == VS::INSTANCE_GI_PROBE && ins->visible) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(ins->base_data);
if (!gi_probe->update_element.in_list()) {
gi_probe_update_list.add(&gi_probe->update_element);
}
} else if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
keep = true;
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data);
if (ins->redraw_if_visible) {
VisualServerRaster::redraw_request(false);
}
if (ins->base_type == VS::INSTANCE_PARTICLES) {
//particles visible? process them
if (VSG::storage->particles_is_inactive(ins->base)) {
//but if nothing is going on, don't do it.
keep = false;
} else {
if (OS::get_singleton()->is_update_pending(true)) {
VSG::storage->particles_request_process(ins->base);
//particles visible? request redraw
VisualServerRaster::redraw_request(false);
}
}
}
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.write[l++] = light->instance;
}
geom->lighting_dirty = false;
}
if (geom->reflection_dirty) {
int l = 0;
//only called when reflection probe AABB enter/exit this geometry
ins->reflection_probe_instances.resize(geom->reflection_probes.size());
for (List<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
ins->reflection_probe_instances.write[l++] = reflection_probe->instance;
}
geom->reflection_dirty = false;
}
if (geom->gi_probes_dirty) {
int l = 0;
//only called when reflection probe AABB enter/exit this geometry
ins->gi_probe_instances.resize(geom->gi_probes.size());
for (List<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data);
ins->gi_probe_instances.write[l++] = gi_probe->probe_instance;
}
geom->gi_probes_dirty = false;
}
}
if (!keep) {
// remove, no reason to keep
instance_cull_count--;
SWAP(instance_cull_result[i], instance_cull_result[instance_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];
directional_light_count = 0;
// directional lights
{
Instance **lights_with_shadow = (Instance **)alloca(sizeof(Instance *) * scenario->directional_lights.size());
int directional_shadow_count = 0;
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) {
if (p_shadow_atlas.is_valid() && VSG::storage->light_has_shadow(E->get()->base)) {
lights_with_shadow[directional_shadow_count++] = E->get();
}
//add to list
directional_light_ptr[directional_light_count++] = light->instance;
}
}
VSG::scene_render->set_directional_shadow_count(directional_shadow_count);
for (int i = 0; i < directional_shadow_count; i++) {
_light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario, p_visible_layers);
}
}
{ //setup shadow maps
//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 (!p_shadow_atlas.is_valid() || !VSG::storage->light_has_shadow(ins->base)) {
continue;
}
InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
float coverage = 0.f;
{ //compute coverage
Transform cam_xf = p_cam_transform;
float zn = p_cam_projection.get_z_near();
Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane
// near plane half width and height
Vector2 vp_half_extents = p_cam_projection.get_viewport_half_extents();
switch (VSG::storage->light_get_type(ins->base)) {
case VS::LIGHT_OMNI: {
float radius = VSG::storage->light_get_param(ins->base, VS::LIGHT_PARAM_RANGE);
//get two points parallel to near plane
Vector3 points[2] = {
ins->transform.origin,
ins->transform.origin + cam_xf.basis.get_axis(0) * radius
};
if (!p_cam_orthogonal) {
//if using perspetive, map them to near plane
for (int j = 0; j < 2; j++) {
if (p.distance_to(points[j]) < 0) {
points[j].z = -zn; //small hack to keep size constant when hitting the screen
}
p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
}
}
float screen_diameter = points[0].distance_to(points[1]) * 2;
coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
} break;
case VS::LIGHT_SPOT: {
float radius = VSG::storage->light_get_param(ins->base, VS::LIGHT_PARAM_RANGE);
float angle = VSG::storage->light_get_param(ins->base, VS::LIGHT_PARAM_SPOT_ANGLE);
float w = radius * Math::sin(Math::deg2rad(angle));
float d = radius * Math::cos(Math::deg2rad(angle));
Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d;
Vector3 points[2] = {
base,
base + cam_xf.basis.get_axis(0) * w
};
if (!p_cam_orthogonal) {
//if using perspetive, map them to near plane
for (int j = 0; j < 2; j++) {
if (p.distance_to(points[j]) < 0) {
points[j].z = -zn; //small hack to keep size constant when hitting the screen
}
p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
}
}
float screen_diameter = points[0].distance_to(points[1]) * 2;
coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
} break;
default: {
ERR_PRINT("Invalid Light Type");
}
}
}
// We can detect whether multiple cameras are hitting this light, whether or not the shadow is dirty,
// so that we can turn off tighter caster culling.
light->detect_light_intersects_multiple_cameras(Engine::get_singleton()->get_frames_drawn());
if (light->is_shadow_dirty()) {
// Dirty shadows have no need to be drawn if
// the light volume doesn't intersect the camera frustum.
// Returns false if the entire light can be culled.
bool allow_redraw = light_culler->prepare_light(*ins);
// Directional lights aren't handled here, _light_instance_update_shadow is called from elsewhere.
// Checking for this in case this changes, as this is assumed.
DEV_CHECK_ONCE(VSG::storage->light_get_type(ins->base) != VS::LIGHT_DIRECTIONAL);
// Tighter caster culling to the camera frustum should work correctly with multiple viewports + cameras.
// The first camera will cull tightly, but if the light is present on more than 1 camera, the second will
// do a full render, and mark the light as non-dirty.
// There is however a cost to tighter shadow culling in this situation (2 shadow updates in 1 frame),
// so we should detect this and switch off tighter caster culling automatically.
// This is done in the logic for `decrement_shadow_dirty()`.
if (allow_redraw) {
light->last_version++;
light->decrement_shadow_dirty();
}
}
bool redraw = VSG::scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
if (redraw) {
//must redraw!
if (_light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario, p_visible_layers)) {
// If the light requests another update (animated material?)...
light->make_shadow_dirty();
}
}
}
}
// Calculate instance->depth from the camera, after shadow calculation has stopped overwriting instance->depth
for (int i = 0; i < instance_cull_count; i++) {
Instance *ins = instance_cull_result[i];
if (((1 << ins->base_type) & VS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != VS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
Vector3 center = ins->transform.origin;
if (ins->use_aabb_center) {
center = ins->transformed_aabb.position + (ins->transformed_aabb.size * 0.5);
}
if (p_cam_orthogonal) {
ins->depth = near_plane.distance_to(center) - ins->sorting_offset;
} else {
ins->depth = p_cam_transform.origin.distance_to(center) - ins->sorting_offset;
}
ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
}
}
}
void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
Scenario *scenario = scenario_owner.getornull(p_scenario);
/* ENVIRONMENT */
RID environment;
if (p_force_environment.is_valid()) { //camera has more environment priority
environment = p_force_environment;
} else if (scenario->environment.is_valid()) {
environment = scenario->environment;
} else {
environment = scenario->fallback_environment;
}
/* PROCESS GEOMETRY AND DRAW SCENE */
VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_eye, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
}
void VisualServerScene::render_empty_scene(RID p_scenario, RID p_shadow_atlas) {
#ifndef _3D_DISABLED
Scenario *scenario = scenario_owner.getornull(p_scenario);
RID environment;
if (scenario->environment.is_valid()) {
environment = scenario->environment;
} else {
environment = scenario->fallback_environment;
}
VSG::scene_render->render_scene(Transform(), CameraMatrix(), 0, true, nullptr, 0, nullptr, 0, nullptr, 0, environment, p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
#endif
}
bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int p_step) {
InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
Scenario *scenario = p_instance->scenario;
ERR_FAIL_COND_V(!scenario, true);
VisualServerRaster::redraw_request(false); //update, so it updates in editor
if (p_step == 0) {
if (!VSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
return true; //sorry, all full :(
}
}
if (p_step >= 0 && p_step < 6) {
static const Vector3 view_normals[6] = {
Vector3(-1, 0, 0),
Vector3(+1, 0, 0),
Vector3(0, -1, 0),
Vector3(0, +1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, +1)
};
Vector3 extents = VSG::storage->reflection_probe_get_extents(p_instance->base);
Vector3 origin_offset = VSG::storage->reflection_probe_get_origin_offset(p_instance->base);
float max_distance = VSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
Vector3 edge = view_normals[p_step] * extents;
float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
max_distance = MAX(max_distance, distance);
//render cubemap side
CameraMatrix cm;
cm.set_perspective(90, 1, 0.01, max_distance);
static const Vector3 view_up[6] = {
Vector3(0, -1, 0),
Vector3(0, -1, 0),
Vector3(0, 0, -1),
Vector3(0, 0, +1),
Vector3(0, -1, 0),
Vector3(0, -1, 0)
};
Transform local_view;
local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]);
Transform xform = p_instance->transform * local_view;
RID shadow_atlas;
if (VSG::storage->reflection_probe_renders_shadows(p_instance->base)) {
shadow_atlas = scenario->reflection_probe_shadow_atlas;
}
_prepare_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, reflection_probe->previous_room_id_hint);
bool async_forbidden_backup = VSG::storage->is_shader_async_hidden_forbidden();
VSG::storage->set_shader_async_hidden_forbidden(true);
_render_scene(xform, cm, 0, false, RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
VSG::storage->set_shader_async_hidden_forbidden(async_forbidden_backup);
} else {
//do roughness postprocess step until it believes it's done
return VSG::scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
}
return false;
}
void VisualServerScene::_gi_probe_fill_local_data(int p_idx, int p_level, int p_x, int p_y, int p_z, const GIProbeDataCell *p_cell, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, Vector<uint32_t> *prev_cell) {
if ((uint32_t)p_level == p_header->cell_subdiv - 1) {
Vector3 emission;
emission.x = (p_cell[p_idx].emission >> 24) / 255.0;
emission.y = ((p_cell[p_idx].emission >> 16) & 0xFF) / 255.0;
emission.z = ((p_cell[p_idx].emission >> 8) & 0xFF) / 255.0;
float l = (p_cell[p_idx].emission & 0xFF) / 255.0;
l *= 8.0;
emission *= l;
p_local_data[p_idx].energy[0] = uint16_t(emission.x * 1024); //go from 0 to 1024 for light
p_local_data[p_idx].energy[1] = uint16_t(emission.y * 1024); //go from 0 to 1024 for light
p_local_data[p_idx].energy[2] = uint16_t(emission.z * 1024); //go from 0 to 1024 for light
} else {
p_local_data[p_idx].energy[0] = 0;
p_local_data[p_idx].energy[1] = 0;
p_local_data[p_idx].energy[2] = 0;
int half = (1 << (p_header->cell_subdiv - 1)) >> (p_level + 1);
for (int i = 0; i < 8; i++) {
uint32_t child = p_cell[p_idx].children[i];
if (child == 0xFFFFFFFF) {
continue;
}
int x = p_x;
int y = p_y;
int z = p_z;
if (i & 1) {
x += half;
}
if (i & 2) {
y += half;
}
if (i & 4) {
z += half;
}
_gi_probe_fill_local_data(child, p_level + 1, x, y, z, p_cell, p_header, p_local_data, prev_cell);
}
}
//position for each part of the mipmaped texture
p_local_data[p_idx].pos[0] = p_x >> (p_header->cell_subdiv - p_level - 1);
p_local_data[p_idx].pos[1] = p_y >> (p_header->cell_subdiv - p_level - 1);
p_local_data[p_idx].pos[2] = p_z >> (p_header->cell_subdiv - p_level - 1);
prev_cell[p_level].push_back(p_idx);
}
void VisualServerScene::_gi_probe_bake_threads(void *self) {
VisualServerScene *vss = (VisualServerScene *)self;
vss->_gi_probe_bake_thread();
}
void VisualServerScene::_setup_gi_probe(Instance *p_instance) {
InstanceGIProbeData *probe = static_cast<InstanceGIProbeData *>(p_instance->base_data);
if (probe->dynamic.probe_data.is_valid()) {
VSG::storage->free(probe->dynamic.probe_data);
probe->dynamic.probe_data = RID();
}
probe->dynamic.light_data = VSG::storage->gi_probe_get_dynamic_data(p_instance->base);
if (probe->dynamic.light_data.size() == 0) {
return;
}
//using dynamic data
PoolVector<int>::Read r = probe->dynamic.light_data.read();
const GIProbeDataHeader *header = (GIProbeDataHeader *)r.ptr();
probe->dynamic.local_data.resize(header->cell_count);
int cell_count = probe->dynamic.local_data.size();
PoolVector<InstanceGIProbeData::LocalData>::Write ldw = probe->dynamic.local_data.write();
const GIProbeDataCell *cells = (GIProbeDataCell *)&r[16];
probe->dynamic.level_cell_lists.resize(header->cell_subdiv);
_gi_probe_fill_local_data(0, 0, 0, 0, 0, cells, header, ldw.ptr(), probe->dynamic.level_cell_lists.ptrw());
probe->dynamic.compression = RasterizerStorage::GI_PROBE_UNCOMPRESSED;
probe->dynamic.probe_data = VSG::storage->gi_probe_dynamic_data_create(header->width, header->height, header->depth, probe->dynamic.compression);
probe->dynamic.bake_dynamic_range = VSG::storage->gi_probe_get_dynamic_range(p_instance->base);
probe->dynamic.mipmaps_3d.clear();
probe->dynamic.propagate = VSG::storage->gi_probe_get_propagation(p_instance->base);
probe->dynamic.grid_size[0] = header->width;
probe->dynamic.grid_size[1] = header->height;
probe->dynamic.grid_size[2] = header->depth;
int size_limit = 1;
int size_divisor = 1;
if (probe->dynamic.compression == RasterizerStorage::GI_PROBE_S3TC) {
size_limit = 4;
size_divisor = 4;
}
for (int i = 0; i < (int)header->cell_subdiv; i++) {
int x = header->width >> i;
int y = header->height >> i;
int z = header->depth >> i;
//create and clear mipmap
PoolVector<uint8_t> mipmap;
int size = x * y * z * 4;
size /= size_divisor;
mipmap.resize(size);
PoolVector<uint8_t>::Write w = mipmap.write();
memset(w.ptr(), 0, size);
w.release();
probe->dynamic.mipmaps_3d.push_back(mipmap);
if (x <= size_limit || y <= size_limit || z <= size_limit) {
break;
}
}
probe->dynamic.updating_stage = GI_UPDATE_STAGE_CHECK;
probe->invalid = false;
probe->dynamic.enabled = true;
Transform cell_to_xform = VSG::storage->gi_probe_get_to_cell_xform(p_instance->base);
AABB bounds = VSG::storage->gi_probe_get_bounds(p_instance->base);
float cell_size = VSG::storage->gi_probe_get_cell_size(p_instance->base);
probe->dynamic.light_to_cell_xform = cell_to_xform * p_instance->transform.affine_inverse();
VSG::scene_render->gi_probe_instance_set_light_data(probe->probe_instance, p_instance->base, probe->dynamic.probe_data);
VSG::scene_render->gi_probe_instance_set_transform_to_data(probe->probe_instance, probe->dynamic.light_to_cell_xform);
VSG::scene_render->gi_probe_instance_set_bounds(probe->probe_instance, bounds.size / cell_size);
probe->base_version = VSG::storage->gi_probe_get_version(p_instance->base);
//if compression is S3TC, fill it up
if (probe->dynamic.compression == RasterizerStorage::GI_PROBE_S3TC) {
//create all blocks
Vector<Map<uint32_t, InstanceGIProbeData::CompBlockS3TC>> comp_blocks;
int mipmap_count = probe->dynamic.mipmaps_3d.size();
comp_blocks.resize(mipmap_count);
for (int i = 0; i < cell_count; i++) {
const GIProbeDataCell &c = cells[i];
const InstanceGIProbeData::LocalData &ld = ldw[i];
int level = c.level_alpha >> 16;
int mipmap = header->cell_subdiv - level - 1;
if (mipmap >= mipmap_count) {
continue; //uninteresting
}
int blockx = (ld.pos[0] >> 2);
int blocky = (ld.pos[1] >> 2);
int blockz = (ld.pos[2]); //compression is x/y only
int blockw = (header->width >> mipmap) >> 2;
int blockh = (header->height >> mipmap) >> 2;
//print_line("cell "+itos(i)+" level "+itos(level)+"mipmap: "+itos(mipmap)+" pos: "+Vector3(blockx,blocky,blockz)+" size "+Vector2(blockw,blockh));
uint32_t key = blockz * blockw * blockh + blocky * blockw + blockx;
Map<uint32_t, InstanceGIProbeData::CompBlockS3TC> &cmap = comp_blocks.write[mipmap];
if (!cmap.has(key)) {
InstanceGIProbeData::CompBlockS3TC k;
k.offset = key; //use offset as counter first
k.source_count = 0;
cmap[key] = k;
}
InstanceGIProbeData::CompBlockS3TC &k = cmap[key];
ERR_CONTINUE(k.source_count == 16);
k.sources[k.source_count++] = i;
}
//fix the blocks, precomputing what is needed
probe->dynamic.mipmaps_s3tc.resize(mipmap_count);
for (int i = 0; i < mipmap_count; i++) {
//print_line("S3TC level: " + itos(i) + " blocks: " + itos(comp_blocks[i].size()));
probe->dynamic.mipmaps_s3tc.write[i].resize(comp_blocks[i].size());
PoolVector<InstanceGIProbeData::CompBlockS3TC>::Write w = probe->dynamic.mipmaps_s3tc.write[i].write();
int block_idx = 0;
for (Map<uint32_t, InstanceGIProbeData::CompBlockS3TC>::Element *E = comp_blocks[i].front(); E; E = E->next()) {
InstanceGIProbeData::CompBlockS3TC k = E->get();
//PRECOMPUTE ALPHA
int max_alpha = -100000;
int min_alpha = k.source_count == 16 ? 100000 : 0; //if the block is not completely full, minimum is always 0, (and those blocks will map to 1, which will be zero)
uint8_t alpha_block[4][4] = { { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 }, { 0, 0, 0, 0 } };
for (uint32_t j = 0; j < k.source_count; j++) {
int alpha = (cells[k.sources[j]].level_alpha >> 8) & 0xFF;
if (alpha < min_alpha) {
min_alpha = alpha;
}
if (alpha > max_alpha) {
max_alpha = alpha;
}
//fill up alpha block
alpha_block[ldw[k.sources[j]].pos[0] % 4][ldw[k.sources[j]].pos[1] % 4] = alpha;
}
//use the first mode (8 adjustable levels)
k.alpha[0] = max_alpha;
k.alpha[1] = min_alpha;
uint64_t alpha_bits = 0;
if (max_alpha != min_alpha) {
int idx = 0;
for (int y = 0; y < 4; y++) {
for (int x = 0; x < 4; x++) {
//subtract minimum
uint32_t a = uint32_t(alpha_block[x][y]) - min_alpha;
//convert range to 3 bits
a = int((a * 7.0 / (max_alpha - min_alpha)) + 0.5);
a = MIN(a, 7); //just to be sure
a = 7 - a; //because range is inverted in this mode
if (a == 0) {
//do none, remain
} else if (a == 7) {
a = 1;
} else {
a = a + 1;
}
alpha_bits |= uint64_t(a) << (idx * 3);
idx++;
}
}
}
k.alpha[2] = (alpha_bits >> 0) & 0xFF;
k.alpha[3] = (alpha_bits >> 8) & 0xFF;
k.alpha[4] = (alpha_bits >> 16) & 0xFF;
k.alpha[5] = (alpha_bits >> 24) & 0xFF;
k.alpha[6] = (alpha_bits >> 32) & 0xFF;
k.alpha[7] = (alpha_bits >> 40) & 0xFF;
w[block_idx++] = k;
}
}
}
}
void VisualServerScene::_gi_probe_bake_thread() {
while (true) {
probe_bake_sem.wait();
if (probe_bake_thread_exit) {
break;
}
Instance *to_bake = nullptr;
probe_bake_mutex.lock();
if (!probe_bake_list.empty()) {
to_bake = probe_bake_list.front()->get();
probe_bake_list.pop_front();
}
probe_bake_mutex.unlock();
if (!to_bake) {
continue;
}
_bake_gi_probe(to_bake);
}
}
uint32_t VisualServerScene::_gi_bake_find_cell(const GIProbeDataCell *cells, int x, int y, int z, int p_cell_subdiv) {
uint32_t cell = 0;
int ofs_x = 0;
int ofs_y = 0;
int ofs_z = 0;
int size = 1 << (p_cell_subdiv - 1);
int half = size / 2;
if (x < 0 || x >= size) {
return -1;
}
if (y < 0 || y >= size) {
return -1;
}
if (z < 0 || z >= size) {
return -1;
}
for (int i = 0; i < p_cell_subdiv - 1; i++) {
const GIProbeDataCell *bc = &cells[cell];
int child = 0;
if (x >= ofs_x + half) {
child |= 1;
ofs_x += half;
}
if (y >= ofs_y + half) {
child |= 2;
ofs_y += half;
}
if (z >= ofs_z + half) {
child |= 4;
ofs_z += half;
}
cell = bc->children[child];
if (cell == 0xFFFFFFFF) {
return 0xFFFFFFFF;
}
half >>= 1;
}
return cell;
}
static float _get_normal_advance(const Vector3 &p_normal) {
Vector3 normal = p_normal;
Vector3 unorm = normal.abs();
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
// x code
unorm = normal.x > 0.0 ? Vector3(1.0, 0.0, 0.0) : Vector3(-1.0, 0.0, 0.0);
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
// y code
unorm = normal.y > 0.0 ? Vector3(0.0, 1.0, 0.0) : Vector3(0.0, -1.0, 0.0);
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
// z code
unorm = normal.z > 0.0 ? Vector3(0.0, 0.0, 1.0) : Vector3(0.0, 0.0, -1.0);
} else {
// oh-no we messed up code
// has to be
unorm = Vector3(1.0, 0.0, 0.0);
}
return 1.0 / normal.dot(unorm);
}
void VisualServerScene::_bake_gi_probe_light(const GIProbeDataHeader *header, const GIProbeDataCell *cells, InstanceGIProbeData::LocalData *local_data, const uint32_t *leaves, int p_leaf_count, const InstanceGIProbeData::LightCache &light_cache, int p_sign) {
int light_r = int(light_cache.color.r * light_cache.energy * 1024.0) * p_sign;
int light_g = int(light_cache.color.g * light_cache.energy * 1024.0) * p_sign;
int light_b = int(light_cache.color.b * light_cache.energy * 1024.0) * p_sign;
float limits[3] = { float(header->width), float(header->height), float(header->depth) };
Plane clip[3];
int clip_planes = 0;
switch (light_cache.type) {
case VS::LIGHT_DIRECTIONAL: {
float max_len = Vector3(limits[0], limits[1], limits[2]).length() * 1.1;
Vector3 light_axis = -light_cache.transform.basis.get_axis(2).normalized();
for (int i = 0; i < 3; i++) {
if (Math::is_zero_approx(light_axis[i])) {
continue;
}
clip[clip_planes].normal[i] = 1.0;
if (light_axis[i] < 0) {
clip[clip_planes].d = limits[i] + 1;
} else {
clip[clip_planes].d -= 1.0;
}
clip_planes++;
}
float distance_adv = _get_normal_advance(light_axis);
for (int i = 0; i < p_leaf_count; i++) {
uint32_t idx = leaves[i];
const GIProbeDataCell *cell = &cells[idx];
InstanceGIProbeData::LocalData *light = &local_data[idx];
Vector3 to(light->pos[0] + 0.5, light->pos[1] + 0.5, light->pos[2] + 0.5);
to += -light_axis.sign() * 0.47; //make it more likely to receive a ray
Vector3 norm(
(((cells[idx].normal >> 16) & 0xFF) / 255.0) * 2.0 - 1.0,
(((cells[idx].normal >> 8) & 0xFF) / 255.0) * 2.0 - 1.0,
(((cells[idx].normal >> 0) & 0xFF) / 255.0) * 2.0 - 1.0);
float att = norm.dot(-light_axis);
if (att < 0.001) {
//not lighting towards this
continue;
}
Vector3 from = to - max_len * light_axis;
for (int j = 0; j < clip_planes; j++) {
clip[j].intersects_segment(from, to, &from);
}
float distance = (to - from).length();
distance += distance_adv - Math::fmod(distance, distance_adv); //make it reach the center of the box always
from = to - light_axis * distance;
uint32_t result = 0xFFFFFFFF;
while (distance > -distance_adv) { //use this to avoid precision errors
result = _gi_bake_find_cell(cells, int(floor(from.x)), int(floor(from.y)), int(floor(from.z)), header->cell_subdiv);
if (result != 0xFFFFFFFF) {
break;
}
from += light_axis * distance_adv;
distance -= distance_adv;
}
if (result == idx) {
//cell hit itself! hooray!
light->energy[0] += int32_t(light_r * att * ((cell->albedo >> 16) & 0xFF) / 255.0);
light->energy[1] += int32_t(light_g * att * ((cell->albedo >> 8) & 0xFF) / 255.0);
light->energy[2] += int32_t(light_b * att * ((cell->albedo) & 0xFF) / 255.0);
}
}
} break;
case VS::LIGHT_OMNI:
case VS::LIGHT_SPOT: {
Vector3 light_pos = light_cache.transform.origin;
Vector3 spot_axis = -light_cache.transform.basis.get_axis(2).normalized();
float local_radius = light_cache.radius * light_cache.transform.basis.get_axis(2).length();
for (int i = 0; i < p_leaf_count; i++) {
uint32_t idx = leaves[i];
const GIProbeDataCell *cell = &cells[idx];
InstanceGIProbeData::LocalData *light = &local_data[idx];
Vector3 to(light->pos[0] + 0.5, light->pos[1] + 0.5, light->pos[2] + 0.5);
to += (light_pos - to).sign() * 0.47; //make it more likely to receive a ray
Vector3 norm(
(((cells[idx].normal >> 16) & 0xFF) / 255.0) * 2.0 - 1.0,
(((cells[idx].normal >> 8) & 0xFF) / 255.0) * 2.0 - 1.0,
(((cells[idx].normal >> 0) & 0xFF) / 255.0) * 2.0 - 1.0);
Vector3 light_axis = (to - light_pos).normalized();
float distance_adv = _get_normal_advance(light_axis);
float att = norm.dot(-light_axis);
if (att < 0.001) {
//not lighting towards this
continue;
}
{
float d = light_pos.distance_to(to);
if (d + distance_adv > local_radius) {
continue; // too far away
}
float dt = CLAMP((d + distance_adv) / local_radius, 0, 1);
att *= powf(1.0 - dt, light_cache.attenuation);
}
if (light_cache.type == VS::LIGHT_SPOT) {
float angle = Math::rad2deg(acos(light_axis.dot(spot_axis)));
if (angle > light_cache.spot_angle) {
continue;
}
float d = CLAMP(angle / light_cache.spot_angle, 0, 1);
att *= powf(1.0 - d, light_cache.spot_attenuation);
}
clip_planes = 0;
for (int c = 0; c < 3; c++) {
if (Math::is_zero_approx(light_axis[c])) {
continue;
}
clip[clip_planes].normal[c] = 1.0;
if (light_axis[c] < 0) {
clip[clip_planes].d = limits[c] + 1;
} else {
clip[clip_planes].d -= 1.0;
}
clip_planes++;
}
Vector3 from = light_pos;
for (int j = 0; j < clip_planes; j++) {
clip[j].intersects_segment(from, to, &from);
}
float distance = (to - from).length();
distance -= Math::fmod(distance, distance_adv); //make it reach the center of the box always, but this tame make it closer
from = to - light_axis * distance;
uint32_t result = 0xFFFFFFFF;
while (distance > -distance_adv) { //use this to avoid precision errors
result = _gi_bake_find_cell(cells, int(floor(from.x)), int(floor(from.y)), int(floor(from.z)), header->cell_subdiv);
if (result != 0xFFFFFFFF) {
break;
}
from += light_axis * distance_adv;
distance -= distance_adv;
}
if (result == idx) {
//cell hit itself! hooray!
light->energy[0] += int32_t(light_r * att * ((cell->albedo >> 16) & 0xFF) / 255.0);
light->energy[1] += int32_t(light_g * att * ((cell->albedo >> 8) & 0xFF) / 255.0);
light->energy[2] += int32_t(light_b * att * ((cell->albedo) & 0xFF) / 255.0);
}
}
} break;
}
}
void VisualServerScene::_bake_gi_downscale_light(int p_idx, int p_level, const GIProbeDataCell *p_cells, const GIProbeDataHeader *p_header, InstanceGIProbeData::LocalData *p_local_data, float p_propagate) {
//average light to upper level
float divisor = 0;
float sum[3] = { 0.0, 0.0, 0.0 };
for (int i = 0; i < 8; i++) {
uint32_t child = p_cells[p_idx].children[i];
if (child == 0xFFFFFFFF) {
continue;
}
if (p_level + 1 < (int)p_header->cell_subdiv - 1) {
_bake_gi_downscale_light(child, p_level + 1, p_cells, p_header, p_local_data, p_propagate);
}
sum[0] += p_local_data[child].energy[0];
sum[1] += p_local_data[child].energy[1];
sum[2] += p_local_data[child].energy[2];
divisor += 1.0;
}
divisor = Math::lerp((float)8.0, divisor, p_propagate);
sum[0] /= divisor;
sum[1] /= divisor;
sum[2] /= divisor;
//divide by eight for average
p_local_data[p_idx].energy[0] = Math::fast_ftoi(sum[0]);
p_local_data[p_idx].energy[1] = Math::fast_ftoi(sum[1]);
p_local_data[p_idx].energy[2] = Math::fast_ftoi(sum[2]);
}
void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) {
InstanceGIProbeData *probe_data = static_cast<InstanceGIProbeData *>(p_gi_probe->base_data);
PoolVector<int>::Read r = probe_data->dynamic.light_data.read();
const GIProbeDataHeader *header = (const GIProbeDataHeader *)r.ptr();
const GIProbeDataCell *cells = (const GIProbeDataCell *)&r[16];
int leaf_count = probe_data->dynamic.level_cell_lists[header->cell_subdiv - 1].size();
const uint32_t *leaves = probe_data->dynamic.level_cell_lists[header->cell_subdiv - 1].ptr();
PoolVector<InstanceGIProbeData::LocalData>::Write ldw = probe_data->dynamic.local_data.write();
InstanceGIProbeData::LocalData *local_data = ldw.ptr();
//remove what must be removed
for (Map<RID, InstanceGIProbeData::LightCache>::Element *E = probe_data->dynamic.light_cache.front(); E; E = E->next()) {
RID rid = E->key();
const InstanceGIProbeData::LightCache &lc = E->get();
if ((!probe_data->dynamic.light_cache_changes.has(rid) || probe_data->dynamic.light_cache_changes[rid] != lc) && lc.visible) {
//erase light data
_bake_gi_probe_light(header, cells, local_data, leaves, leaf_count, lc, -1);
}
}
//add what must be added
for (Map<RID, InstanceGIProbeData::LightCache>::Element *E = probe_data->dynamic.light_cache_changes.front(); E; E = E->next()) {
RID rid = E->key();
const InstanceGIProbeData::LightCache &lc = E->get();
if ((!probe_data->dynamic.light_cache.has(rid) || probe_data->dynamic.light_cache[rid] != lc) && lc.visible) {
//add light data
_bake_gi_probe_light(header, cells, local_data, leaves, leaf_count, lc, 1);
}
}
SWAP(probe_data->dynamic.light_cache_changes, probe_data->dynamic.light_cache);
//downscale to lower res levels
_bake_gi_downscale_light(0, 0, cells, header, local_data, probe_data->dynamic.propagate);
//plot result to 3D texture!
if (probe_data->dynamic.compression == RasterizerStorage::GI_PROBE_UNCOMPRESSED) {
for (int i = 0; i < (int)header->cell_subdiv; i++) {
int stage = header->cell_subdiv - i - 1;
if (stage >= probe_data->dynamic.mipmaps_3d.size()) {
continue; //no mipmap for this one
}
//print_line("generating mipmap stage: " + itos(stage));
int level_cell_count = probe_data->dynamic.level_cell_lists[i].size();
const uint32_t *level_cells = probe_data->dynamic.level_cell_lists[i].ptr();
PoolVector<uint8_t>::Write lw = probe_data->dynamic.mipmaps_3d.write[stage].write();
uint8_t *mipmapw = lw.ptr();
uint32_t sizes[3] = { header->width >> stage, header->height >> stage, header->depth >> stage };
for (int j = 0; j < level_cell_count; j++) {
uint32_t idx = level_cells[j];
uint32_t r2 = (uint32_t(local_data[idx].energy[0]) / probe_data->dynamic.bake_dynamic_range) >> 2;
uint32_t g = (uint32_t(local_data[idx].energy[1]) / probe_data->dynamic.bake_dynamic_range) >> 2;
uint32_t b = (uint32_t(local_data[idx].energy[2]) / probe_data->dynamic.bake_dynamic_range) >> 2;
uint32_t a = (cells[idx].level_alpha >> 8) & 0xFF;
uint32_t mm_ofs = sizes[0] * sizes[1] * (local_data[idx].pos[2]) + sizes[0] * (local_data[idx].pos[1]) + (local_data[idx].pos[0]);
mm_ofs *= 4; //for RGBA (4 bytes)
mipmapw[mm_ofs + 0] = uint8_t(MIN(r2, 255));
mipmapw[mm_ofs + 1] = uint8_t(MIN(g, 255));
mipmapw[mm_ofs + 2] = uint8_t(MIN(b, 255));
mipmapw[mm_ofs + 3] = uint8_t(MIN(a, 255));
}
}
} else if (probe_data->dynamic.compression == RasterizerStorage::GI_PROBE_S3TC) {
int mipmap_count = probe_data->dynamic.mipmaps_3d.size();
for (int mmi = 0; mmi < mipmap_count; mmi++) {
PoolVector<uint8_t>::Write mmw = probe_data->dynamic.mipmaps_3d.write[mmi].write();
int block_count = probe_data->dynamic.mipmaps_s3tc[mmi].size();
PoolVector<InstanceGIProbeData::CompBlockS3TC>::Read mmr = probe_data->dynamic.mipmaps_s3tc[mmi].read();
for (int i = 0; i < block_count; i++) {
const InstanceGIProbeData::CompBlockS3TC &b = mmr[i];
uint8_t *blockptr = &mmw[b.offset * 16];
memcpy(blockptr, b.alpha, 8); //copy alpha part, which is precomputed
Vector3 colors[16];
for (uint32_t j = 0; j < b.source_count; j++) {
colors[j].x = (local_data[b.sources[j]].energy[0] / float(probe_data->dynamic.bake_dynamic_range)) / 1024.0;
colors[j].y = (local_data[b.sources[j]].energy[1] / float(probe_data->dynamic.bake_dynamic_range)) / 1024.0;
colors[j].z = (local_data[b.sources[j]].energy[2] / float(probe_data->dynamic.bake_dynamic_range)) / 1024.0;
}
//super quick and dirty compression
//find 2 most further apart
float distance = 0;
Vector3 from, to;
if (b.source_count == 16) {
//all cells are used so, find minmax between them
int further_apart[2] = { 0, 0 };
for (uint32_t j = 0; j < b.source_count; j++) {
for (uint32_t k = j + 1; k < b.source_count; k++) {
float d = colors[j].distance_squared_to(colors[k]);
if (d > distance) {
distance = d;
further_apart[0] = j;
further_apart[1] = k;
}
}
}
from = colors[further_apart[0]];
to = colors[further_apart[1]];
} else {
//if a block is missing, the priority is that this block remains black,
//otherwise the geometry will appear deformed
//correct shape wins over correct color in this case
//average all colors first
Vector3 average;
for (uint32_t j = 0; j < b.source_count; j++) {
average += colors[j];
}
average.normalize();
//find max distance in normal from average
for (uint32_t j = 0; j < b.source_count; j++) {
float d = average.dot(colors[j]);
distance = MAX(d, distance);
}
from = Vector3(); //from black
to = average * distance;
//find max distance
}
int indices[16];
uint16_t color_0 = 0;
color_0 = CLAMP(int(from.x * 31), 0, 31) << 11;
color_0 |= CLAMP(int(from.y * 63), 0, 63) << 5;
color_0 |= CLAMP(int(from.z * 31), 0, 31);
uint16_t color_1 = 0;
color_1 = CLAMP(int(to.x * 31), 0, 31) << 11;
color_1 |= CLAMP(int(to.y * 63), 0, 63) << 5;
color_1 |= CLAMP(int(to.z * 31), 0, 31);
if (color_1 > color_0) {
SWAP(color_1, color_0);
SWAP(from, to);
}
if (distance > 0) {
Vector3 dir = (to - from).normalized();
for (uint32_t j = 0; j < b.source_count; j++) {
float d = (colors[j] - from).dot(dir) / distance;
indices[j] = int(d * 3 + 0.5);
static const int index_swap[4] = { 0, 3, 1, 2 };
indices[j] = index_swap[CLAMP(indices[j], 0, 3)];
}
} else {
for (uint32_t j = 0; j < b.source_count; j++) {
indices[j] = 0;
}
}
//by default, 1 is black, otherwise it will be overridden by source
uint32_t index_block[16] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
for (uint32_t j = 0; j < b.source_count; j++) {
int x = local_data[b.sources[j]].pos[0] % 4;
int y = local_data[b.sources[j]].pos[1] % 4;
index_block[y * 4 + x] = indices[j];
}
uint32_t encode = 0;
for (int j = 0; j < 16; j++) {
encode |= index_block[j] << (j * 2);
}
blockptr[8] = color_0 & 0xFF;
blockptr[9] = (color_0 >> 8) & 0xFF;
blockptr[10] = color_1 & 0xFF;
blockptr[11] = (color_1 >> 8) & 0xFF;
blockptr[12] = encode & 0xFF;
blockptr[13] = (encode >> 8) & 0xFF;
blockptr[14] = (encode >> 16) & 0xFF;
blockptr[15] = (encode >> 24) & 0xFF;
}
}
}
//send back to main thread to update un little chunks
probe_bake_mutex.lock();
probe_data->dynamic.updating_stage = GI_UPDATE_STAGE_UPLOADING;
probe_bake_mutex.unlock();
}
bool VisualServerScene::_check_gi_probe(Instance *p_gi_probe) {
InstanceGIProbeData *probe_data = static_cast<InstanceGIProbeData *>(p_gi_probe->base_data);
probe_data->dynamic.light_cache_changes.clear();
bool all_equal = true;
for (List<Instance *>::Element *E = p_gi_probe->scenario->directional_lights.front(); E; E = E->next()) {
if (VSG::storage->light_get_bake_mode(E->get()->base) == VS::LightBakeMode::LIGHT_BAKE_DISABLED) {
continue;
}
InstanceGIProbeData::LightCache lc;
lc.type = VSG::storage->light_get_type(E->get()->base);
lc.color = VSG::storage->light_get_color(E->get()->base);
lc.energy = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ENERGY) * VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_INDIRECT_ENERGY);
lc.radius = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_RANGE);
lc.attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ATTENUATION);
lc.spot_angle = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ANGLE);
lc.spot_attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ATTENUATION);
lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform;
lc.visible = E->get()->visible;
if (!probe_data->dynamic.light_cache.has(E->get()->self) || probe_data->dynamic.light_cache[E->get()->self] != lc) {
all_equal = false;
}
probe_data->dynamic.light_cache_changes[E->get()->self] = lc;
}
for (Set<Instance *>::Element *E = probe_data->lights.front(); E; E = E->next()) {
if (VSG::storage->light_get_bake_mode(E->get()->base) == VS::LightBakeMode::LIGHT_BAKE_DISABLED) {
continue;
}
InstanceGIProbeData::LightCache lc;
lc.type = VSG::storage->light_get_type(E->get()->base);
lc.color = VSG::storage->light_get_color(E->get()->base);
lc.energy = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ENERGY) * VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_INDIRECT_ENERGY);
lc.radius = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_RANGE);
lc.attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_ATTENUATION);
lc.spot_angle = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ANGLE);
lc.spot_attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ATTENUATION);
lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform;
lc.visible = E->get()->visible;
if (!probe_data->dynamic.light_cache.has(E->get()->self) || probe_data->dynamic.light_cache[E->get()->self] != lc) {
all_equal = false;
}
probe_data->dynamic.light_cache_changes[E->get()->self] = lc;
}
//lighting changed from after to before, must do some updating
return !all_equal || probe_data->dynamic.light_cache_changes.size() != probe_data->dynamic.light_cache.size();
}
void VisualServerScene::render_probes() {
/* REFLECTION PROBES */
SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
bool busy = false;
while (ref_probe) {
SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
RID base = ref_probe->self()->owner->base;
switch (VSG::storage->reflection_probe_get_update_mode(base)) {
case VS::REFLECTION_PROBE_UPDATE_ONCE: {
if (busy) { //already rendering something
break;
}
bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
if (done) {
reflection_probe_render_list.remove(ref_probe);
} else {
ref_probe->self()->render_step++;
}
busy = true; //do not render another one of this kind
} break;
case VS::REFLECTION_PROBE_UPDATE_ALWAYS: {
int step = 0;
bool done = false;
while (!done) {
done = _render_reflection_probe_step(ref_probe->self()->owner, step);
step++;
}
reflection_probe_render_list.remove(ref_probe);
} break;
}
ref_probe = next;
}
/* GI PROBES */
SelfList<InstanceGIProbeData> *gi_probe = gi_probe_update_list.first();
while (gi_probe) {
SelfList<InstanceGIProbeData> *next = gi_probe->next();
InstanceGIProbeData *probe = gi_probe->self();
Instance *instance_probe = probe->owner;
//check if probe must be setup, but don't do if on the lighting thread
bool force_lighting = false;
if (probe->invalid || (probe->dynamic.updating_stage == GI_UPDATE_STAGE_CHECK && probe->base_version != VSG::storage->gi_probe_get_version(instance_probe->base))) {
_setup_gi_probe(instance_probe);
force_lighting = true;
}
float propagate = VSG::storage->gi_probe_get_propagation(instance_probe->base);
if (probe->dynamic.propagate != propagate) {
probe->dynamic.propagate = propagate;
force_lighting = true;
}
if (!probe->invalid && probe->dynamic.enabled) {
switch (probe->dynamic.updating_stage) {
case GI_UPDATE_STAGE_CHECK: {
if (_check_gi_probe(instance_probe) || force_lighting) { //send to lighting thread
#ifndef NO_THREADS
probe_bake_mutex.lock();
probe->dynamic.updating_stage = GI_UPDATE_STAGE_LIGHTING;
probe_bake_list.push_back(instance_probe);
probe_bake_mutex.unlock();
probe_bake_sem.post();
#else
_bake_gi_probe(instance_probe);
#endif
}
} break;
case GI_UPDATE_STAGE_LIGHTING: {
//do none, wait til done!
} break;
case GI_UPDATE_STAGE_UPLOADING: {
//uint64_t us = OS::get_singleton()->get_ticks_usec();
for (int i = 0; i < (int)probe->dynamic.mipmaps_3d.size(); i++) {
PoolVector<uint8_t>::Read r = probe->dynamic.mipmaps_3d[i].read();
VSG::storage->gi_probe_dynamic_data_update(probe->dynamic.probe_data, 0, probe->dynamic.grid_size[2] >> i, i, r.ptr());
}
probe->dynamic.updating_stage = GI_UPDATE_STAGE_CHECK;
//print_line("UPLOAD TIME: " + rtos((OS::get_singleton()->get_ticks_usec() - us) / 1000000.0));
} break;
}
}
//_update_gi_probe(gi_probe->self()->owner);
gi_probe = next;
}
}
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) {
//remove materials no longer used and un-own them
int new_mat_count = VSG::storage->mesh_get_surface_count(p_instance->base);
for (int i = p_instance->materials.size() - 1; i >= new_mat_count; i--) {
if (p_instance->materials[i].is_valid()) {
VSG::storage->material_remove_instance_owner(p_instance->materials[i], p_instance);
}
}
p_instance->materials.resize(new_mat_count);
int new_blend_shape_count = VSG::storage->mesh_get_blend_shape_count(p_instance->base);
if (new_blend_shape_count != p_instance->blend_values.size()) {
p_instance->blend_values.resize(new_blend_shape_count);
for (int i = 0; i < new_blend_shape_count; i++) {
p_instance->blend_values.write().ptr()[i] = 0;
}
}
}
if ((1 << p_instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) {
InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
bool can_cast_shadows = true;
bool is_animated = false;
if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_OFF) {
can_cast_shadows = false;
} else if (p_instance->material_override.is_valid()) {
can_cast_shadows = VSG::storage->material_casts_shadows(p_instance->material_override);
is_animated = VSG::storage->material_is_animated(p_instance->material_override);
} else {
if (p_instance->base_type == VS::INSTANCE_MESH) {
RID mesh = p_instance->base;
if (mesh.is_valid()) {
bool cast_shadows = false;
for (int i = 0; i < p_instance->materials.size(); i++) {
RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : VSG::storage->mesh_surface_get_material(mesh, i);
if (!mat.is_valid()) {
cast_shadows = true;
} else {
if (VSG::storage->material_casts_shadows(mat)) {
cast_shadows = true;
}
if (VSG::storage->material_is_animated(mat)) {
is_animated = true;
}
}
}
if (!cast_shadows) {
can_cast_shadows = false;
}
}
} else if (p_instance->base_type == VS::INSTANCE_MULTIMESH) {
RID mesh = VSG::storage->multimesh_get_mesh(p_instance->base);
if (mesh.is_valid()) {
bool cast_shadows = false;
int sc = VSG::storage->mesh_get_surface_count(mesh);
for (int i = 0; i < sc; i++) {
RID mat = VSG::storage->mesh_surface_get_material(mesh, i);
if (!mat.is_valid()) {
cast_shadows = true;
} else {
if (VSG::storage->material_casts_shadows(mat)) {
cast_shadows = true;
}
if (VSG::storage->material_is_animated(mat)) {
is_animated = true;
}
}
}
if (!cast_shadows) {
can_cast_shadows = false;
}
}
} else if (p_instance->base_type == VS::INSTANCE_IMMEDIATE) {
RID mat = VSG::storage->immediate_get_material(p_instance->base);
can_cast_shadows = !mat.is_valid() || VSG::storage->material_casts_shadows(mat);
if (mat.is_valid() && VSG::storage->material_is_animated(mat)) {
is_animated = true;
}
} else if (p_instance->base_type == VS::INSTANCE_PARTICLES) {
bool cast_shadows = false;
int dp = VSG::storage->particles_get_draw_passes(p_instance->base);
for (int i = 0; i < dp; i++) {
RID mesh = VSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
if (!mesh.is_valid()) {
continue;
}
int sc = VSG::storage->mesh_get_surface_count(mesh);
for (int j = 0; j < sc; j++) {
RID mat = VSG::storage->mesh_surface_get_material(mesh, j);
if (!mat.is_valid()) {
cast_shadows = true;
} else {
if (VSG::storage->material_casts_shadows(mat)) {
cast_shadows = true;
}
if (VSG::storage->material_is_animated(mat)) {
is_animated = true;
}
}
}
}
if (!cast_shadows) {
can_cast_shadows = false;
}
}
}
if (p_instance->material_overlay.is_valid()) {
can_cast_shadows = can_cast_shadows || VSG::storage->material_casts_shadows(p_instance->material_overlay);
is_animated = is_animated || VSG::storage->material_is_animated(p_instance->material_overlay);
}
if (can_cast_shadows != geom->can_cast_shadows) {
//ability to cast shadows change, let lights now
for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
light->make_shadow_dirty();
}
geom->can_cast_shadows = can_cast_shadows;
}
geom->material_is_animated = is_animated;
}
}
_instance_update_list.remove(&p_instance->update_item);
_update_instance(p_instance);
p_instance->update_aabb = false;
p_instance->update_materials = false;
}
void VisualServerScene::update_dirty_instances() {
VSG::storage->update_dirty_resources();
// this is just to get access to scenario so we can update the spatial partitioning scheme
Scenario *scenario = nullptr;
if (_instance_update_list.first()) {
scenario = _instance_update_list.first()->self()->scenario;
}
while (_instance_update_list.first()) {
_update_dirty_instance(_instance_update_list.first()->self());
}
if (scenario) {
scenario->sps->update();
}
}
bool VisualServerScene::free(RID p_rid) {
if (camera_owner.owns(p_rid)) {
Camera *camera = camera_owner.get(p_rid);
_interpolation_data.notify_free_camera(p_rid, *camera);
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());
}
VSG::scene_render->free(scenario->reflection_probe_shadow_atlas);
VSG::scene_render->free(scenario->reflection_atlas);
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);
_interpolation_data.notify_free_instance(p_rid, *instance);
instance_set_use_lightmap(p_rid, RID(), RID(), -1, Rect2(0, 0, 1, 1));
instance_set_scenario(p_rid, RID());
instance_set_base(p_rid, RID());
instance_geometry_set_material_override(p_rid, RID());
instance_geometry_set_material_overlay(p_rid, RID());
instance_attach_skeleton(p_rid, RID());
update_dirty_instances(); //in case something changed this
instance_owner.free(p_rid);
memdelete(instance);
} else if (room_owner.owns(p_rid)) {
Room *room = room_owner.get(p_rid);
room_owner.free(p_rid);
memdelete(room);
} else if (portal_owner.owns(p_rid)) {
Portal *portal = portal_owner.get(p_rid);
portal_owner.free(p_rid);
memdelete(portal);
} else if (ghost_owner.owns(p_rid)) {
Ghost *ghost = ghost_owner.get(p_rid);
ghost_owner.free(p_rid);
memdelete(ghost);
} else if (roomgroup_owner.owns(p_rid)) {
RoomGroup *roomgroup = roomgroup_owner.get(p_rid);
roomgroup_owner.free(p_rid);
memdelete(roomgroup);
} else if (occluder_instance_owner.owns(p_rid)) {
OccluderInstance *occ_inst = occluder_instance_owner.get(p_rid);
occluder_instance_owner.free(p_rid);
memdelete(occ_inst);
} else if (occluder_resource_owner.owns(p_rid)) {
OccluderResource *occ_res = occluder_resource_owner.get(p_rid);
occ_res->destroy(_portal_resources);
occluder_resource_owner.free(p_rid);
memdelete(occ_res);
} else {
return false;
}
return true;
}
VisualServerScene *VisualServerScene::singleton = nullptr;
VisualServerScene::VisualServerScene() {
probe_bake_thread.start(_gi_probe_bake_threads, this);
probe_bake_thread_exit = false;
light_culler = memnew(VisualServerLightCuller);
render_pass = 1;
singleton = this;
_use_bvh = GLOBAL_DEF("rendering/quality/spatial_partitioning/use_bvh", true);
GLOBAL_DEF("rendering/quality/spatial_partitioning/bvh_collision_margin", 0.1);
ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/spatial_partitioning/bvh_collision_margin", PropertyInfo(Variant::REAL, "rendering/quality/spatial_partitioning/bvh_collision_margin", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"));
light_culler->set_caster_culling_active(GLOBAL_DEF("rendering/quality/shadows/caster_culling", true));
light_culler->set_light_culling_active(GLOBAL_DEF("rendering/quality/shadows/light_culling", true));
_visual_server_callbacks = nullptr;
}
VisualServerScene::~VisualServerScene() {
probe_bake_thread_exit = true;
probe_bake_sem.post();
probe_bake_thread.wait_to_finish();
if (light_culler) {
memdelete(light_culler);
light_culler = nullptr;
}
}